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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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Yes, I understand.

никому нахуй тут твой правый гомоÑектор не обоÑÑалÑÑ...

Bohemia is free of fascists forum, don't do that again...

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POLARIS you aren't the only one, but there's a problem i'm without interent on PC just in the smartphone,but anyways i can't wait anymore i'm so hyped for the new DF every day i enter here just waiting some news.

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^ translation: a politcal argument which i wont detail

Stop arguing on this thread its about this mod..

Lj, nice work on the new sound, i like the supressed ones.

Those supressed sounds would override the mods that use vanilla sd sounds right?

If so... That will awesomely improve stuff, alot of mods use the vanilla sd sounds which are boring.

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i can't wait anymore i'm so hyped for the new DF every day i enter here just waiting some news.

LOL, I was doing the same thing!!!!

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Everytime I see you post and its not a release post i cry a little. Can the final testing end already!! :P

+1 on this post ;)

Cannot wait until the final release in announced - JSRS for the win!!

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+1 on this post ;)

Cannot wait until the final release in announced - JSRS for the win!!

yeah i hope so it ...maybe zum Nikolaus so als little Schmankerl ;)

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Guys,

even if I like all the anticipation here, but that won't speed up the process sadly... We ran in some issues lately that LAxmann (still can't remember his name, jees) and I had to fix. Now as we are finally on the run to our goal, it appears that many things can be tweaked and performance can be speed up a notch.

Won't be that long now, my testers will soon get the RC1.0 for internal testing.

LJ

Edited by LordJarhead

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Guys,

even if I the like all the anticipation here, but that won't speed up the process sadly... We ran in some issues lately that LAxmann (still can't remember his name, jees) and I had to fix. Now as we are finally on the run to our goal, it appears that many things can be tweaked and performance can be speed up a notch.

Won't be that long now, my testers will soon get the RC1.0 for internal testing.

LJ

While we want the mod every second that goes by we still want you to take your time with it! At least I do! Squash those bugs! Tweak those sounds! Make it as perfect as you want it to be! I'm sure every single person who is looking forward to this will be satisfied with whatever you release! We will be waiting! :D

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Agree - here was my vote:

I want - It finished, take your time and release when its done and perfect

We can still get excited, after all...it's nearly Christmas (for those who celebrate it).;)

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@MONAX

We're both saying the same thing through different words.

I'm not sure, but I do strongly believe even vanilla ArmA 3 has that sound, as will DFyre.

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@MONAX

We're both saying the same thing through different words.

I'm not sure, but I do strongly believe even vanilla ArmA 3 has that sound, as will DFyre.

Thank you, I understand.

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Hello Lord Jarehead !

At first, thank you for your great Work for the community ! The Sounds in the Vids are realy awsome !

One Question: The distance-sounds would also work with Addon-Weapons and Tanks ?

Great Job !

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Hello Lord Jarehead !

At first, thank you for your great Work for the community ! The Sounds in the Vids are realy awsome !

One Question: The distance-sounds would also work with Addon-Weapons and Tanks ?

Great Job !

The weapons would need an extra JSRS config. So, basically, no, not without further work.

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Слышь Ñ‚Ñ‹, чучундра убери Ñтот поÑÑ‚ Ñ Ð¼Ð°Ñ‚Ð°Ð¼Ð¸.

(Hey you, take away Chuchundra this post with mats.)

It's enough now, ok?

LJ

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Sorry master,I will no longer pay attention to insults.

Deal with it in private or PM. This is about DFyre. And it was not meant to be cruel ;)

So,

I was packing my whole Mod again, as I'm curently on my LapTop where I did not had the actual version, I had to re-PBO the whole mod. So, the current RC has some following details:

Packed 1.75GB .rar files. Unpacked @DragonFyre folder is 3,87GB and contains 101 files. The mod adds 16.100+ .wss sound files to the game (!!!) and contains 91 .cpp CFG's and 269 .sqf script files. The scripts add following features:

Inroom sounds - Extra sound overlayer when firing inside a room, 20 sounds per gun, 10 for non-SD, 10 for SD.

Inroom explosions - Grenades, 20mm rounds, Missiles, Rockets, Tank shells: All of them cause an extra loud inroom sound when exploding inside a room.

Inroom shells - Sounds of cartridges falling on the ground, hitting walls etc. inside a room, depending if using case or caseless ammo. ;)

FirstPersonSounds - Weapon mechanism sounds when firing in first person.

