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Town Bells


Yamborghini

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Let us hold the developers to a higher standard and force them to do something about them, they add 0 immersion. Infact, they ruin my immersion because there is no visible bell that can be rung physically. I do not accept this "it aint possible" bull-ish. If not fully removed, they should have a purpose other than being abhorrently loud. 

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41 minutes ago, Yamborghini said:

Let us hold the developers to a higher standard and force them to do something about them, they add 0 immersion. Infact, they ruin my immersion because there is no visible bell that can be rung physically. I do not accept this "it aint possible" bull-ish. If not fully removed, they should have a purpose other than being abhorrently loud. 

They literally only play in towns with churches.

 

I've actually found blindfolded teammates before because he heard bells. Skill issue

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7 minutes ago, Tachophobia said:

They literally only play in towns with churches.

 

I've actually found blindfolded teammates before because he heard bells. Skill issue

 This is not true because athira has a church and somehow the bells do not ring like they do in other towns, where it seems like every 30 seconds or so they are ringing, also skill issue for your team mate being blindfolded in the first place big L. 

 

17 minutes ago, Samperino said:

Don't go to where bells play? Or turn your volume off when they're ringing? This isn't CSGO or Call of Duty. The bells also don't play often.

No sir this is not CSGO or Call of Duty great observation I don't know where that came from but I applaud your observatory skills I am simply saying we should unite as a community to make a simple QOL improvement so there is no need for your sassy condescending attitude. 

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1 minute ago, Yamborghini said:

 This is not true because athira has a church and somehow the bells do not ring like they do in other towns, where it seems like every 30 seconds or so they are ringing, also skill issue for your team mate being blindfolded in the first place big L. 

 

No sir this is not CSGO or Call of Duty great observation I don't know where that came from but I applaud your observatory skills I am simply saying we should unite as a community to make a simple QOL improvement so there is no need for your sassy condescending attitude. 

You're actually insane. No one wants bells removed. I personally like them, they're ambience.

Edited by Tachophobia
Iuke likes this
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2 minutes ago, Tachophobia said:

You're actually insane.

I'd appreciate some elaboration on your part regarding my sanity based on a simple QOL suggestion instead of a vague statement with no evidence of said insanity. If you like the bells ringing so much maybe you should get a concussion and then you will hear lots of ringing and if not then record an instance of the bells to remember their ambiance and replay it through your soundboard possibly.

Edited by Yamborghini
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4 minutes ago, Yamborghini said:

I'd appreciate some elaboration on your part regarding my sanity based on a simple QOL suggestion instead of a vague statement with no evidence of said insanity. If you like the bells ringing so much maybe you should get a concussion and then you will hear lots of ringing and if not then record an instance of the bells to remember their ambiance and replay it through your soundboard possibly.

I just feel this is bottom of the importance list when it comes to adding things right now. To me personally it doesn’t matter but I just don’t think it’s important enough to require a change

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1 minute ago, Chris Peacock said:

I just feel this is bottom of the importance list when it comes to adding things right now. To me personally it doesn’t matter but I just don’t think it’s important enough to require a change

Regardless of how important this change may seem to you, I brought it to the attention of the suggestions part of the forums because it would be an amazing QOL improvement that seems simple in comparison to the changes you might be prioritizing on the list of important suggestions.

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Just now, Yamborghini said:

Regardless of how important this change may seem to you, I brought it to the attention of the suggestions part of the forums because it would be an amazing QOL improvement that seems simple in comparison to the changes you might be prioritizing on the list of important suggestions.

Like they said before though someone already tried to change it and it wasn’t easy or even not possible to do without modding the server. I’m sure if it was as easy as just changing a line of code or whatever tf devs do to change shit it would just be an option on your phone or even be included in the ambient sounds option. I would turn off this sound if it was an option but I don’t see it as a necessary change. 

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14 minutes ago, Yamborghini said:

No sir this is not CSGO or Call of Duty great observation I don't know where that came from but I applaud your observatory skills I am simply saying we should unite as a community to make a simple QOL improvement so there is no need for your sassy condescending attitude.

One thing I will never understand is how people want anything to do with immersion removed. At what point does it stop? Why don't we remove all the trees, grass, plants, then structures, let's just have a flat map and play Team Deathmatch.

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Just now, Samperino said:

One thing I will never understand is how people want anything to do with immersion removed. At what point does it stop? Why don't we remove all the trees, grass, plants, then structures, let's just have a flat map and play Team Deathmatch.

I want grass removed. It’ll increase fps and make fights more enjoyable 

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Just now, Samperino said:

One thing I will never understand is how people want anything to do with immersion removed. At what point does it stop? Why don't we remove all the trees, grass, plants, then structures, let's just have a flat map and play Team Deathmatch.

