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What are the most important sounds for you while using JSRS?  

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  1. 1. What are the most important sounds for you while using JSRS?

    • The weapon sounds!
    • The vehicle sounds!
    • Environmental sounds!
    • Explosions, Soniccracks, Bullethits, the sound of danger!
    • The script features like the "distance sounds"!
    • Everything combined! The whole Mod itself is important.


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I'm curious how, once you get the script going to your satisfaction, how it will be packed with your sound files.

Seems the sound files are separate and the script itself will have to be implemented in some way/how.

My comment above shows just how much (little) I know about scripting..:confused:

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"MAYBE" can get rid of the CBA requirement by rewriting the script. Which will also increase the performance
Is that based on a hunch or do you have some performance figures? We would gladly resolve proven issues.

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who ever is afraid of bad performance on older pcs, simply reduce samples from 128 to 32 or something in game options, lesser sounds played at same time - more performance.

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Is that based on a hunch or do you have some performance figures? We would gladly resolve proven issues.

There's no issue with CBA, you got me wrong. It was not meant that CBA causes problem or lags on the performance. It was meant that the script itself can be more powerful PLUS working without CBA. CBA is not a problem to me tbh, its just that JSRS without CBA would be more independent, even more client side. The whole thing is based on a theory atm and we have nothing in our hands atm to prove that fact, but we'll testing and see what will happen ;)

Sry if you got me wrong on that man,

LJ

---------- Post added at 03:12 PM ---------- Previous post was at 03:11 PM ----------

who ever is afraid of bad performance on older pcs, simply reduce samples from 128 to 32 or something in game options, lesser sounds played at same time - more performance.

Thatswhy I thought about providing different version of the final release. A FULL version with all scripts and sounds, and a LOW version without much script work to provide working performance in MP and gameplay for those who cannot play so good with JSRS...

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I'd say just leave the CBA requirement in, people should be running CBA if they aren't already :)

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I don´t know anybody who doesn´t run CBA...

My advise: Get the Full version done and release it, people will play it and they will tell you how it performs. Make a light version if too many people complain about performance issues

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I see, NP there Jarhead, it happens :)

In any case if you do run into issues, performance or other kind, please do feel free to contact :)

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I see, NP there Jarhead, it happens :)

In any case if you do run into issues, performance or other kind, please do feel free to contact :)

Will do ;) Thanks a bunch man.

LJ

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Hi JH, I've been working on a sound mod for quite a while now but I cannot find the right class names for the Grad. I wondered if you had the right class names and had got the Grad sound modded.

Currently I use

Grad_Base then GRAD_RU, GRAD_CDF & GRAD_INS

For fire mode References i have

class Mode_SemiAuto & classMode_Burst

then

burst : Mode_Burst & class single : Mode_SemiAuto

for the fire types.

But I still get stock sounds when i fired the Grad weapon.

Edited by Bigpickle

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You will find more sounds in the artillery module. i dont have the configs in front of me but I know you will find all ammo for arty pieces and vehicles there.

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@Bigpickle:

would you mind sharing the new sounds IF you get them working? I honestly find the Grads' vanilla sound disgusting... and good luck getting it to work!

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Quoting a months-old post because I'm having the same problem and didn't see a solution.

When I try to run the MP mission (local LAN) Warfare BE 2.071 Lite CO I get the following error message:

You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. jsrs_distance.

I am running ONLY the JSRS mod (v1.4.3 with the latest required CBA addons, v1.0.0pre). I even tried to combine all of the CBA mods into one directory as suggested here earlier. I am able to play the mission despite the error message but I cannot determine if JSRS is running correctly in Warfare BE. Any ideas on how to fix this? I do not seem to get this error when I try to play other missions.

I'm new to ARMA so I'm not sure this is the best place to post this question but it seems to be a JSRS specific error so I thought I'd ask here first.

The difference between his error and mine is that I'm hosting a server using JSRS, and clients that connect without JSRS get an error about jsrs_distance. When I turn off JSRS I can't edit/host any of the missions I made with JSRS active. Is JSRS not meant to be an optional mod?

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Quoting a months-old post because I'm having the same problem and didn't see a solution.

The difference between his error and mine is that I'm hosting a server using JSRS, and clients that connect without JSRS get an error about jsrs_distance. When I turn off JSRS I can't edit/host any of the missions I made with JSRS active. Is JSRS not meant to be an optional mod?

It was meant to be a client side mod, but cause of the effect the new script brought to the mod its not that easy anymore. But we are glad to say that we maybe found a solution and are working on the script really hard.

And to quote a months-old post because you are having the same problem and didn't see a solution: Dont activate JSRS when editing a mission.

If you safe a mission and try to play it later without JSRS you will get the same error I suppose. I'm not pretty sure right now, but I'm confident that we can manage to fix that issue...

LJ

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Thanks for the quick reply! I'll edit missions with JSRS turned off from now on.

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JSRS have nothing to do on a server - it's a client side only mod!

