Subscyed 10 Posted November 21, 2014 Thousandth post! This is a milestone for you LJ! I'll keep it shory and sweet: Thank you for your many years of hard work making the Armaverse a better experience sound-wise (and more immersive, too)! Share this post Link to post Share on other sites
sttosin 67 Posted November 24, 2014 Thousandth post! This is a milestone for you LJ! I'll keep it shory and sweet: Thank you for your many years of hard work making the Armaverse a better experience sound-wise (and more immersive, too)! Technically you had 1001st post ;) LJ had the 1000th! Oh no. I am being "that guy." Share this post Link to post Share on other sites
LordJarhead 1723 Posted December 5, 2014 Technically you had 1001st post ;) LJ had the 1000th! Oh no. I am being "that guy." I think thats what he meant after all :) Replies: 1,001 Views: 254,409 Followers: 55 But its not a record. The record seems to be JSRS1.5: Replies: 6,885 Views: 1,007,029 1.000.000 Views!!!!! Thank you guys so much for you anticipation!!! You are awesome! LJ Share this post Link to post Share on other sites
KEVINMGXP 20 Posted December 5, 2014 1.000.000 Views!!!!! Thank you guys so much for you anticipation!!! You are awesome!LJ Well you most surely earned it, and its not you that need to thank us, but we that have to thank you for the great additions you made so far. In the end if it wouldn't be that good as it was and as it is now then it wouldn't go near the attention it got from the community eater, anyway in the mean while I am quietly anticipating the release of DragonFyre .... :dancehead: best of regards lhq ... Share this post Link to post Share on other sites
milosv123344 37 Posted December 5, 2014 Hey Lord Jarhead, is there any way a automatic EQ/Limiter program can be written for arma 3? It would be nice to have a system like BF3/4 has , in which if there is a lot of shooting/explosions going on, louder or sounds nearer to you would be louder while everything else would get a lower volume automatically based on the loudness of other things. I am not sure i explained this properly but you might know what i mean. This would prevent evident distortion and confusion when there is a lot of things going on. Share this post Link to post Share on other sites
LordJarhead 1723 Posted December 5, 2014 Hey Lord Jarhead, is there any way a automatic EQ/Limiter program can be written for arma 3? It would be nice to have a system like BF3/4 has , in which if there is a lot of shooting/explosions going on, louder or sounds nearer to you would be louder while everything else would get a lower volume automatically based on the loudness of other things. I am not sure i explained this properly but you might know what i mean. This would prevent evident distortion and confusion when there is a lot of things going on. It would be cool to have this effect but this is not possible in ArmA yet, it would require an engine update I think, if thats even possible tho. Sometimes I'm wondering what ArmA3 would look and sounds like when they would use a comman game engine like Unreal, or more unlikely, the Frostbite engine. Hmmmmmm :) LJ Share this post Link to post Share on other sites
Brisse 78 Posted December 5, 2014 But then again, if Arma were ported into a common game engine like Unreal or Frostbite, then it might just be like any other first person shooter out on the market. Arma is a very niche product, and I think it need's it's own game engine to be able to stay that way. Share this post Link to post Share on other sites
milosv123344 37 Posted December 5, 2014 Me too, i wonder the same thing from time to time, also when it comes to effects, explosions, bullet hits, muzzle flash, fluid recoil animations and animations in general etc...I think the engine COULD be updated but i might be wrong, BIS would never bother with such things to begin with. The sound engine would be nice if it was updated, or re written completely , with the budget they have now that is possible but my theory is that they leave a lot of work out because they know modders will take over. Share this post Link to post Share on other sites
gameboi 10 Posted December 23, 2014 (edited) I don't get it. I have to use 2.1.b next to 2.2.? So enable both mods? Because I don't hear any difference with 2.2 enabled. Edited December 23, 2014 by Gameboi Share this post Link to post Share on other sites
654wak654 25 Posted December 23, 2014 I don't get it. I have to use 2.1.b next to 2.2.? So enable both mods? Because I don't hear any difference with 2.2 enabled. 2.2 Is not to make any sound difference, it's to fix the 1.24 patch which broke all weapon sounds. Armaholic's requirements on the JSRS page is wrong, you don't need anything than the actual download itself. That means remove the old one and use only 2.2 Share this post Link to post Share on other sites
