Arma 3
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Project SFX: Remastered
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Data Type: Mod
Mod Type: Mechanics, Sound
File Size
Posted
Updated
101.059 MB
13 Jun, 2020 @ 2:16pm
8 May @ 6:50am
25 Change Notes ( view )

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Project SFX: Remastered

Description
Footsteps:
(Originally wanted to make them part of Project SFX, but decided to make them separate, cause not everyone will like them)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2806487814

Project SFX: Remastered is an extension of audio elements in Arma 3.

► So, what does the mod include?

◆ Extra weapon bass and low ammo sound effects (Like in PayDay or CS:GO)
◆ Death sounds for different character states (combat, stealth, headshot, underwater, inside the house, inside the equipment).
◆ Various sounds for players (jumping/landing sounds for different types of surfaces, throwing grenades, body hits sounds, inventory sounds, aiming sounds, concussion effect from explosions, body falling sounds).
◆ Replacement of standard Arma sounds, such as: Background shooting, alarm, thunder sounds, etc.
◆ New environmental sounds that you can play through Zeus or use in swine missions.


► Compatibility
Full multi-user compatibility (This is not a server or client mod, the client and server must both enable this mod).
Compatible with mods such as Real Engine, Enhanced Soundscape, Unit Voice Over, JSRS, FEMALE, ENFORCER, Max Women, Zombie and Daemons and Ravaged.
Bikey for dedicated servers.


► What's new in the remastered version?
As I said, I have removed the sounds that caused me problems with the last mod.
However, I couldn't record these sounds myself, so they were all taken from various resources (YouTube, Day of Infamy). All sounds belong to their authors. I do not claim the rights of these recordings in any way! All rights belong to their original authors.
I added the new environmental sounds I mentioned earlier, new aiming sounds, and removed the annoying injury system I had before. It was stupid of me to add any edits to the game mechanics that are not related to sounds. I apologize for that.

► What will be added?
It's up to you guys, if you have any suggestions, please leave comments in the discussions.

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Thank you:
Bohemia Interactive
New World Interactive
ALIAScartoons
SoundSnap
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Popular Discussions View All (4)
82
8 Jun @ 2:45am
PINNED: Bug report
WebKnight
32
8 Jun @ 2:14am
PINNED: To do next
WebKnight
3
1 Aug, 2024 @ 3:37pm
Breathing glitch
=7Cav=SPC.Rogers.Z
683 Comments
WebKnight  [author] 16 Jul @ 7:11am 
@Apache its still there, just when unit is being killed instead of playing it on every hit for optimisation reasons
Apache 16 Jul @ 5:51am 
Helmet Headshot sound is gone? the Tink!! sound
Akachi 11 Jul @ 2:35pm 
hi
Diminamus Releasimus 23 Jun @ 6:50pm 
"Replacement of standard Arma sounds, such as: Background shooting, alarm, thunder sounds, etc."

This does drown out voice acting and other things happening in the ARMA 3 campaigns and other content that uses the thunder, alarm, and background shooting effect. I really noticed this in the survive campaign when miller is having a mild briefing conversation while a MAJOR battle drowns out everything he says.

Maybe a volume slider for those effects is in order to help people trying to play content not designed for Project SFX.
Damien 20 Jun @ 8:06am 
Nice mod.
WebKnight  [author] 13 Jun @ 12:30pm 
@NIKTO да
NIKTO 13 Jun @ 9:26am 
Мод совместим с DynaSound 2?
Buzztr0n 4 Jun @ 1:50pm 
Everyone in our group agrees that this mod is amazing in regards of how more immersive it feels! Great job really! Do you have any plans to implement voice lines for masks or fullface helmets (e.g. Star Wars or Warhammer 40k) so players could add custom helmet classes to an array kinda like with the female head system you did?
Buzztr0n 14 May @ 6:44pm 
Oh okay, thanks for the clarification regarding how the footsteps thing works - your approach makes sense in that case! Not sure why giving us the ability to toggle death sounds for players & AI seperately doesn't seem like a reasonable improvement to you tho? I know bunch of players who for example like having AI death sounds but not for player bodies.
WebKnight  [author] 14 May @ 4:35pm 
@Buzztr0n i cannot disable footsteps via CBA setting, and no i aint doing anything what you said. The mod will stay as it is. If you are zeusing and you dont like map sounds, you can disable them on you client, most of the settings are local to each player.