das attorney 858 Posted January 22, 2014 Thanks :)As soon as I can get some time for this mod again I'll do all necessary updates and will advance it as well. As John did not stated, Arcus Interactive did not applied any deadline to my work, so I'm literally on my own with their sounds and can take some time off some day to spent it for JSRS ;)LJ Congrats mate - good to see you getting some recognition for all the endless hours you've put in :) Share this post Link to post Share on other sites
kremator 1065 Posted January 22, 2014 This is great news LJH. About time too! Updates for JSRS can come in time. Well done. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted January 22, 2014 Thanks :)As John did not stated, Arcus Interactive did not applied any deadline to my work, so I'm literally on my own with their sounds and can take some time off some day to spent it for JSRS ;) LJ Not if I keep you working on Project ASTFOR. Why do you think I didn't tell the community you weren't on deadline? lol j/k Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 22, 2014 well done LJ nice work Share this post Link to post Share on other sites
fragmachine 12 Posted January 23, 2014 Hadn't posted in here for ages. Congratulations on your release mate! Really good soundmod but I have couple objections. Explosion sounds, specifically artillery ones have too high treshold. When playing JSRS 2.0 I could hear arty rounds exploding from about 5 km distance as they were 700-1 km away. I would suggest cutting higher frequencies and making them more bassy instead. Indoor sounds are hearable outdoor - sounds great. Nice addition to that system would be outdoor sounds a little bit muffled indoors. Gives kind of environmental separation feeling. Last and just a gimmick. Did you considered impact sounds for grenades and smoke grenades? Like that - coca-cola can dropped on the tarmac for smoke grenade or whatever :) Would sound rather fancy. Overall great job with the mod and it's JSRS of best quality i've heard since your ArmA 2 project. Cheers :) Share this post Link to post Share on other sites
dnk 13 Posted January 26, 2014 Way back when I promised I'd get some new environmental samples. Unfortunately, it required a long trip to get them, which I haven't been able to take until now, but that trip is now just around the corner. I'll be heading first to the coast, then up to the highlands. Are you still in need of environmental samples, and do you have any specific requests? Congrats on the new job! Share this post Link to post Share on other sites
LordJarhead 1723 Posted January 26, 2014 Hey DNK, actually I'm always in need of high quality sound effects, and not only for ArmA ;) So if you have something to share, I'm always glad to take it :) Thanks a lot for the heads up! LJ Share this post Link to post Share on other sites
machineabuse 11 Posted January 26, 2014 Not sure if this has been reported, or if anyone can confirm...It seems there is no 3rd person sound to the Mk200 LMG if used with a suppressor. In 1st person you hear it fine, just nothing in 3rd. You can hear the snap of the rounds if you traverse the view to the front, but that about it. Confirmed, glad to see it's not just me :) Share this post Link to post Share on other sites
spanishsurfer 58 Posted January 26, 2014 Confirmed, glad to see it's not just me :) Same issue here. Share this post Link to post Share on other sites
zach72 1 Posted January 27, 2014 Seems to be no sound if you stand in front of the gun holder, but sound if you are behind him. (Mk200 LMG silenced) Share this post Link to post Share on other sites
LykosMactire 298 Posted January 27, 2014 Jarhead i have a question, is there any way you can make it so its compatible with mod sounds like an echo effect for using RH M4s in building like the MX has? Share this post Link to post Share on other sites
LordJarhead 1723 Posted January 27, 2014 Jarhead i have a question,is there any way you can make it so its compatible with mod sounds like an echo effect for using RH M4s in building like the MX has? For that, the configs by those mods would need an update which only their author can do so, and if those authors have questions how to do so, they can PM me :) LJ Share this post Link to post Share on other sites