pils 49 Posted December 23, 2014 I don't get it. I have to use 2.1.b next to 2.2.? So enable both mods? Because I don't hear any difference with 2.2 enabled. Just wait a few days, there will be a new even better soundmod by the same author soon :) Share this post Link to post Share on other sites
The Hebrew Hammer 10 Posted December 24, 2014 Too late now Jarhead, maybe in the next version? http://www.liveleak.com/view?i=8a6_1419327959 I would love to see more of those whistles and snaps, also note how distinct the AK fire is. Share this post Link to post Share on other sites
11_harley_11 0 Posted December 24, 2014 Too late now Jarhead, maybe in the next version?http://www.liveleak.com/view?i=8a6_1419327959 I would love to see more of those whistles and snaps, also note how distinct the AK fire is. Damn, every time I see an update on this thread I think Dragon Fyre is out. Now I've just done it to someone else....Ooops XD Share this post Link to post Share on other sites
LordJarhead 1723 Posted December 28, 2014 Too late now Jarhead, maybe in the next version?http://www.liveleak.com/view?i=8a6_1419327959 I would love to see more of those whistles and snaps, also note how distinct the AK fire is. The problem is that there is only one sound for far snaps and one for close snaps. So giving an ammo type a certain distinct characteristic sound it would repeat with every flyby and sound weird and ridicules after a short amount of time :) Tho I'd like to create such effects, hmm... LJ Share this post Link to post Share on other sites
NyteMyre 87 Posted January 10, 2015 Can anyone help me with this problem? Everytime i play Arma 3 with the JSRS mod, all sounds will suddenly stop. And not just in Arma, but also on Teamspeak. I need to restart both the game and teamspeak to get the sound working again. But programs like Spotify do produce sound without restarting. Some of my teammates had the same issue, and when i asked if they had JSRS running, they always confirmed that they did. They didn't have the problem when running the game without JSRS. It could be a hardware/driver issue, but does anyone know how i can solve this? Share this post Link to post Share on other sites
Tonci87 163 Posted January 11, 2015 Can anyone help me with this problem?Everytime i play Arma 3 with the JSRS mod, all sounds will suddenly stop. And not just in Arma, but also on Teamspeak. I need to restart both the game and teamspeak to get the sound working again. But programs like Spotify do produce sound without restarting. Some of my teammates had the same issue, and when i asked if they had JSRS running, they always confirmed that they did. They didn't have the problem when running the game without JSRS. It could be a hardware/driver issue, but does anyone know how i can solve this? First: this mod is outdated, use this: http://forums.bistudio.com/showthread.php?187317-JSRS3-DragonFyre-RC-Release Second: A Mod can´t tamper with your windows audio. JSRS could never disable your teamspeak sound, that simply isn´t possible. There must be something else wrong on your end. Share this post Link to post Share on other sites
NyteMyre 87 Posted January 11, 2015 Well, i just noticed i never installed my moherboard Realtek audio drivers (it's a new PC). I installed that and did some testing by placing a lot of units on the airfield and the sound never cut off. So it's fixed...maybe Share this post Link to post Share on other sites
Sneakydudes 10 Posted April 28, 2015 3144.11:17:51 Cannot find a sound file dfyre_weaponsounds\titan\reload.wss 3145.11:17:51 Cannot find a sound file dfyre_weaponsounds\titan\dry.wss 3146.11:17:51 Cannot find a sound file dfyre_weaponsounds\titan\reload.wss 3147.11:17:51 Cannot find a sound file dfyre_weaponsounds\titan\dry.wss These errors pop up in the RPT file. Thanks Sneaks Share this post Link to post Share on other sites
DeathAngel9987 0 Posted August 31, 2015 Hello, I am having issues with the mod, whenever I fire the A10 GAU-8 in a short (Like 1 sec) burst I hear a sound synced with the burst but then when i stop shooting I hear another sound and same applies to continuos fire, 2 bursts in loop, pleaserino help :C Share this post Link to post Share on other sites
Bamse 223 Posted September 1, 2015 JSRS2 hasn't been in development (actively, publicly) for over a year so I assume that chances for a fix is slightly less than slim. LJ is working on DragonFyre now, here's the thread: https://forums.bistudio.com/topic/177074-jsrs3-dragonfyre/ 1 Share this post Link to post Share on other sites