@CSM2
arma ii csm2_readme.txt.gz
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//
// ArmA II CSM2 modular release
//
// Author: India Kilo, Chammy
//
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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)
Credit and thanks to:
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
Reference setup:
ArmA II version 1.05.70256 beta
Windows XP Pro SP2 DirectX9 February 2010
Creative Sound Blaster X-Fi Fatal1ty with driver version: 2.18.0013
Sennheiser HD650 headphones
Effects volume level in game recommended: 60-70%
Speaker volume level recommended: careful!
Wave volume at maximum level and speaker volume at 75% gives good results.
Note that too low a volume setting appears to muffle a lot of sounds.
Comment:
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 ///////////////////////////////////////////////////////////////
Extract the @CSM2.7z archive to your main ArmA 2 directory.
If you don't already have a suitable archiving tool, ref.:
http://www.7-zip.org/
Inside the new @CSM2\Addons directory are the .pbo and .bisign files for each
sound module.
The names are self-explanatory:
CSM2_c_Aircraft.pbo
CSM2_s_Aircraft.pbo
Sounds for fixed wing aircraft
CSM2_c_Ammo.pbo
CSM2_s_Ammo.pbo
Explosions, Snaps and Impact Sounds: Explosion, supersonic bullet cracks and
impact sounds
CSM2_c_Gear.pbo
CSM2_s_Gear.pbo
Footsteps and Gear Sounds: less annoying footsteps and gear rattling
CSM2_c_Helicopters.pbo
CSM2_c_Helicopters.pbo.CSM2.bisign
Sounds for rotary wing aircraft
CSM2_c_Vehicles.pbo
CSM2_s_Vehicles.pbo
Wheeled Vehicles: Sounds for wheeled vehicles
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
Weapon Sounds: Weapon sounds separated into BIS/ACE2 common format
CSM2_c_EnvSnd.pbo
CSM2_s_EnvSnd.pbo
Environmental sounds: improve environmental ambience, reduced sea sound level,
breeze/wind levels more noticeable, etc.
The modular nature allows you to select and use the sounds you prefer together
with other authors work - simply move any modules you want to deactivate from
the CSM2\Addons directory to the CSM2 parent directory.
Bear in mind CSM2 modules are balanced to provide the best in game experience,
so there may be a trade off when using different 'production' styles together.
The .bisign files are signatures to verify the modules are authentic and to
enable players to join servers that require signed addons.
Make a copy of the ARMA II shortcut on the desktop or wherever you have it.
Right click the copy and select properties. In the target box, append:
-mod=@CSM2
It should look like this:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@CSM2 -maxmem=1536
To load more than one mod folder use semi-colons to separate the mod list:
...\arma2.exe -mod=@mod1;@mod2;@mod3
// CSM2 & ACE2 @ACEX_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_SM
statement is included in the client configuration file:
...\Bohemia Interactive\ArmA 2\userconfig\CSM2\csm2_clientside_config.hpp
If 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_SM
CSM2 will then no longer check for @ACEX_SM dependencies and will start
without the popup message.
// Server Admins Installation Guide ///////////////////////////////////////////
If a server admin decides addon signatures should be verified, he should add
the following line to the server.cfg file:
verifySignatures=1
A server admin can decide which addon makers keys he considers trustworthy by
placing their public keys in the "keys" directory. Usually (vanilla
installation) there's only Bohemia Interactive's signature, called bi.bikey,
in this directory.
You can find the Public Key for CSM2 in this package under the following path:
"@CSM2\Server Key"
// Troubleshooting ////////////////////////////////////////////////////////////
ArmA 2 only:
If you experience distortion or find sound effects fade out during heavy
combat, then reduce your in game sound effect volume level.
Typically this happens when a gunner is firing in close proximity to you.
You can balance the sound levels by adjusting your speaker amplifier volume
level.
If the weapon firing effects are not loud enough, sound 'tinny', or you have
trouble distinguishing the distance a weapon is fired from, you should check
your sound card settings and try disabling any software rendered effects
such as pseudo surround, dynamic range leveling or similar and ensure your
speaker settings match what you are actually using, headphones/5.1, etc.
Creative users should adjust Creative Audio Control Panel settings and test,
they have a dramatic effect on how sounds are rendered in game.
In your playername.ArmA2Profile file, ensure the following (default) settings:
soundEnableEAX=0;
soundEnableHW=0;
SoundEnableEAX=1; introduces a metallic edge to sounds, especially noticeable
on explosions
soundEnableHW=0; can give better frame rate, but you lose spacial separation of
the sounds; creating a very dry or clinical soundscape
// Changelog //////////////////////////////////////////////////////////////////
- version 1.04i (02.06.2010): Improved: 500lb explosion sounds
Added: additional bullet cracks, MG firing variations
Improved: soundFly & bulletFly levels, run footsteps on concrete
- version 1.04h (21.05.2010): 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, no C4 explosion sound
Improved: re-prioritised artillery sounds to provide more variation
- version 1.04g (09.05.2010): Improved: M249 firing sound less audible action
Added: additional 2A42 single and burst firing sounds, additional M4A1 &
M16A4 firing sounds, armour explosion and explosion sounds
- version 1.04f (28.04.2010): Improved: Cannon ammunition supersonic cracks and
explosions
Fixed: B_20mm_AP supersonic crack far
Added: additional bullet cracks
Improved: M230 firing sounds
Fixed: Forest day trailoff
Improved: Sea day & night levels
- version 1.04e (20.04.2010): New weapon sounds for the following classes:
M16A4, M240 & Mk_48
Added: additional bullet sounds
- version 1.04d (12.04.2010): New and remixed weapon sounds for the following
classes: M16, M4, AK74, RPK74
Added: additional bullet sounds
- version 1.04c (08.04.2010): 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
- version 1.04b (02.04.2010): Improved: Balanced distant firing weapon sounds
- changes are subtle
- version 1.04a (27.03.2010): Fixed: Vehicle weapon module cannon sounds
missing, introduced when breaking down modules in version 1.04
- version 1.04 (07.03.2010): 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
- version 1.03.05 (24.01.2010): Changed: AK74/107 & derivative weapons use
single sounds or closely matched variations
- version 1.03.04 (22.01.2010): Changed: M16/M4 weapons use single sounds or
closely matched variations
Improved: M249 & M240 sounds
- version 1.03.03 (12.01.2010): CSM2_c_Weapons config adjusted to use new M16
& M4 firing sounds more frequently
Added: Yoma Addon Sync support
- version 1.03.02 (11.01.2010): Improved: M16A2 & M16A4 firing sounds
Added: M4 firing sound
Fixed: MK12 SPR brass sound removed (thanks Alex72)
Improved: 556x45mm round distant supersonic crack cleaned up
- version 1.03.01 (10.01.2010): 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
- version 1.03 (08.01.2010): 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
- version 1.02 (01.01.2010): initial beta release
- version 1.01 (11.12.2009): Added ACE 2 support
- version 1.0: original release
// ArmA II - CSM2 License /////////////////////////////////////////////////////
To use the CSM2 mod you must agree to these conditions:
You are permitted to install and use the CSM2 mod for personal entertainment
purposes only. Any military, commercial or educational use is strictly
forbidden without permission from the author.
All material in the CSM2 mod is copyrighted, free redistribution is permitted
for the original CSM2 mod package as long as it is kept unmodified and
distributed 100% free of any kind of charge.
Distribution of parts of the CSM2 mod or the distribution of modifications of
the CSM2 mod is forbidden without permission from the author.
No warranty, either expressed or implied is included with this work.
Use is entirely at your own risk.
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