Jump to content

Frenchy56

Members
  • Posts

    558
  • Joined

  • Last visited

  • Days Won

    5

Posts posted by Frenchy56

  1. I play Post Scriptum sometimes, which is descended from a game named Squad which is itself based on a mod for Battlefield 2 named Project Reality, an attempt at making a more authentic and teamwork-heavy experience. Of course if you go on expecting a fast-paced shooter where you can hop in and out of tanks guns blazing, this is not your game. What's important here is not kills, it's capturing and/or holding points. In order to do that, the squad leaders and commander must coordinate their movements and request fire support. Armor is limited to specialised squads representing tank crews, and the experience is very nice. While there are no tank interiors, you still get access to rotatable periscopes, and the sounds are top notch. There is also a "logistics" section which is tasked with building fortified forward spawn points and building defenses around capture points.

    I am in contact with the IFA3 dev team, and they will be able to release their mod with full textures sometime around 2020. They also plan on replacing every vehicle 3D model, which come from the original Iron Front and the Invasion44 Arma 2 mod.

    Otherwise I occasionally play Red Orchestra 2 and Rising Storm 1 when I want something less complicated. Darkest Hour, the RO1 mod is still active and pushing out patches and features, however it has gone in the same direction as Post Scriptum.

    I also used to play Insurgency: Sandstorm before becoming disillusioned with its lacking optimisation and its twitchy movement system. I much prefer the last game, Insurgency 2, and its WW2 spinoff Day of Infamy.

  2. 16 minutes ago, Xorg_Xalargsky said:

    AT guns are really not that bad in CM2.

    Really, I think the only good things AT guns in this game can do is stay hidden and fire. Their survival mostly rests on their placement.

    Not to shill for it, but Graviteam addresses all the issues you listed. Crews can simply push or drag their gun immediately, and lighter guns are quite swift. When entrenched, the gun will be manned only by necessary crew, the rest in foxholes. It makes them more durable and their fire more effective.

  3. 24 minutes ago, IanL said:

    Abandon means the crew is leaving and never coming back so they disable the gun. That was SOP if you were going to abandon gear - make sure the enemy cannot use it against you.

    Well, you knew what I meant. Is this how BF sees it? Hopefully they make a system that can rival Graviteam's for CM3x

  4. 6 hours ago, umlaut said:

    This is strange. I´ve followed your example and renamed the files as well. But I still havent got any SA-voices. But now I get faint white noises - apparently when there should have be voices.

    I have checked the South African Wav-files and the "bit speed" (translated from danish: bithastighed) seems to be messed up: Some are 705kbps, some are 1411 kbps and some are 2116kbps. The voice files of other nations all seem to be 705kbps.

    It seems that the files that are 1411 or 2116kbps are the afrikaans voices. The english SA-voices all seem to be 705kbps, but they are significantly lower in volume than the ones in afrikaans. The english voices also sound extremely dull to me: more like someone reading aloud from a sheet of paper than actually trying to do some voice acting.

     

    After looking further into it I can confirm this as well. I definitely expect a fix soon.

  5. 3 hours ago, 3j2m7 said:

    So,  can you tell me what language is it ?

    I have a lot but like I said, without to know it, this could be perhaps interresting for CMFI ?

    These are Arabic voices from Call of Duty 4. The campaign is partly set in a fictional oil-rich Middle Eastern country, kind of like Iraq. So no these wouldn't be usable if you want 100% Morrocan or Algerian accent/dialect. But as @mjkerner says the best we can have right now is to take voices from CMSF and its sound mods.

  6. The SA voices are in the game files. I've listened to some and I can say that the English-speaking ones are not immersive at all ("They'll kill us all. Run." spoken in a completely nonchalant tone. All of them are.), and are too quiet. Which is probably the problem, another thing I can think of is them not being named right, as I saw some of them with misspelled names.

    The Afrikaans ones are okay, but like the English ones some of them are misspelled as well.

  7. 3 hours ago, Warts 'n' all said:

    Can't you call the sand one for example ....   kepi-officer-jr

    And the sky blue one ..    kepi-officer-sr

    I know some of the uniform mods work in that way, although in this case it might be more difficult.

    It all depends on how BF made them in the game files. And in this case there's only one: smod_french_hat-kepi

    I don't know if it's tied to it, but US uniforms do not have this level of detail as well.

    It also seems technically impossible to make officers and such have caucasian skins, or enlisted to speak arabic due to how the game is built.

    It would have been interesting if BF had worked on these details more, but at this rate I'd rather wait for CMx3 so they can get all of this stuff in order and make us modders benefit.

×
×
  • Create New...