View Full Version : FFAMM Sound mod
Steveak44
2nd November 2007, 00:26
Check out this sound and effects mod if you get a chance. My new favorite by far. I tried all the infantry weapons for both sides and some of the aircraft they all sound great. I then did a few single player missions and it really rocked. The sample video is cool too.
http://www.armaholic.com/page.php?id=2220
[8]72|JSgt.Super64
2nd November 2007, 01:04
WOW. I first watched the vid and thought it was just the overlayed sound of a real movie. Then i installed the mod. Holly crap this is officially my favorite sound pack. FDF just got replaced. Can we please take a serious look at this mod as an official tourny mod? Everyone try it out and see what you think. Im impressed.
[AToW]ViperMaul
2nd November 2007, 02:55
Aw man I just added the FDF Sounds to MOD File.
Ok I will yank it out and we can use this Sound MOD this weekend. Then take an Opinion Poll.
EDIT: WOW! Its only 12MB!
This could save us 90MB in the MOD size.
[8]72|Pvt.SnowMan
2nd November 2007, 04:16
I just downloaded it and gave it a try.
I Like it!!!!!! Couple it with Arma Effects and you can't loose!!
SnowMan
{8}3|Lt.Hooves
2nd November 2007, 05:33
I just tried it and I like it. Although, did it add some visual effects as well? not so sure I like the cobra machine guns. But the rest was fantastic!
Steveak44
2nd November 2007, 08:59
I just tried it and I like it. Although, did it add some visual effects as well? not so sure I like the cobra machine guns. But the rest was fantastic!
Yeah, I think there are bits of the 6thSense tracer and ArmAEffects stuff in there.
[8]72|JSgt.Super64
2nd November 2007, 13:04
I thought the explosions and smoke seemed more realistic! Nice! Im looking forward to hearing what people think of it this sunday.
SnowBall
2nd November 2007, 13:25
I vote no. The sound was a step backwards from realism. The rifles sound like .22 cal rimfires. I like the FDF sounds a lot better. Too bad. I had hopes for a more realistic sound pack. :(
[AToW]ViperMaul
2nd November 2007, 13:38
I vote no. The sound was a step backwards from realism. The rifles sound like .22 cal rimfires. I like the FDF sounds a lot better. Too bad. I had hopes for a more realistic sound pack. :(
If that is the only reason we can change that sound to the same one as the FDF Sounds with permission of the authors. And if people agree with the change.
[8]72|JSgt.Super64
2nd November 2007, 13:48
Lets give it a chance in its stock form in a full battle before we change their stuff. So far impressions have been good. If anything, we should use it then report back to them with our feedback. Maybe they will listen and beef up some of the sounds. I personally thought the PKM sounded like a silenced MP5. But then again, ive never heard a real life PKM fire off. But that alone did not make me want to scrap the entire sound pack. Im looking forward to us trying it out this sunday.
SnowBall
2nd November 2007, 14:47
Its kinda a blast from the past but, I have yet to find a more realistic sound for rifles to date. They said they take the sounds directly from a recording of a discharge. Maybe they could help us. http://infiltration.sentrystudios.net/ I don't know what its worth. But, it might work.
[8]72|JSgt.Super64
2nd November 2007, 15:35
Its kinda a blast from the past but, I have yet to find a more realistic sound for rifles to date. They said they take the sounds directly from a recording of a discharge. Maybe they could help us. http://infiltration.sentrystudios.net/ I don't know what its worth. But, it might work.
What am I looking for on their site? Their download page just has a few server.exe's and a couple maps.
[AToW]Dren
2nd November 2007, 15:51
ill answer for Doyle.
He told that that mod haves the most realistic m16(or m4) sounds what he has ever heard. Point was to check if its possible to import the gun sounds for the arma soundpack.
Would love to hear someone übers word for it. Dont know if it goes to hi-fi but worth to let people know.
And remember, its just suggestion/idea
SnowBall
2nd November 2007, 15:58
Yes. Thanks Dren.
Steveak44
3rd November 2007, 00:20
The rifles sound like .22 cal rimfires.
5.56 = .223 right? Pretty much a .22 with a bunch of powder behind it.:p
SnowBall
3rd November 2007, 02:38
5.56 = .223 right? Pretty much a .22 with a bunch of powder behind it.:p
You're right Steve, sorta. The 5.56 NATO round has different specs (NATO) for chamber pressure (among other things) than the .223. The latter of which use SAMMI specs, which use a lower chamber pressure and thus a smaller head spacing than a NATO round would require. However, as far as dimensions they are identical. That said, I think we can both agree that a .22 LR sounds a lot different from a .223 centerfire cartridge. ;)
Steveak44
3rd November 2007, 09:06
Lol. Thanks for correcting me. Gunny Hartman would be proud. http://i114.photobucket.com/albums/n270/Steveak44/funny/Gunny.jpg
Doyle, sometimes you are just too easy crank, buddy. :rolleyes: Gettin' kinda slow too. Took ya 3 hours to respond. See ya on battleday!:D
{8}3|Lt.Hooves
7th November 2007, 03:44
thOUGH I love the sounds withte FFAMM, I believe it is the casue of the major lag. for some reason both Armatec and I could not have good FRAMES but as soon as we loaded the game with out it was fine. this has been several different servers. hopefully somebady can finds why this is the case.
{7}9th|Maj.ArMaTeC
7th November 2007, 03:52
a possible reason could be having matts effects in 2 mods loaded up with the game at the same time personally i hate the lag I'm getting when i run just the tow mod on its own since the last update due to this same issue i did think that you guys had loaded the mod on the server with the FFAMM as this will cause issues as its server side and not where its ment to be i.e *Client side* gtg mid week battle
[AToW]ViperMaul
7th November 2007, 08:32
ArMaTeC, that seems to have some logic behind this.
That would make the most sense.
We will investigate
[AToW]ViperMaul
7th November 2007, 08:52
After speaking with Sickboy, he said the following
my pack1 should basicly be lagless, except for the blood models.
some ppl have weird problems with them
Weird to me is server 35+ and up while everyone gets a 20-30 client-side drop after 35-45 minutes. And then starting a new separate mission and the same 20-30 client-side FPS like is still there.
I am going to make a patch that will set the following up
<Sickboy> simply test it with the same clients
have them move the six_blood.pbo away for a bit
And on the server we will remove the FFAMM from the server.
{8}3|Lt.Hooves
7th November 2007, 22:56
bUT DOES this mean that we can still run FFAMM client side?
[8]72|JSgt.Super64
7th November 2007, 23:11
bUT DOES this mean that we can still run FFAMM client side?
I believe so. VM, can you confirm?
[AToW]ViperMaul
8th November 2007, 01:18
Yes. Super is correct. We are not pulling out the FFAMM Mod from your clients. That will stay in the MOD until a decision is made to keep it or not. We are just pulling out all unnecessary server-side MOD files like FFAMM and Arma Effects, Tracers. We are removing Blood all together.
Currently there is desync found in Today's test with Dren and I so I might even pull out Tracers and the CRDS (the "crying out in pain" when you get shot and stun and black out effects.).
Steveak44
8th November 2007, 01:50
The crying was annoying. At the first hit ok, but the constant crying after is too much. The stun and black out where not too bad though.
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