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LordJarhead

JSRS: DragonFyre -- WIP Thread

Some questions - multiple choice! What do you use, what do you prefer?  

2655 members have voted

  1. 1. Some questions - multiple choice! What do you use, what do you prefer?

    • I use - Stereo Speakers/Headphones
      455
    • I use - 5.1/7.1 Speakers
      217
    • I prefer - More authentic sound
      518
    • I prefer - More hollywood'ish sound
      53
    • I like - The new progress shown in the videos
      414
    • I like - JSRS2 more, keep it updated
      35
    • It should - Be part of the Contest
      254
    • It should - Not be part of the contest, make it for yourself and the community
      151
    • I want - It now, release it unfinished
      215
    • I want - It finished, take your time and release when its done and perfect
      344


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My mouth.. So much drool.. LJ... You sir are the MAN!!! I really really really wish you could have entered MANW. Would have been great! The video says ver 0.8a.. I'm assuming 1.0 is gonna be release? If so I think I can wait! :P

Also.. Are you sticking to your word on the original post saying release will definitely be THIS year? Just wondering :P

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Also.. Are you sticking to your word on the original post saying release will definitely be THIS year? Just wondering :P

I did say that? Can't remember ... hm. :D Yes, I do my best getting this mod on your way! And as you said, 0.8, its not that far away now. My testers get this latest version during this week and to their tests. So far, no RPT's while playing. Not even updating base classes hehe.

LJ

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Simply amazing, as always. :cool:

Your work is an inspiration for all community members, and content creators alike! Cannot wait to get my new testing helmet on! ;) hehe

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Simply amazing, as always. :cool:

Your work is an inspiration for all community members, and content creators alike! Cannot wait to get my new testing helmet on! ;) hehe

Great progress on the SD Sounds!

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Great video Jarhead, when that unsupressed weapon opened up amid all the sd guns it sounded so menacing.

If i understood correctly there has been changes recently regarding the way the game handle suppresors, i don' t know how deeply it is implemented in the vanilla game but eventually for mods will there be differences between the way suppressed weapons firing subsonic and supersonic ammo are handeld?

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Aaand a new feature finds it's way into DragonFyre, awwwwyissss.

LordJarhead will let you know what it is soon enough :D

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WHAAAAAAAAAAA Lex you're a bastard!!! ;) That last video was amazing LJ great work and great progress on the SD sounds sounding much better. How are the SD sounds traveling over distance in comparison to an non suppressed weapon? Just curious how reverb and long distance sounds between them....

anyways Great work! Can't wait to hear more!

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will there be differences between the way suppressed weapons firing subsonic and supersonic ammo are handeld?

If the class_bullet is a defined Subsonic ammo, there will be a difference concerning the snaps, as you mostly just notice a little wiz-by, not a bullet crack. But not sure if there are much subsonic ammo types in vanilla game, now I'm curious.

How are the SD sounds traveling over distance in comparison to an non suppressed weapon?

SD weapons have a Max distance around 200meters in their CFG's, no scripted distance effects tho. Urban reflections travel 180 meters, same for forests. Non-SD weapons have a Max distance around 50 meters in their CFG's, scripted distance effects go up to 5km. Urban and Forest reflections travel 300 meters. Inroom firing heard up to 50 meters. ;)

LJ

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Not that you asked but I feel obligated to give you my first born. He is 9 and is good at carrying firewood.

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A new video, and, one of the last videos!

xfl0Mzl_EjM

This new video shows the difference between the so called "reflections" on an open field, in a city/village and in a forest. Also there are new sounds for inroom firefights and a "test" of a script for a sounds simulating cartridges falling on the ground, slap against walls or what ever. Tho as some weapons use caseless rounds, this effect would be "unrealistic" but I was really liking it so far. Tell me what you think about that.

And, as its not said in the video, its version 0.9. So yes, DragonFyre is done. Now we need to do some troubleshooting, Multiplayer testing, overall RPT checks and other stuff to make sure, this mod is a 100% clear and free of problems so people can start right up.