And if you can't edit missions without JSRS you or antoher guy before, edit the mission with JSRS enabled. You can fix it when open the mission.sqm and delete all auto activated mods/files. If you do so you can re-edit the files and open the file without JSRS.

regards

btw: i won't like to call it a bug. ;-)

btw2:

grear work .when relase?

13.07.2019, at 09:12PM ...maybee.

Edited by [TcB]-Psycho-

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Well if you're hosting on your computer and using JSRS, it ends up being de facto on the server.

I wouldn't call it a "bug" either, at least not a game-breaking one, but it's definitely an issue seeing that it's a client-side mod, shouldn't modify the requirements. Anyway, the workaround being pretty simple, I guess this is not a priority.

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-Psycho-;2246698']btw2:

13.07.2019' date=' at 09:12PM ...maybee.[/quote']

Do you really have to push me like that? I thought we were clear: Nothing before 2020... damn

LJ

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Hello,

we make some progress, slowly but certainly. [TcB]-Psycho was able to make the script to a non-CBA version, still there is a small (maybe even bigger) problem with the "DummyVehicle", but we get to work on that next week. But most parts of the script are running already without CBA being required. The way of sending/broadcasting sound is more based on the local client machine and does require less performance of network informations, around 50% less. Means its "theoretically" 50% faster and works far more smoothly.

=====================================================================

== F:\Expansion\beta\arma2oa.exe

== Expansion\beta\arma2oa.exe -nosplash -world=empty "-mod=Meine Addons\@JSRS1.5;Expansion\beta;Expansion\beta\Expansion"

=====================================================================

Exe timestamp: 2012/10/26 22:36:35

Current time: 2012/11/01 20:05:25

Version 1.62.98443

Updating base class ->MGunCore, by ca\weapons\config.bin/cfgWeapons/MGun/

Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/

Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/

Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/

Updating base class Sounds->, by jsrs_abrams_c\config.cpp/CfgVehicles/M1A1/Sounds/

Updating base class Engine->, by jsrs_abrams_c\config.cpp/CfgVehicles/M1A1/Sounds/Engine/

Updating base class ->Sounds, by jsrs_btr40_c\config.cpp/CfgVehicles/BTR40_MG_base_EP1/Sounds/

Updating base class ->Engine, by jsrs_btr40_c\config.cpp/CfgVehicles/BTR40_MG_base_EP1/Sounds/Engine/

Updating base class BulletBase->ShellBase, by jsrs_explosions_c\config.cpp/CfgAmmo/Sh_40_HE/

Updating base class ->Sounds, by jsrs_kamaz_c\config.cpp/CfgVehicles/Kamaz_Base/Sounds/

Updating base class ->Engine, by jsrs_kamaz_c\config.cpp/CfgVehicles/Kamaz_Base/Sounds/Engine/

Updating base class close->manual, by jsrs_mk48_c\config.cpp/CfgWeapons/Mk_48/close/

Updating base class short->close, by jsrs_mk48_c\config.cpp/CfgWeapons/Mk_48/short/

Updating base class medium->close, by jsrs_mk48_c\config.cpp/CfgWeapons/Mk_48/medium/

Updating base class far->close, by jsrs_mk48_c\config.cpp/CfgWeapons/Mk_48/far/

Updating base class ->Sounds, by jsrs_old_moto_c\config.cpp/CfgVehicles/Old_moto_base/Sounds/

Updating base class ->Engine, by jsrs_old_moto_c\config.cpp/CfgVehicles/Old_moto_base/Sounds/Engine/

Updating base class ->Sounds, by jsrs_rover_c\config.cpp/CfgVehicles/LandRover_Base/Sounds/

Updating base class ->Engine, by jsrs_rover_c\config.cpp/CfgVehicles/LandRover_Base/Sounds/Engine/

Updating base class ShellBase->BulletBase, by jsrs_sonic_cracks_c\config.cpp/CfgAmmo/Sh_40_HE/

Updating base class ->Sounds, by jsrs_stryker_c\config.cpp/CfgVehicles/StrykerBase_EP1/Sounds/

Updating base class ->Engine, by jsrs_stryker_c\config.cpp/CfgVehicles/StrykerBase_EP1/Sounds/Engine/

Updating base class ->Sounds, by jsrs_suv_c\config.cpp/CfgVehicles/SUV_Base_EP1/Sounds/

Updating base class ->Engine, by jsrs_suv_c\config.cpp/CfgVehicles/SUV_Base_EP1/Sounds/Engine/

Updating base class ->Sounds, by jsrs_towingtruck_c\config.cpp/CfgVehicles/TowingTractor/Sounds/

Updating base class ->Sounds, by jsrs_tt650_c\config.cpp/CfgVehicles/TT650_base/Sounds/

Updating base class ->Engine, by jsrs_tt650_c\config.cpp/CfgVehicles/TT650_base/Sounds/Engine/

Updating base class Sounds->, by jsrs_warrior_c\config.cpp/CfgVehicles/BAF_FV510_D/Sounds/

Updating base class Engine->, by jsrs_warrior_c\config.cpp/CfgVehicles/BAF_FV510_D/Sounds/Engine/

Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon

Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl

Beside these updating base classes, nothings concerning JSRS while starting without CBA.

