DGeorge85 10 Posted January 23, 2015 @All that replied after me: I guess it never got brought to my attention it does make a difference if people are not running the same mods. As far as I know no one ever had this issue before, and trust me they always tell me if there is an issue. As LordJarhead said the issue we had shouldn't be happening because it's all clientside. Which is why I find it odd some guys not running JSRS did not hear the in-game gunfire of those running JSRS, because as far as I know everybody always heard them - regardless of running the mod or not. So far I always had the impression Arma just plays the vanilla gunfire sound when someone fires his weapon, regardless of the fact they run JSRS or not, at least that's how it always has been as far as I know.Basically I am trying to determine why the guys without the mod all of a sudden do not hear the gunfire anymore. I'm the type of guy who wants to know why stuff happens :) Actually ever since everyone who was using DragonFyre switched back to JSRS 2.2 there are no issues for these people anymore. I don't know about the guys that don't run JSRS yet, but I guess we'll soon find out. I still think that the issue may be caused by the update to 1.38. It is when we started to notice this behaviour. Yea, it could be some update funkiness. Last time I played MP (might have even been pre-1.36) I was using JSRS2.2 and as long as I had the weapon they were using, I'd hear it. I hopped on a MP server today for the first time on 1.38 and using DragonFyre and couldn't hear any shots from other players. I do remember hearing bullet impacts and reloading though. Share this post Link to post Share on other sites
qantaqa1987 10 Posted January 23, 2015 how in hell i can get rid of those snaps.. snap snap snap my fights are just loud snaps and more snaps . Was fun first now it annoys the shit out of me! would be nice if you hear enemy gunfire. And btw how far it takes that snap sound because it feels i can hear bullet snap from 50m away. Share this post Link to post Share on other sites
LordJarhead 1721 Posted January 23, 2015 how in hell i can get rid of those snaps.. snap snap snap my fights are just loud snaps and more snaps . Was fun first now it annoys the shit out of me! would be nice if you hear enemy gunfire. And btw how far it takes that snap sound because it feels i can hear bullet snap from 50m away. Disable Dfyre_Soniccracks.pbo and you'll be snapless fine ;) LJ Share this post Link to post Share on other sites
Greenfist 1863 Posted January 23, 2015 how in hell i can get rid of those snaps.. snap snap snap my fights are just loud snaps and more snaps . Was fun first now it annoys the shit out of me! would be nice if you hear enemy gunfire. And btw how far it takes that snap sound because it feels i can hear bullet snap from 50m away. Is this with or without the snap crack pop tweak? Share this post Link to post Share on other sites
bumgie 49 Posted January 23, 2015 There is a strange issue with echoes when firing weapons full auto for a long period of time in a location with walls and buildings. After the long burst has ended and a second passes, the weapon firing sound is played once again unattenuated. I will try and see if I can make a video of it. Share this post Link to post Share on other sites
qantaqa1987 10 Posted January 23, 2015 pop tweak? i have the volume tweak but no help for the million snaps.. i fear i will wake at night and still hear snaps this is too snappy for me.. Share this post Link to post Share on other sites
LordJarhead 1721 Posted January 23, 2015 pop tweak? i have the volume tweak but no help for the million snaps.. i fear i will wake at night and still hear snaps this is too snappy for me.. It'll get better LJ Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted January 23, 2015 I still have the first RC version. Havn't cheeks back if there was a new one yet, also on mobile. But to be honest, I'm completely fine with the sonic snaps. There's no issue on my end, in terms of the first RC. Share this post Link to post Share on other sites
haleks 8212 Posted January 23, 2015 Loving it, this is probably the best mod released in 2014. One small bugger though - it's a tiny one but it is the only issue I'm experiencing with DragonFyre at the moment : I noticed that you can hear that sort of "whoof" noise when firing an underbarrel grenade launcher from quite far, maybe too far. I've never been on a battlefield (thanks god) so I don't know how it sounds IRL; what do you guys think? Share this post Link to post Share on other sites
denco 16 Posted January 23, 2015 Question. How compatible is this with the CUP project? What I mean is will the weapons have better sounds or not? Other than that all I can say is that the awesomeness of this mod is too damn high. Share this post Link to post Share on other sites
R3vo 2654 Posted January 23, 2015 LordJarhead, do you think you could lower the volume of the assault boat engines ? It's extremely irritating! Share this post Link to post Share on other sites