Distance sounds - Sorted in 7 steps, Dist1 - 7, each weapon uses 290 unique sound files to present their distanced feedback to the camera (player).

Distance explosions - Sorted in 5 classes, grenade, rocket, 20mm, Shell and arty, each class uses 100 unique sound effects for their distanced feedback.

Near explosions - Being to close to an explosion causes an loud sound effect simulating stuff flying by, shrapnel, dust, metal pieces and so on.

Urban Reflections - Extra sound overlayer when firing your weapon in an urban environment such as small villages or cities, the echoes go loud.

Forest Reflections - Same as above, just appears in forest environments such as, surprise: Forets!

Rocket Wosh - An extra sound that gets played if a rocket is crossing the player in short distance.

JSRS2 support - Any Mod weapon that has made to work with JSRS2.2 is fully supported by DFyre as well, as it contains all the JSRS2.2 entries.

Not sure if I forgot any script feature, since there are quiet a few :) Hopefully I can pack all that stuff together on monday, then its gets out to the testers and we'll see what I've missed. December will be the big month I guess. And NO, I DO NOT try to wait for christmas with that! I want to be finished to start planing JSRS4.0 :P

LJ

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Packed 1.75GB .rar files. Unpacked @DragonFyre folder is 3,87GB and contains 101 files. The mod adds 16.100+ .wss sound files to the game (!!!) and contains 91 .cpp CFG's and 269 .sqf script files. The scripts add following features:

This will be a new game. Thank you.

:worship:

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So we are so close to a first release? Christmas is coming earlier this year hahahaha :)

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Well I'd like to formally apply to be a tester. I'll give you 100 points of ID, fill out all formal forms, give blood and of course give you part time custody of my mouth for pleasure purposes. ;)

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Deal with it in private or PM. This is about DFyre. And it was not meant to be cruel ;)

So,

I was packing my whole Mod again, as I'm curently on my LapTop where I did not had the actual version, I had to re-PBO the whole mod. So, the current RC has some following details:

Packed 1.75GB .rar files. Unpacked @DragonFyre folder is 3,87GB and contains 101 files. The mod adds 16.100+ .wss sound files to the game (!!!) and contains 91 .cpp CFG's and 269 .sqf script files. The scripts add following features:

Inroom sounds - Extra sound overlayer when firing inside a room, 20 sounds per gun, 10 for non-SD, 10 for SD.

Inroom explosions - Grenades, 20mm rounds, Missiles, Rockets, Tank shells: All of them cause an extra loud inroom sound when exploding inside a room.

Inroom shells - Sounds of cartridges falling on the ground, hitting walls etc. inside a room, depending if using case or caseless ammo. ;)

FirstPersonSounds - Weapon mechanism sounds when firing in first person.

Distance sounds - Sorted in 7 steps, Dist1 - 7, each weapon uses 290 unique sound files to present their distanced feedback to the camera (player).

Distance explosions - Sorted in 5 classes, grenade, rocket, 20mm, Shell and arty, each class uses 100 unique sound effects for their distanced feedback.

Near explosions - Being to close to an explosion causes an loud sound effect simulating stuff flying by, shrapnel, dust, metal pieces and so on.

Urban Reflections - Extra sound overlayer when firing your weapon in an urban environment such as small villages or cities, the echoes go loud.

Forest Reflections - Same as above, just appears in forest environments such as, surprise: Forets!

Rocket Wosh - An extra sound that gets played if a rocket is crossing the player in short distance.

JSRS2 support - Any Mod weapon that has made to work with JSRS2.2 is fully supported by DFyre as well, as it contains all the JSRS2.2 entries.

Not sure if I forgot any script feature, since there are quiet a few :) Hopefully I can pack all that stuff together on monday, then its gets out to the testers and we'll see what I've missed. December will be the big month I guess. And NO, I DO NOT try to wait for christmas with that! I want to be finished to start planing JSRS4.0 :P

LJ

Oh man! Do we srsly need to write a petition, so BI finnally hires you, mate?

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Oh LJ this message is better than hear the Beethoven symphony,it's amazing christmas is comming early this year,and one question how does the modder will add the sound scripts to the weapon ?

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Well I'd like to formally apply to be a tester. I'll give you 100 points of ID, fill out all formal forms, give blood and of course give you part time custody of my mouth for pleasure purposes. ;)

You forgot the mandatory urine test and nude bear wrestling requirements for all of our testers. (I still say that LJ cheated me out of a win due to covering the bear's body in vaseline)

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