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CSM2 modular by India Kilo, Chammy Description: Recommended to be used with: Tango Romeos Tracked Vehicles Sound Mod: http://forums.bistudio.com/showthread.php?t=78437 (simply extract the files from the above mod into your @CSM2\Addons directory) CSM2 is heavily focused on weapon and combat sounds. When you are in the midst of a firefight our aim is that you will enjoy immersion to the point where you are genuinely shocked & surprised. Reference work is included with full permission from the original authors where the standard is considered to be already at a level that significantly adds to enjoyment of the game, with the benefit that it is tailored and balanced to work well together with CSM2. Lots of people are using on-board audio with software rendering - do yourself and the industry a favour and buy a decent dedicated hardware sound card! It will provide better quality audio and lower CPU utilisation and encourage the game industry to take better advantage of hardware features, improve game immersion and help prevent the "just good enough" malaise from spreading. Features for ArmA 2: G36 and G36K variant CQB reflex sight is available for all fire modes in addition to the optical sight. Use your weapon fire mode key (default F) to cycle sequentially through the available fire modes: Semi --> Burst --> Automatic --> Semi (CQB) --> Burst (CQB) --> Automatic (CQB) Due to the way that the ArmA II engine handles muzzles, this feature treats the CQB and normal views as having two separate magazines, i.e. starting with two magazines of 30 rounds, you can fire 30 rounds while aiming with the optical sight, then switch to the reflex sight and fire 30 more *without reloading*. However, when both magazines are exhausted, you have to reload *both* magazines before you are able to fire in CQB and normal views. Historically, this was referred to as "the infamous ammo bug" in ArmA II v1.00 and the feature was subsequently removed by BIS in v1.01 This is feature is disabled for ACE2 when the client configuration file directive is set. Installation: As we always recommend use mod folders, the structure of a @MAP folder is allready given in the archive. Read the FAQ for more information about the use of modfolders. Included pbo files: CSM2_c_Aircraft.pbo CSM2_s_Aircraft.pbo CSM2_c_Ammo.pbo CSM2_s_Ammo.pbo CSM2_c_Gear.pbo CSM2_s_Gear.pbo CSM2_c_Helicopters.pbo CSM2_c_Helicopters.pbo.CSM2.bisign CSM2_c_Vehicles.pbo CSM2_s_Vehicles.pbo CSM2_c_Weapons.pbo CSM2_s_Weapons.pbo CSM2_c_wep_launcher.pbo CSM2_s_wep_launcher.pbo CSM2_c_wep_mg.pbo CSM2_s_wep_mg.pbo CSM2_c_wep_pistol.pbo CSM2_s_wep_pistol.pbo CSM2_c_wep_rifle.pbo CSM2_s_wep_rifle.pbo CSM2_c_wep_smg.pbo CSM2_s_wep_smg.pbo CSM2_c_wep_sniper.pbo CSM2_s_wep_sniper.pbo CSM2_c_wep_veh.pbo CSM2_s_wep_veh.pbo CSM2_c_EnvSnd.pbo CSM2_s_EnvSnd.pbo Media: Video by Berliner19 Usage with @ACE_SM: CSM2 works together with ACE2 @ACEX_SM and the default configuration is set to override @ACEX_SM sounds as detailed below. As both mod's are beta and still being developed, further support and changes will be added. To configure CSM2 to override ACEX_SM Weapon classes (default setting), the: #define CSM2_ACEX_SMstatement is included in the client configuration file: ...\Bohemia Interactive\ArmA 2\userconfig\CSM2\csm2_clientside_config.hppIf you are using ACE 2 but do not use @ACEX_SM sounds, or you wish to use CSM2 standalone or with another sound mod, then change the above statement to a comment by preceding it with '//' as follows: // #define CSM2_ACEX_SMCSM2 will then no longer check for @ACEX_SM dependencies and will start without the popup message. Credits & Thanks: Chammy (audio engineering & production, sounds, suggestions, creativity...) vo.2 (reference material, sound samples) kju (config reference ref.: http://dev-heaven.net/wiki/kmp-mst) Zeus (beta testing) BIS and BIKI ref.: http://community.bistudio.com/wiki/Main_Page Changelog: v1.04i - Improved: 500lb explosion sounds - Added: additional bullet cracks, MG firing variations - Improved: soundFly & bulletFly levels, run footsteps on concrete v1.04h - Improved: AK107 single fire trailoff & automatic fire now uses burst fire sound - Improved: AK47 single fire trailoff - Added: M4 single fire trailoff variation - Added: M2 trailoff variations - Fixed: no M2 reload sound - Fixed: no C4 explosion sound - Improved: re-prioritised artillery sounds to utilise the additional sounds added in 1.04g release v1.04g - M249 firing sound action less audible (bit less 'scratchy') - additional 2A42 single and burst firing sounds - additional M4A1 & M16A4 firing sounds - additional armour explosion and artillery sounds. v1.04f ? v1.04e - Modified: M16 & M4 added variations with small boost in bass - Improved: M16A4 trailoff cleaned up & variations added v1.04d - New and remixed weapon sounds for the following classes: M16, M4, AK74, RPK74 - Additional bullet sounds v1.04c - Fixed: No recoil on M16A4_ACG - Fixed: M16A4_ACG burst base class update error (finally!) - New technique introduced on an experimental basis to improve variation in combat ambience by varying bullet sounds - changes are subtle - Added ambient environment sound module - first pass at improving balance of environmental sounds, e.g. reduced obtrusive sea noise level, breeze/wind levels more noticeable, etc. v1.04b - Improved: Balanced distant firing weapon sounds (changes are subtle) v1.04 - Improved: CSM2 weapons now broken down into the BIS format adopted by ACE2 mod, providing much greater flexibility and choice of which modules are used and significantly improved configuration v1.03.05 - Changed: AK74/107 & derivative weapons use single sounds or closely matched variations v1.03.04 - Changed: M16/M4 weapons use single sounds or closely matched variations - Improved: M249 & M240 sounds v1.03.03 - CSM2_c_Weapons config adjusted to use new M16 & M4 firing sounds more frequently - Added: Yoma Addon Sync support v1.03.02 - Improved: M16A2 & M16A4 firing sounds - M4 firing sound - MK12 SPR brass sound removed (thanks Alex72) - 556x45mm round distant supersonic crack cleaned up v1.03.01 - Added: Additional ACE2 weapon classes - Fixed: ACE2 M4 derivative SD weapons not playing suppressed firing sound (thanks OrdeaL) - Improved: AH-64D engine relative level reduced - Improved: M249 firing sound v1.03 - Fixed: CSM2_c_Weapons class Throw & Put definition (thanks Robalo_AS) - M242 now fires single in High Rate of Fire mode instead of burst - Improved: M4 firing sound v1.02 - initial beta release v1.01 - Added ACE 2 support v1.0 - original release Forum topic: - BI forums
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Royal-Killer: me too! Thought I was crazy at first.
There are 2 folders in the download, the hpp is in the userconfig folder.
What are these voices in the background ? Sounds quite cool; is it included in the mod ?
Why is there no HPP file when it says i need one?
I don't know if it's only me or what. There is not recoil when using a M16A4 when using this mod :O_o
Aha, finaly. The config is in another file!? :dozingoff
The video sounds nice but where is the Client side config file? It was not in the download.
Great work, nice sounds have added a much need touch to the ArmA2 game
Great sounds but some of the OPFOR weapons sound bad compared to fantastic US weapons.
Could you make especially AK-74 sound more realistic, like M16 and M14 sound in CSM2.
Hello, can anyone send me a screenshot fo what the CSM2 userconfig is supposed to look like in notepad format?
I'm using ACE 2 and I just deleted the first line and put // #define CSM2_ACEX_SM.
Scratch what I said above. Doesn't seem complicated now that I've run through everything.
Great sounds.
Sounds like a great mod, but honestly, judging from the description here, I won't install it. It's really complicated. No offense. Just seems like replacing default sounds is the better way to go for the end user rather than asking them to go down a path that might or might not be compatible with other mods. Anyway, great job on the sounds. I agree with 55jillhere totally.
hay Chammy would like to thank you on your hard work you have put into your sound mods i have all the ones for Arma 1 and loved them. But this sound mod is by far the best one you have made yet i think. Keep up the good work and hope for more updates
err, from the video this mod sounds really awesome, but could you make a version without the cqb stuff, so that this mod can be used online and so the whole magic magazine thing isn't compulsory.
Total comments : 13, on page: 13