marcuskac 10 Posted January 23, 2015 (edited) Is there a way to just disable the tank machinegun sound? (well the sound it's gunners machinegun makes for all vehicles in general) EDIT: It's ok i figured it out. Edited January 23, 2015 by Marcuskac Share this post Link to post Share on other sites
oksman 37 Posted January 23, 2015 LJ I love this pack, but I've noticed a little bit of framerate drop, will there possibly be some work later down the line on optimization or is that not possible because of the superb sounds ? Cheers Share this post Link to post Share on other sites
bumgie 49 Posted January 23, 2015 (edited) There is a strange issue with echoes when firing weapons full auto for a long period of time in a location with walls and buildings. After the long burst has ended and a second passes, the weapon firing sound is played once again unattenuated.I will try and see if I can make a video of it. The annoying echoing turned out to be due to me having only 32 audio smaples or "sound sources" set in the audio settings. It was very annoying. Stupid me... Edited January 23, 2015 by Bumgie Share this post Link to post Share on other sites
LordJarhead 1721 Posted January 24, 2015 Loving it, this is probably the best mod released in 2014.One small bugger though - it's a tiny one but it is the only issue I'm experiencing with DragonFyre at the moment : I noticed that you can hear that sort of "whoof" noise when firing an underbarrel grenade launcher from quite far, maybe too far. I've never been on a battlefield (thanks god) so I don't know how it sounds IRL; what do you guys think? It has been released 2015. And yeah, I tweak the distance. Question. How compatible is this with the CUP project? What I mean is will the weapons have better sounds or not? Probably not, I`m not supporting any other mods by now, just maintain JSRS3 to work perfect on Vanilla ArmA3 with CBA. LordJarhead, do you think you could lower the volume of the assault boat engines ? It's extremely irritating! I look into it... LJ I love this pack, but I've noticed a little bit of framerate drop, will there possibly be some work later down the line on optimization or is that not possible because of the superb sounds ?Cheers Didn`t noticed anything on my end. Tho things got further optimized for next release. For everything else, those are the changes we did so far: Changelog JSRS3: DragonFyre RC4 - RC5 FIX: Explosions are hearable in MP now FIX: Explosions dont have explosion sound anymore when being disarmed FIX: Unexploded GP rounds caused explosion sound when disappear FIX: Envi sounds reworked and cleaned up FIX: Envi SFX random selection FIX: FuseDistance on GP round from attack boats ADD: ReadMe File ADD: Added new explosions in CFG ADD: Added environmental SFX ADD: Added wind noises to trees ADD: Added small incoming sounds to bullethits ADD: Added "Boiiing" effects to bullethits ADD: Bullets hitting foliage and leaves are mostly whizz or hizz sounds ADD: New close snaps added ADD: Added subsonic snaps and cracks for 9mm ADD: New weaponsounds ADD: Added sounds when inside a tank/vehicle and being hit by big calibers ADD: Added sounds when inside a tank/vehicle and being hit by rockets ADD: Added sounds when inside a tank/vehicle and being hit by missiles ADD: Added sounds when inside a tank/vehicle and being hit by shells ADD: New sounds for M134 TWEAK: Overall explosions volumes reduced TWEAK: Overall weapon volume tweaks TWEAK: Overall vehicle volume tweaks TWEAK: Overall CFG tweaks TWEAK: Overall Script cleaning and tweaks TWEAK: Overall soniccracks volume tweaks TWEAK: Reduced closure effect volumes TWEAK: Reduced movement volume TWEAK: Increased wind loudness on heavy overcast TWEAK: Tweaked all config values for better ingame volume management TWEAK: Tweaked environmental volumes TWEAK: Tweaked M200 CFG for less audible closure effects TWEAK: Tweaked Zafir CFG for less audible closure effects TWEAK: AH9 Blackfoot gatling gun volume TWEAK: Closure sounds have been reworked TWEAK: UGL sound distance CHANGE: Bullethits got further updates CHANGE: Wind noises in Helicopters reduced CHANGE: Close snaps are sound more frightening CHANGE: New Whizz/Hizz sounds CHANGE: Tweaked most weapons with new sounds CHANGE: Sounds for Ijured/Moaning are back working CHANGE: Helicopter stress sounds reduced LJ Share this post Link to post Share on other sites
R3vo 2654 Posted January 24, 2015 It has been released 2015. And yeah, I tweak the distance.Probably not, I`m not supporting any other mods by now, just maintain JSRS3 to work perfect on Vanilla ArmA3 with CBA. I look into it... Didn`t noticed anything on my end. Tho things got further optimized for next release. For everything else, those are the changes we did so far: Changelog JSRS3: DragonFyre RC4 - RC5 FIX: Explosions are hearable in MP now FIX: Explosions dont have explosion sound anymore when being disarmed FIX: Unexploded GP rounds caused explosion sound when disappear FIX: Envi sounds reworked and cleaned up FIX: Envi SFX random selection FIX: FuseDistance on GP round from attack boats ADD: ReadMe File ADD: Added new explosions in CFG ADD: Added environmental SFX ADD: Added wind noises to trees ADD: Added small incoming sounds to bullethits ADD: Added "Boiiing" effects to bullethits ADD: Bullets hitting