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fortran

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Everything posted by fortran

  1. After hearing that there is destined to be some improvements made in the SA sound design which I am looking forward to and partly due to having some time on my hands over the weekend I decided to experiment a little and concept some changes myself to see what the SA could potentially sound like in the future. Due to it not being possible to do this at a file level this is simply video recorded in-game with the original audio stripped out and all new audio added from scratch. Experimented with new soundscapes for external and internal areas, new footstep/equipment foley, new M4A1 sounds for both outside and indoor areas. Will design and upload some further tests as and when I find the in-game items I need to do so or if there is any interest from anybody. Would really love to see either real-time DSP or at least pre-baked convolution on a file level added to the SA to differentiate between indoor and outdoor areas for both foley and weapon audio etc. and also more love given to the soundscapes in-general to really give each building type and outdoor/indoor area it's own feel. Here's hoping the SA will get some improvements to the ARMA sound engine as well. PART 1 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. 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.
  2. 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.
  3. 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.
  4. fortran

    Scumbag Bandit with a Mosin - Episode 02!

    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
  5. 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.
  6. 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.
  7. fortran

    Where is the rain?

    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.
  8. fortran

    Bandit to nice guy

  9. 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 :) .
  10. 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.
  11. 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 :)
  12. 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.
  13. 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.
  14. fortran

    Fresh Server Having A Issue With Wipes

    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.
  15. fortran

    Mosin Spawns

    You can also find them in cars.
  16. fortran

    For all you KoS complainers out there

    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.
  17. fortran

    painting on the floor

    It's this guy >
  18. Thanks a lot for the comments and critique/feedback guys, seriously appreciate it, it's nice to see that so many people feel that new audio is a priority for the game also, am very excited to see what the new sound designer Rocket hired will bring to SA once he is up and running. Also agreed with some of the comments about the zombies, spent a lot of time screaming and shouting down the mic to try and get something more menacing but not too Resident Evil in style, but it's a fine line, will take another bash and vocalising them soon. Will probably make a few more of these over the next couple of weeks as and when I can find items I want to work on such as the Mosin, the FNX45, seascapes, city interiors and a at the top of my list. a new shovel melee sound lol. Is just a bit tricky running around trying to record for this purpose without getting shot while doing so :rolleyes: Anyway thanks again for all the support and feedback.
  19. fortran

    What you think of the community in DayZ?

    Realistically I find the community to be fine, there are a good percentage of "good guy" players out there, just as there is a solid percentage of "baddies" but there is also a whole cornucopia of shades between just simple "good" and "bad". The main trouble is that it's not always that simple to determine which is which and even less easy based on a few words spoken from a distance. If you choose to talk to somebody you are opening a door for both parties involved. Whether or not both players are "good" is not enough to ensure that what occurs does not end in one of their deaths. There are so many factors which can influence the outcome of any interaction in this game. Current situation, current physical location on the map, current equipment carried by both players, past-spawn experience, earlier-in-the-day experience with another player, tone of voice, whether or not you surprised somebody, the list is almost endless. Simply shouting "friendly" down the mic and offering "freebies" is not enough to convince somebody that you have good intentions, when there are just as many bandits or bad-guys using that exact same tactic to lure people to their deaths. Only way to increase your chances is to constantly be on your guard, does this mean killing on sight ? Not at all. But it does means that you need to take a considerable amount of extra caution before giving away your position either visually or audibly.
  20. fortran

    HAHAHAHA Oh geez, look who's playing:

    If you have seen the public "behaviour" of the rest of their PR department, including the head of the studio, then you will understand that this guy would fit right in with them.
  21. fortran

    KoS Video. Bring on the hate!

    First off great aim, you have a few really nice shots in there. Sadly shooting what looks to be 90% fresh unarmed spawns while camped on a roof is piss poor. I get that it obviously amuses you no end and that's fine, you bought the game, you get to play just how you want just like the hordes of others who endorse and chose to play in this manner. It's been like this since the mod released, it will never change and that is fine. I guess it's the same mentality hackers have in FPS games when they turn on their "rage-bot" and start wiping down the entire server with some kind of LMG, as in, the only satisfaction gleaned from it is the thought that the person(s) you are killing will rage from it. Really though where is the challenge? You might as well work in a slaughterhouse bolt-gunning cattle in the head if this kind of thing actually excites you. Why not take your mosin, head up north and see how long you can keep this up against some fully geared players who know what's up. I find it so tragically sad that so many people choose to play like this, not because it annoys me, but simply because you are missing out on so much of what this game really has to offer, but hey, whatever floats your boat. I guess as we see more progress in the "end-game" area of development for DayZ then this kind of mentality will subside a little, although never completely.
  22. fortran

    BANDIT SLAYING!DAY Z-STANDALONE!-AT BALOTA! PART 2

    Bandit slaying ? Little misleading on the title. You just came up against another squad who were just as geared as yours, then you proceeded to murdered a fresh spawn. Don't really see any bandits in this clip aside from your group. Entertaining none the less.
  23. fortran

    Headtracking

    Anybody using TrackIR / FreeTrack / FTNIR with standalone? Notice the option seems to still be there as in all the ARMA series games but am slightly concerned VAC might have an issue with it? Used headtracking with FT and FTNIR with A2 and A3 with no issues for ages but was just wondering.
  24. fortran

    Headtracking

    Magic thanks MarKeR just gave it a go myself and all seems good, no roll axis either though sadly, would be nice if roll could be bound to lean as it is in A3. Can't see VAC being an issue but thought it would be safer to ask first lol.
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