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246 ExcellentAbout fortran
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anyone else rubberbanding to the point of frusteration??
fortran replied to capt. beefsteak's topic in General Discussion
It's been acknowledge > https://twitter.com/Hicks_206/status/419850311830761474 Tried to play for 30 minutes tonight but it's almost impossible at the moment, hopefully some more news on this will be available tomorrow. -
DayZ Sound Design Test - Part 3 Final Added
fortran replied to fortran's topic in General Discussion
Thanks again guys. This will probably be my last post in this topic as it has now run its course, don't think there is much need to create any more of these videos at this point in time, will now be looking forward to hearing what the new sound designer brings to SA, as and when we get some updates that include their work. The feedback & critique both here and over on the DayZ subreddit has been absolutely great and I seriously appreciate the replies from everybody who posted. Thanks again everybody. -
I do hate this kind of behaviour however both your vids have made me smile for some reason, I guess the music somewhat makes me forget you're being a huge douche lol. :P
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[Video] Social Experiment - Handcuffed with keys and gun, what would you do?
fortran replied to SammyD's topic in Gallery
Nice vid! Would love to see some more of this kind of thing. I'm with Lauri7 though, I'm guessing you might have more luck if you don't set up out in the open at all, people are naturally going to assume that you are possibly a lure for a sniper. -
DayZ Sound Design Test - Part 3 Final Added
fortran replied to fortran's topic in General Discussion
Thanks for all the kind comments guys, seriously appreciate it. Thanks man, as for legal restrictions, do you mean for games? If so then no, none that I am aware of. You could make them as loud as you like. The trouble is that this is the digital domain and loudness is much more than simply volume in terms of perception. Making the actual files or in-game volume balance loud is only one part of the equation. The perception of volume is much more important than simply the actual physical volume. Pushing the audio file levels in to the red to gain more volume or pushing them much louder in the mix in-game just causes digital clipping which can sound pretty ghastly, not to mention creating an imbalance in the mix that affects the end user depending on how they have their headset/speaker volume set. The best way to create the perception of more volume, is to simply reduce the volume of everything else (dip) during the time that sound is playing. For example, during a weapon shot the ambience and all other sound is dipped so it sits under under the weapon sound, achieving the illusion that it is actually louder than it really is. Anyway this is all semantics really, to answer your question yes, the weapon sounds could be a lot louder and it would not cause any legal issues, but like I said, just making them louder alone still won't get you anywhere near to the feeling or sound levels observed when firing a weapon yourself. In my opinion it is better to get a nice strong volume for weapons, a good LF component which benefits those with larger speakers or subwoofers to immitate the "kick", but all while trying to prevent the audio files/in-game mix levels from hitting the red/clipping. -
So far only seen it twice, first time was incredibly light and lasted about 10 seconds, second time it was incredibly heavy, the entire sky was thick with dark grey clouds and it didn't stop for about 20 minutes.
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DayZ Sound Design Test - Part 3 Final Added
fortran replied to fortran's topic in General Discussion
Thanks again guys for the comments, really appreciate it! All the sounds have been designed from scratch utilising raw recordings from one of the following sources, my own personal field recordings, purchased professional raw library recordings, or for a handful of sounds - creative commons 0 content (for things I had no library material for or time to go out and record myself). Everything is either free of attribution & license requirement (my recordings and creative commons 0) , or , I own the licenses for and am able to distribute under the various EULA's agreed upon during purchase (various professional library recordings). So no, there are no license issues at all. Many thanks for the comment, appreciate it :) . -
DayZ Sound Design Test - Part 3 Final Added
fortran replied to fortran's topic in General Discussion
PART 3 Final part of the series, has been a lot of fun to work on, managed to finally capture an intense rainstorm on the server I was playing on so created an ambience for that, also reworked some of the eating/drinking sounds and added a bit of extra player foley for them and finally, as per request by a few people, included some physics interactions between the player and the environment and a set of door sounds. Just want to say a big thanks for all the kind comments, feedback and crit, has all been hugely appreciated. -
DayZ Sound Design Test - Part 3 Final Added
fortran replied to fortran's topic in General Discussion
Again, massive thanks to everybody who has commented and given feedback on this, seriously appreciate it! Thanks man, I actually work as a sound designer, just recently finished up on an indie title. Not at all, all great feedback! I definitely like the idea of including some of the handle sounds in the shovel foley and agreed on the mosin, went through quite a few variants and this might not have been the best choice in the end. Was actually planning to do one last video with some of the above included. Also managed to finally find myself on a server where it was raining heavily so will do a soundscape for that also. Thanks man, I haven't actually added any separate LF components as of yet to the weapons aside from some EQ, but yes, if they were to ever make their way into the game I usually add a separate layer for the sub-woofer (or speakers with sufficient range) in there too :) -
DayZ Sound Design Test - Part 3 Final Added
fortran replied to fortran's topic in General Discussion
Couldn't agree more. In this case it's really only to showcase the sounds in the 30 or so seconds I had available in the video, but totally agreed, in-game everything needs a lot more variety, space and randomisation, especially in an open-world such as Chernarus where you are spending hour upon hour playing in the same environments. Thanks for the comment/feedback. -
DayZ Sound Design Test - Part 3 Final Added
fortran replied to fortran's topic in General Discussion
PART 2 Managed to scavenge some more equipment, shovel, mosin, fnx45 so decided to make a part 2. Includes, seascape, shovel melee, mosin interior/exterior (not %100 happy yet), ship-wreck interior ambience, fire-axe melee, M4A1 suppressed trying to replicate both supersonic and subsonic ammo types, metal shed/warehouse interior ambience and finally the FNX45 interior and exterior. -
Fresh Server Having A Issue With Wipes
fortran replied to WreckItRalph's topic in General Discussion
Is the server white-listed yet? If not then it won't save to the master hive. Might need to contact the dev team directly to see if it has been added. This is just going on information Rocket left on the forums in response to this same issue. -
You can also find them in cars.
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As much as I appreciate watching DD, even though his DayZ play-style is completely contrary to my own this video is pretty pointless and obviously just his irritated response to getting called out for his normal gameplay style. There is a huge difference between being friendly and being stupid about it. He is so quick to say "This proves everything I have been doing is right" after getting killed several times. The reality however is if you play like this you are going to get yourself killed whether you are friendly or not. All he is doing is taking one extreme of play-style and substituting it with another. Nothing in this video justifies kos whatsoever. The majority of players who don't kill on sight and are experienced enough will have absolutely no problem surviving pretty much indefinitely and still find themselves able to assist people if need be.