The in-room sounds working just great so far. The lineIntersectsWith command allows us to define objects around the player, so the inroom sounds getting played while being inside a room, and not just standing under a street lantern. :D

The FPS and distance-Scripts working far better and broadcasting their sounds with incredible accuracy due to sound delays from higher distances. If a sniper tries to kill you, you will get shot even before you can locate his position...

One other thing we were talking about was a little extra [TcB]-Psycho had in mind: He is maybe able to give a "Rocket/Missile/Bomb"-Projectile a link to a sound. Means there can be better working rocket flyby sounds, missile propellant engine sounds and bomb case noises. Still based on a theory we might be able to archive this little extra feature.

I've been working hard on those in-room sounds for all kinds of weapons, and since those in-room-sounds are mixed over the actual sound of a weapon, there is almost no weapon AddOn or Mod that shouldn't work with this feature. I like to use the DM M4 Variants for example, they work just fine with JSRS and the in-room feature. Also ALL ACE weapons working great so far.

How is this possible? Easy: Most of the weapons, new or old ones, are based on basic weapon types. Like the DM M4 Variants are based on the M4 Arma II Vanilla (class M4A1: M16_base) weapon. And since I covered that weapon, the feature/effects will be inherited to all new models/weapons based on that Vanilla M4. Since ACE is doing this as well with most of their weapons, its working the same way. The USP is based on the M9 Vanilla, so the Pistol sounds will be inherited as well. But also I could give each single weapon its own sounds. Like I don't like a M9 in-room sound for an USP I can address the USP as well and give it its own sound.

We are still working on some minor issues we had in the last beta test. Thanks to John we discovered a little problem with broadcasting FPS sounds within vehicles. But we should be able to fix such problems quickly due to the fact that all we do with the script is enhancing it. It works just fine already, but what speaks against making it work just awesome?

There are some construction sites here and there, still. Some vehicles need to be fixed, some weapons still sound strange and some more little things here and there should be fix before an RC status is plausible. Also the whole config modification is a big point on my list:

Due to the fact of the giant size of 1.83 Gigabytes, I reduced a lot of vehicle pbo's by creating a source pbo for multiple vehicles. For all kinds of tanks I created the "jsrs_tank_noises.pbo". This pbo contains everything from turret sounds, tread sounds to moving noises of all kinds of tanks. Still each tank has its own engine sounds, some like the Abrams even it own tread noises, but this source files contains all needed samples. So all of the current 14 base class tanks take their needed sounds from one folder. That means I don't have to put at least 13 samples of 15.5 MB size in each of those 14 pbo's. This saved me at least 150 MB.

Same goes for all wheeled vehicles. Rattle, moving noises, tire sounds, all of that stuff is placed into one source pbo files, which don't have its config or anything, its just a sound-container. So this little idea needs to be worked out more with other vehicles as well, maybe even helicopters and planes, too. Also I going to rework some stuff on the environment, just to make the files a bit smaller.

And after all the stuff of JSRS 1.5 is working, and we are ready to say its an RC version, I will have to make the earlier released sounds of JSRS 1.4, 1.3 or beta 0.9 ready to use in JSRS 1.5 as well and provide them as extra optional sounds. After the release of JSRS 1.5 of course, since this does not effect the current version at all, and it shouldn't, we know you guys are waiting, so we do our parts fast.

Thats all from me for now, I hope you guys stay with us, still. Its been quiet for some time here, I know, but there was not much to show you guys around the last couple of weeks since most of our work was config based, tweaking and fixing stuff.

Thanks a lot!

LJ

Edited by LordJarhead
idiotic grammar, still is^^

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Wow. It's good to see that you guys make some awesome progress :D

Can't wait for JSRS 1.5. I think im even more excited about it, then ArmA 3 xD

@LJ

I already PM'ed you about it some Time ago, but i would like to know if you put it in ^^

Is it now possible, also with the new script structure, that weapons, which fires Subsonic ammunition (or just SD mags) don't create a sonic boom and also aren't that loud.

And on the other side, when you fire a weapon with suppressor, fires a non subsonic round is louder?

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Well,

as far as I can tell you from my experience there is already this difference in ammo types. An Sub-sonic Ammo causes no sonic-cracks while Super-sonic do. To make a difference of a weapon sound depending on its ammo usage is kinda impossible without scripting I believe. Actually I don't believe there is a normal way to do this, so my idea would be to cover that feature with the script we are running at the moment. Well, I don't know in which way this could be possible since we would have to address the projectile itself....

We will have to add this to the longest line and see what we can do about it ;)

LJ

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i really love this soundmod, and looking forward to the new version.

but, can you look into the "in cockpit" sounds ? they are much to loud, would be cool if you lower

them, so you have the feel of having heömets on, and sounddampening from the canopy.

also communication is than a lot easier!

thx for your work,

greetz

masty

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