I think the bells sometime glitch out. Ive been in towns and the bells are going ape shit for an extended period of time.

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3 minutes ago, Chris Peacock said:

Like they said before though someone already tried to change it and it wasn’t easy or even not possible to do without modding the server. I’m sure if it was as easy as just changing a line of code or whatever tf devs do to change shit it would just be an option on your phone or even be included in the ambient sounds option. I would turn off this sound if it was an option but I don’t see it as a necessary change. 

Not to speak on the level of competence of the developers but this is simply not true because other vanilla servers do not have bells. One example would be KOTH, same map and I have never once heard the bells ring in over 100 hours of playing. 

 

4 minutes ago, Samperino said:

One thing I will never understand is how people want anything to do with immersion removed. At what point does it stop? Why don't we remove all the trees, grass, plants, then structures, let's just have a flat map and play Team Deathmatch.

If they are immersive to you, then simply state that in here that you are pro bell, instead you come into my suggestion post and get frustrated trying to understand something which is easily understandable by everyday players of asylum, and that is the bells are quite loud and obnoxious and some would like to see them removed. 

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2 minutes ago, Yamborghini said:

Not to speak on the level of competence of the developers but this is simply not true because other vanilla servers do not have bells. One example would be KOTH, same map and I have never once heard the bells ring in over 100 hours of playing. 

Hey man. If it’s easy and possible I don’t see why not make it an option in your phone. People that want them can keep and people that don’t can turn it off 

1 minute ago, Tachophobia said:

"pro bell", dude you have to be a troll.

I’m pro tach… am I a troll?

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Just now, Chris Peacock said:

Hey man. If it’s easy and possible I don’t see why not make it an option in your phone. People that want them can keep and people that don’t can turn it off 

Im glad you see this from my perspective now, why not make it an option in your phone? Is it too difficult for the developers of asylum to provide some transparency in which shows the everyday player of asylum why or why not the option is not available to us yet? Instead all we have are half-assed "it aint possible" just because someone somewhere said so, this is the point of my suggestion post. 

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Just now, Yamborghini said:

Im glad you see this from my perspective now, why not make it an option in your phone? Is it too difficult for the developers of asylum to provide some transparency in which shows the everyday player of asylum why or why not the option is not available to us yet? Instead all we have are half-assed "it aint possible" just because someone somewhere said so, this is the point of my suggestion post. 

I can see both sides to it tbh. It is a roleplay server after all but I’ve never been big on the immersion aspect of the server but I know some players are. 
I do wish transparency from devs was more in depth when denying suggestions but that’s what we get here on asylum

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Spent 30mins looking at it, need to spend more time on it
From the wiki

Objects of Church kind (simulation = "church";) have church bells sounds that are directly called by the engine and therefore the config for those will be different than the rest of CfgSFX. There are only 2 entries for large bell and small bell:

class CfgSFX
{
	class Church
	{
		largeBell[] = { "A3\Sounds_F\environment\structures\church\bell_big", 0.891251, 1, 250 };
		smallBell[] = { "A3\Sounds_F\environment\structures\church\bell_small", 0.891251, 1, 250 };
	};
};

Despite it being in the "Environment" sub folder, Apparently its not considered a environment sound as we already have a option to turn those off?

https://community.bistudio.com/wiki/enableEnvironment This is what is used when you use Phone -> settings -> enviro sounds -> Off, so we know the command works it just doesn't include church bells for some reason (Arma 3 bug?)

In theory i think we can delete all the churches and replace them on the map with a church with simulation off. I still don't fully understand how/why or when a church bell sound effect is played. (No documentation) But standing in Sofia where we replaced the church with a Tanoa one I have yet to hear a bell. This might just be luck?
Edit:  @zdeatsays it still plays so the above will not work

Other commands ive tried to see the source to no avail
getAllEnvSoundControllers
getAllEnv3DSoundControllers

I have to go for a bit, might invest some more dev time into this later, @Azehwill probably shoot me a DM 5mins after i turn my computer off with a way to do it because he is magic like that.


The point of this post is that something that seems as simple as "Adding an option to turn off bell sounds" is frequently not that easy (Nothing is that easy in arma 3). 
To @Chris Peacockpoint of not being in-depth enough on denys. Often its just a case of us not feeling our limited resources should be spent attempting things that might not even be possible. I don't really want to spend my Saturday figuring out how bell sounds work in Arma 3.

If anyone knows the way to do this without modding the server feel free to send a DM. we have a contributor role for you!