LJ

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Hey LJ how happy i could be,DragonFyre almost releasing :yay: :bounce3: yes that's me now,just loved the sounds and the diferrence between forest and city,yeah now arma 3 is going to be playable again.

And thanks for the great work.

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And, as its not said in the video, its version 0.9. So yes, DragonFyre is done. Now we need to do some troubleshooting, Multiplayer testing, overall RPT checks and other stuff to make sure, this mod is a 100% clear and free of problems so people can start right up.

LJ

Gratz to you and all the contributors of this mod :dancered:

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A new video, and, one of the last videos!

xfl0Mzl_EjM

This new video shows the difference between the so called "reflections" on an open field, in a city/village and in a forest. Also there are new sounds for inroom firefights and a "test" of a script for a sounds simulating cartridges falling on the ground, slap against walls or what ever. Tho as some weapons use caseless rounds, this effect would be "unrealistic" but I was really liking it so far. Tell me what you think about that.

And, as its not said in the video, its version 0.9. So yes, DragonFyre is done. Now we need to do some troubleshooting, Multiplayer testing, overall RPT checks and other stuff to make sure, this mod is a 100% clear and free of problems so people can start right up.

LJ

Awesome progress man! Can't wait! :)

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You sir, are a god among men. Thank you for your hard work LJ! Can't wait to give it a spin.

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And, as its not said in the video, its version 0.9. So yes, DragonFyre is done.

LJ

<----------------- mind blown... Can wait... but it will be tough lol... Thanks to all involved... gonna be epic :)

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Well I don't know about sounds, but next time I'm going in I want LordJarhead breaching with me :p.

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Maybe it's just me, but the actual immediate firing of the gun seems a little low compared to everything else. It makes every shot sound like a big boom instead of a crack followed by reverb, etc.

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Sounds awesome LJ, nice job. Some credit is due to LAxemann too! Back when you released 1.5 and later 2.2 for Arma 3 I really thought you had done what's possible within the limits of the engine, but I was wrong. Looking forward to trying it out for myself. :)

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Hey LJ, is there some way to add support for the urban scripts for mods? To my understanding it works by detecting certain buildings or a group of buildings, but I wasn't sure if it would work on modded maps like Chernarus or Takistan.

Thanks :D

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Hey LJ, is there some way to add support for the urban scripts for mods? To my understanding it works by detecting certain buildings or a group of buildings, but I wasn't sure if it would work on modded maps like Chernarus or Takistan.

Thanks :D

The urban script comes straight from my enhanced soundscape and since it's working there - Yes, it will work on pretty much any map ;)

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First, amazing work. This is the level of quality I was hoping for from Dragonfyre, absolutely superb.

I have some feedback as well.

The shell casing sounds are really neat and I like them. I've never heard indoor shooting in real life, but that's what I'd imagine it sounds like when shell casings bounce off walls and roll on the floor! It adds a lot to ithe atmosphere of indoor fights. I can't tell from your other videos, but will there also be shell casing noises for outdoors, like falling on paved areas?

As far as the sound in general, the reverb and sound reflection are top-notch, sounds perfect. What I would do though is play around with some of the silenced weapons. In open areas, they sound too muted, in reality they do carry reverb quite a distance, but here the drop off seems too sudden. In indoor areas, the silenced weapons sound a little boomy (does that make sense? Lol), I'd make them sound more snappy, like a whip crack combined with compressed air. Also, I noticed an odd reverb effect after detonating the grenade indoors. Is that intentional? Sounds strange to me.

Lastly, I would tone down the ambient noise if you modified it. I like to hear birds and animals sometimes, but I don't want to feel like I am in a rain forest every time I walk through some pine trees. Maybe you can make them sound more distant?

Besides what I mentioned, everything sounds fantastic. I love the sound variation on the weaopons and they all sound "right" to me, can't wait to download this when it's finally released!

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Guys, you are amazing!

Those cartridges hitting the ground....

You know, that is one of those little things you never think you need to have, until you hear it once, then you don´t want to play without it any more. Great job!!

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