tyler2 10 Posted January 28, 2014 Played enough time with JSRS 2, and found a couple of problems for yourself: 1) Machine Gun "zafir" has a bad positioning. At a distance of about 50 meters and closer from the firing is impossible to determine the direction of where is the fire. 2) Sounds steps too quiet, and fade to a very small distance, I almost never hear that the enemy came close to me. I read in a book for training saboteurs following: Steps - 30 meters, the sound of a broken stick under the foot - 70 meters, Climb of -16 meters, talk - 90 meters, cough - 40 meters. LordJarhead, what do you think about this? Share this post Link to post Share on other sites
claudiu111 10 Posted January 29, 2014 FHQ Accessories no longer works with this. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted January 29, 2014 FHQ Accessories no longer works with this. I've been using both just fine, here. What are you running? It helps to be more specific for troubleshooting than just typing, "Yeah something stopped working...fix it, please." sort of posts. :) Share this post Link to post Share on other sites
LordJarhead 1723 Posted January 30, 2014 (edited) Updated Frontpage for Mod Support: For Mod Authors, Important: To those of you who would like to have proper JSRS sounds (Distance sounds, Firstperson noises and Inroom echoes) I'll show you how you can set up your config file to apply your mod running along with JSRS 2.0. The Example Config here shows: !The marked entry! class xx_xxxx_xxxx: Rifle_Base_F { [color=#b22222][b] jsrs_soundeffect = "JSRS2_Distance_Effects_FS2000";[/b][/color] reloadMagazineSound[] = {"JSRS2_TRG20\TRG20_reload", 0.362341, 1, 100}; drySound[] = {"JSRS2_TRG20\TRG20_dry", 0.362341, 1, 100}; modes[] = {"Single","FullAuto"}; class Single: Mode_SemiAuto The code "jsrs_soundeffect = "JSRS2_Distance_Effects_FS2000";" contains and manages all soundinformations (Indoor, FPS, Distance) of the given JSRS2 Effect, in this case the weapon is using the FS2000 effects (In JSRS FS2000 means Mk20)! You can choose any of the given JSRS2_Effects, which are: JSRS 2.0 Sounds: Handguns: jsrs_soundeffect = "JSRS2_Distance_Effects_4five jsrs_soundeffect = "JSRS2_Distance_Effects_ebr jsrs_soundeffect = "JSRS2_Distance_Effects_fs2000 jsrs_soundeffect = "JSRS2_Distance_Effects_kaybhar jsrs_soundeffect = "JSRS2_Distance_Effects_m200 jsrs_soundeffect = "JSRS2_Distance_Effects_mx jsrs_soundeffect = "JSRS2_Distance_Effects_ramin jsrs_soundeffect = "JSRS2_Distance_Effects_p07 jsrs_soundeffect = "JSRS2_Distance_Effects_rook40 jsrs_soundeffect = "JSRS2_Distance_Effects_acp jsrs_soundeffect = "JSRS2_Distance_Effects_scorpion jsrs_soundeffect = "JSRS2_Distance_Effects_sdar jsrs_soundeffect = "JSRS2_Distance_Effects_snip1 jsrs_soundeffect = "JSRS2_Distance_Effects_tavor jsrs_soundeffect = "JSRS2_Distance_Effects_vetcor jsrs_soundeffect = "JSRS2_Distance_Effects_zafir Launchers: jsrs_soundeffect = "JSRS2_Distance_Effects_nlaw jsrs_soundeffect = "JSRS2_Distance_Effects_rpg jsrs_soundeffect = "JSRS2_Distance_Effects_titan Vehicle weapons: jsrs_soundeffect = "JSRS2_Distance_Effects_30mm_Autocannon jsrs_soundeffect = "JSRS2_Distance_Effects_30mm_Cannon jsrs_soundeffect = "JSRS2_Distance_Effects_35mm_Autocannon jsrs_soundeffect = "JSRS2_Distance_Effects_40mm_Autocannon jsrs_soundeffect = "JSRS2_Distance_Effects_120mm_Cannon jsrs_soundeffect = "JSRS2_Distance_Effects_155mm_AMOS jsrs_soundeffect = "JSRS2_Distance_Effects_230mm_Titan jsrs_soundeffect = "JSRS2_Distance_Effects_autocannon jsrs_soundeffect = "JSRS2_Distance_Effects_DAR jsrs_soundeffect = "JSRS2_Distance_Effects_ gmg20 jsrs_soundeffect = "JSRS2_Distance_Effects_gmg40 jsrs_soundeffect = "JSRS2_Distance_Effects_hmg_127 jsrs_soundeffect = "JSRS2_Distance_Effects_lmg_rcws jsrs_soundeffect = "JSRS2_Distance_Effects_m134 jsrs_soundeffect = "JSRS2_Distance_Effects_Skalpel_ATGM jsrs_soundeffect = "JSRS2_Distance_Effects_Skyfire jsrs_soundeffect = "JSRS2_Distance_Effects_Vehicle_Titan JSRS 1.5 Sounds: Handguns: jsrs_soundeffect = "JSRS2_Distance_Effects_1911 jsrs_soundeffect = "JSRS2_Distance_Effects_Ak47 jsrs_soundeffect = "JSRS2_Distance_Effects_Ak74 jsrs_soundeffect = "JSRS2_Distance_Effects_BigSniper jsrs_soundeffect = "JSRS2_Distance_Effects_DMR jsrs_soundeffect = "JSRS2_Distance_Effects_Fal jsrs_soundeffect = "JSRS2_Distance_Effects_L85 jsrs_soundeffect = "JSRS2_Distance_Effects_G36 jsrs_soundeffect = "JSRS2_Distance_Effects_Glock jsrs_soundeffect = "JSRS2_Distance_Effects_M4 jsrs_soundeffect = "JSRS2_Distance_Effects_M9 jsrs_soundeffect = "JSRS2_Distance_Effects_M14 jsrs_soundeffect = "JSRS2_Distance_Effects_M16 jsrs_soundeffect = "JSRS2_Distance_Effects_M24 jsrs_soundeffect = "JSRS2_Distance_Effects_M240 jsrs_soundeffect = "JSRS2_Distance_Effects_M249 jsrs_soundeffect = "JSRS2_Distance_Effects_MP jsrs_soundeffect = "JSRS2_Distance_Effects_PK jsrs_soundeffect = "JSRS2_Distance_Effects_PM jsrs_soundeffect = "JSRS2_Distance_Effects_RPG jsrs_soundeffect = "JSRS2_Distance_Effects_RPK jsrs_soundeffect = "JSRS2_Distance_Effects_Scar jsrs_soundeffect = "JSRS2_Distance_Effects_Shotgun jsrs_soundeffect = "JSRS2_Distance_Effects_Stinger jsrs_soundeffect = "JSRS2_Distance_Effects_SVD Launchers: jsrs_soundeffect = "JSRS2_Distance_Effects_Javelin jsrs_soundeffect = "JSRS2_Distance_Effects_Launcher jsrs_soundeffect = "JSRS2_Distance_Effects_LAW Vehicle Weapons: jsrs_soundeffect = "JSRS2_Distance_Effects_M2, DSHK Now you are able to let the player choose, either you give them full JSRS2.0 support by adding the jsrs_soundeffect =" entry in your config or you dont. I would suggest to provide both ways and let the player decide. But always give a non-JSRS config into your mod as well as some don't use this mod and though they couldn't use yours! Whats VERY important, as you can see in the config above, you have to change your distance values in your configs to 130meters ( begin1[] = {"JSRS2_ACPC\Pistol_s1", 1, 1, 130}; ) Otherwise you have overlapping sounds! LJ Edited February 4, 2014 by LordJarhead Share this post Link to post Share on other sites
Jackson Snow 10 Posted January 30, 2014 So this means weapon modders might be able to use their own sound effects but use your excellent system of distant sounds? If so, that's pretty exciting. (PS I think there may be a typo in the line "begin3" where the path looks like it starts with a random extra J...) Share this post Link to post Share on other sites
LordJarhead 1723 Posted January 30, 2014 So this means weapon modders might be able to use their own sound effects but use your excellent system of distant sounds? If so, that's pretty exciting.(PS I think there may be a typo in the line "begin3" where the path looks like it starts with a random extra J...) Yap, thats what it means, and thanks for the hint :) LJ Share this post Link to post Share on other sites
Jackson Snow 10 Posted January 30, 2014 Yap, thats what it means, and thanks for the hint :) LJ That's really brilliant, thanks. I hope many make use of this. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted January 30, 2014 Might be a good idea to set a 'default' distance sound so mods that don't have their own configs setup will still benefit. Easiest way would probably to just set it in Rifle_Base_F as most will inherit somewhere from that. Share this post Link to post Share on other sites
machineabuse 11 Posted January 31, 2014 /Tips hat LordJarhead you are a Sir :) This will go a ways into making our ArmA group happy. Share this post Link to post Share on other sites
Tonci87 163 Posted January 31, 2014 That is very awesome! Share this post Link to post Share on other sites
tempten101 10 Posted January 31, 2014 I've managed to get the JSRS distance effects working but I noticed the distance effects still play on a silenced weapon. How do I get the JSRS silenced weapon effects working? Share this post Link to post Share on other sites
Robalo 465 Posted January 31, 2014 Submitted some code to support third party suppressors and some config fixes via tracker (FS#24). Thanks! Share this post Link to post Share on other sites
t3quila 1 Posted February 2, 2014 Submitted some code to support third party suppressors and some config fixes via tracker (FS#24).Thanks! Hi Robalo, Where can I find the code for this? Share this post Link to post Share on other sites