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46 minutes ago, Patato said:

Spent 30mins looking at it, need to spend more time on it
From the wiki

Objects of Church kind (simulation = "church";) have church bells sounds that are directly called by the engine and therefore the config for those will be different than the rest of CfgSFX. There are only 2 entries for large bell and small bell:

class CfgSFX
{
	class Church
	{
		largeBell[] = { "A3\Sounds_F\environment\structures\church\bell_big", 0.891251, 1, 250 };
		smallBell[] = { "A3\Sounds_F\environment\structures\church\bell_small", 0.891251, 1, 250 };
	};
};

Despite it being in the "Environment" sub folder, Apparently its not considered a environment sound as we already have a option to turn those off?

https://community.bistudio.com/wiki/enableEnvironment This is what is used when you use Phone -> settings -> enviro sounds -> Off, so we know the command works it just doesn't include church bells for some reason (Arma 3 bug?)

In theory i think we can delete all the churches and replace them on the map with a church with simulation off. I still don't fully understand how/why or when a church bell sound effect is played. (No documentation) But standing in Sofia where we replaced the church with a Tanoa one I have yet to hear a bell. This might just be luck?
Edit:  @zdeatsays it still plays so the above will not work

Other commands ive tried to see the source to no avail
getAllEnvSoundControllers
getAllEnv3DSoundControllers

I have to go for a bit, might invest some more dev time into this later, @Azehwill probably shoot me a DM 5mins after i turn my computer off with a way to do it because he is magic like that.


The point of this post is that something that seems as simple as "Adding an option to turn off bell sounds" is frequently not that easy (Nothing is that easy in arma 3). 
To @Chris Peacockpoint of not being in-depth enough on denys. Often its just a case of us not feeling our limited resources should be spent attempting things that might not even be possible. I don't really want to spend my Saturday figuring out how bell sounds work in Arma 3.

If anyone knows the way to do this without modding the server feel free to send a DM. we have a contributor role for you!

maybe something like this will work

if (isServer) then
{
    private _allTerrainObjects = nearestTerrainObjects [player, ["Church"], 300];
    [
        [worldSize / 2, worldSize / 2],
        [],
        worldSize * sqrt 2 / 2,
        false
    ];

    { _x enableSimulation false } forEach _allTerrainObjects;
};
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2 minutes ago, maybeluke said:

maybe something like this will work

if (isServer) then
{
    private _allTerrainObjects = nearestTerrainObjects [player, ["Church"], 300];
    [
        [worldSize / 2, worldSize / 2],
        [],
        worldSize * sqrt 2 / 2,
        false
    ];

    { _x enableSimulation false } forEach _allTerrainObjects;
};

Still getting bell sounds

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On 7/20/2024 at 12:17 PM, Patato said:

Spent 30mins looking at it, need to spend more time on it
From the wiki

Objects of Church kind (simulation = "church";) have church bells sounds that are directly called by the engine and therefore the config for those will be different than the rest of CfgSFX. There are only 2 entries for large bell and small bell:

class CfgSFX
{
	class Church
	{
		largeBell[] = { "A3\Sounds_F\environment\structures\church\bell_big", 0.891251, 1, 250 };
		smallBell[] = { "A3\Sounds_F\environment\structures\church\bell_small", 0.891251, 1, 250 };
	};
};

Despite it being in the "Environment" sub folder, Apparently its not considered a environment sound as we already have a option to turn those off?

https://community.bistudio.com/wiki/enableEnvironment This is what is used when you use Phone -> settings -> enviro sounds -> Off, so we know the command works it just doesn't include church bells for some reason (Arma 3 bug?)

In theory i think we can delete all the churches and replace them on the map with a church with simulation off. I still don't fully understand how/why or when a church bell sound effect is played. (No documentation) But standing in Sofia where we replaced the church with a Tanoa one I have yet to hear a bell. This might just be luck?
Edit:  @zdeatsays it still plays so the above will not work

Other commands ive tried to see the source to no avail
getAllEnvSoundControllers
getAllEnv3DSoundControllers

I have to go for a bit, might invest some more dev time into this later, @Azehwill probably shoot me a DM 5mins after i turn my computer off with a way to do it because he is magic like that.


The point of this post is that something that seems as simple as "Adding an option to turn off bell sounds" is frequently not that easy (Nothing is that easy in arma 3). 
To @Chris Peacockpoint of not being in-depth enough on denys. Often its just a case of us not feeling our limited resources should be spent attempting things that might not even be possible. I don't really want to spend my Saturday figuring out how bell sounds work in Arma 3.

If anyone knows the way to do this without modding the server feel free to send a DM. we have a contributor role for you!

I've spent every quaking second pondering this, and have concluded something quite as simple as removing this specific line of code from the mission file. No need for my contributor role as I have contributed enough to this server without it and will continue to do so. Thank you very much.

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