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Arethusa

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  1. I'd prefer lots of freedom in picking loadouts, if only because I'd prefer a sim that I'm free to customize to some degree. I do agree with splitting weapons off into regional/national groups, assuming there are enough to do that with.
  2. Pretty sure those are just decals with normal and parallax mapping. Same thing GRAW currently does for its bullet impacts and explosions. It's neither. It's pretty obviously concept art.
  3. Is there any chance of getting the Eotech from the MRC onto any of the other rifles? You have no idea how badly I want this. Also, I was messing around with some sounds, and I really would like to see something different on the M4, M16, and Mk23. They're just not as good as the Mk12 (which is just superb). Hell, if you can give me some instructions on how to cut sounds up and mix them to get the premixed 2shot, 3shot, and auto loop, and end sounds, I wouldn't mind doing it myself and contributing them. Not much else to do before GRAW 2 hits, anyway. [edit] Outcast: it wouldn't make any sense to give the Mexicans AKs of any sort. Their last rifle was a licensed G3, and it's being replaced by the FX 05, which is pretty similar to the G36.
  4. If you clip the sound short before the echo really starts and then do a bit of a logarithmic fadeout at the end, it should solve your problems.
  5. It's great in older games like CS:S, but not so great in more detailed games with better sound engines. The shell sound's a bit late in the one I remember putting in there, though; should be pretty trivial to edit out. By the, the SCAR L sounds you ripped and mixed aren't bad, but they definitely have too much echo, which sounds bad during autofire (especially from the AI firing premixed bursts). Probably fixable by just cutting the length down and fading out.
  6. Brettzies, did you get the sound archive I uploaded?
  7. Wow, keeping the release pace up. Brett, I uploaded a bunch of weapon sound suggestions you might find useful. Some are better than others, but I think there's some really good stuff in there. Don't have much time right now (bunch of essays to write before tomorrow) to go into it, but here's the link. http://www.megaupload.com/?d=NUT6BPI7
  8. Out of curiosity, what did you eventually end up using and who were you deployed with (if you can say)?
  9. http://www.megaupload.com/?d=PLCDN50G I uploaded a .wav rip of that SCAR video. Looked through my pile of weapon fire sounds, but I don't think I have any decent sounds for a USP, unfortunately.
  10. Wow, I'm surprised you carried one as a sidearm. I'd heard that the Mk23s were generally found to be far too cumbersome as siderarms and that everyone they were originally intended for ended up using USP Tacticals. On that note, Brett, you're probably going to have trouble fitting that gun to any animations ingame. It's much larger than an M9 or G19.
  11. Augh. Have you tried VLC? That generally manages to play anything. You shuld also be able to extract the audio with virtualdub. Let me know if you can't and I can try doing it myself and uploading it.
  12. Brett, I uploaded a video of a SCAR demo with some pretty clear sounds you can rip out of it. Thought you might find it useful. http://www.megaupload.com/?d=1YD8US2I
  13. It's a bit rough. I was mainly thinking 5 with 6 (twice the damage of a full length 5.56x45mm rifle like the M16 or SPR) being reserved for a battle rifle/sniper rifle in the same caliber, but 4 for the SCAR H and 5 for a battle rifle isn't unreasonable. 7.62x51mm is fairly potent, though. Really, though, are there any enemies in the game where it actually make a difference? The damage model is pretty ridiculous by default; enemies take two shots to the head from the SCAR L but die immediately if you hit them in the leg. [edit] By the way, I'm also getting the black/no texture error on the carry handles. I have somewhat different hardware (X1600, among other things) and have gotten that on all versions of your mod.
  14. Basically, no. It isn't that you can't physically lift two weapons, but in a combat situation (especially one where you have teammates who can carry M4s for you), it's extremely unlikely that you'd ever carry two guns. It is very cumbersome. Carrying two long arms does happen, but it's not common at all.
  15. I like the new M4 sound. It's a massive improvement over the last one. No need to go digging through my stuff for another candidate. I don't know if I like the suppressed sound, though; as Marcinko noted, it should have a bit more snap to it. Still, not disastrous or anything. Since you can't make the M16A4 properly fire in burst and semi only, why not just change it to an M16A3? Solves the problem with a few string fixes and no mess. If you're going to do some more unrealistic stuff like make the M4 a sidearm, I think it might be worth doing two versions of the mod (or just releasing each version with some alternate files): one with all the unrealstic stuff and one with realistic damage values, the real SPR reticule, etc. On that note, as I don't know the internal workings of this engine, is there any chance you could change the SCAR H damage value to 5 as well? I really do think it would go well with a battle rifle (damage 6, 20 round mag, reasonably high recoil, etc) if you decide to pursue the project in that direction. Just some comments and a bit of a request.
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