foliage and leaves are mostly whizz or hizz sounds ADD: New close snaps added ADD: Added subsonic snaps and cracks for 9mm ADD: New weaponsounds ADD: Added sounds when inside a tank/vehicle and being hit by big calibers ADD: Added sounds when inside a tank/vehicle and being hit by rockets ADD: Added sounds when inside a tank/vehicle and being hit by missiles ADD: Added sounds when inside a tank/vehicle and being hit by shells ADD: New sounds for M134 TWEAK: Overall explosions volumes reduced TWEAK: Overall weapon volume tweaks TWEAK: Overall vehicle volume tweaks TWEAK: Overall CFG tweaks TWEAK: Overall Script cleaning and tweaks TWEAK: Overall soniccracks volume tweaks TWEAK: Reduced closure effect volumes TWEAK: Reduced movement volume TWEAK: Increased wind loudness on heavy overcast TWEAK: Tweaked all config values for better ingame volume management TWEAK: Tweaked environmental volumes TWEAK: Tweaked M200 CFG for less audible closure effects TWEAK: Tweaked Zafir CFG for less audible closure effects TWEAK: AH9 Blackfoot gatling gun volume TWEAK: Closure sounds have been reworked TWEAK: UGL sound distance CHANGE: Bullethits got further updates CHANGE: Wind noises in Helicopters reduced CHANGE: Close snaps are sound more frightening CHANGE: New Whizz/Hizz sounds CHANGE: Tweaked most weapons with new sounds CHANGE: Sounds for Ijured/Moaning are back working CHANGE: Helicopter stress sounds reduced LJ Looks promising. I'm really excited to play with the new version :D Share this post Link to post Share on other sites
tachi 10 Posted January 24, 2015 Oh, this changelogs are a torture. Share this post Link to post Share on other sites
phronk 898 Posted January 24, 2015 I liked the loud movement sounds D: But... LordJarhead knows best. I'll just hide in a cubby hole under the stairs and be quiet... Share this post Link to post Share on other sites
avka 10 Posted January 24, 2015 Because its a mod map, not sure whats the reason for that but those buildings seems to be different from the A3 ones, in the eye of the engine/script I mean... LJ Any Chance to get JSRS Running at Bornholm ? It would be a shame to deactivate it. Share this post Link to post Share on other sites
mickeymen 324 Posted January 24, 2015 Hi LJ:) 1. I asked you about the sounds of destruction of buildings but you did not answer. You have not found the time to do this? Plan to do this? The game is very weak effects of destruction. If you make a good sound destruction of buildings, then it compensates for weak visualization. 2. The game lacks sound of the blast wheel. The wheel of any vehicle often is destroyed, but there is no sound! I think if the wheel will explode there must be powerful sound. If you do this, it will be a great addition to your work. What do you think about this? Share this post Link to post Share on other sites
LordJarhead 1721 Posted January 24, 2015 Hi LJ:)1. I asked you about the sounds of destruction of buildings but you did not answer. You have not found the time to do this? Plan to do this? The game is very weak effects of destruction. If you make a good sound destruction of buildings, then it compensates for weak visualization. 2. The game lacks sound of the blast wheel. The wheel of any vehicle often is destroyed, but there is no sound! I think if the wheel will explode there must be powerful sound. If you do this, it will be a great addition to your work. What do you think about this? 1. No time and no intention lately 2. Not sure if there`s even an CFG entry for that LJ Share this post Link to post Share on other sites
NyteMyre 87 Posted January 24, 2015 Is it normal that grenades which explode like 5 feet away sound like they explode on the other side of the map? Or is that just me Share this post Link to post Share on other sites
bakerman 247 Posted January 24, 2015 @NyteMyre If you have that issue in SP then it's an unknown bug. If however that occurs in MP then the fix is complete and will be available in the next version. Share this post Link to post Share on other sites
mickeymen 324 Posted January 24, 2015 (edited) 1. No time and no intention lately2. Not sure if there`s even an CFG entry for that LJ 1. I am sorry that you are not enthusiastic about work with sound of destruction of buildings. This can be a great addition to your mod! In the vanilla game these sounds "disgusting";) We hear only as a crumbling street toilet, but not heavy stone building 2. You can find just suitable sample, similar to the blast wheel. Imagine the situation. The player fires in the wheels of "Ifrit" and... wheel explodes! It would be cool! But this item of course is secondary. Edited January 24, 2015 by mickeymen Share this post Link to post Share on other sites
haleks 8212 Posted January 24, 2015 2. You can find just suitable sample, similar to the blast wheel. Imagine the situation. The player fires in the wheels of "Ifrit" and... wheel explodes! It would be cool! But this item of course is secondary. As LJ said, this feature isn't even supported in the vanilla game, meaning that it would require some heavy, clunky scripting. Not the way Dragonfyre would go I think. Share this post Link to post Share on other sites