ov3rj0rd 1 Posted January 11, 2015 Congrats on the release! Not sure if it is me though but every explosion sounds like it is a distant explosion no matter the distance. grenades for example blow up close to the one that threw it but the sound is like a muffled explosion. I am actually re installing the mod right now but I just dont know if others are having this issue. Other than that little issue, this mod needs to be the vanilla sounds IMO. OV3RJ0RD Share this post Link to post Share on other sites
EricJ 760 Posted January 11, 2015 I'm experiencing the same, and as far as the rockets firing it's a bit... weird in my opinion. Maybe because I've never launched them in real life (i.e. as a pilot anyway) but it just doesn't sound "right" for rockets. Share this post Link to post Share on other sites
LordJarhead 1724 Posted January 11, 2015 Congrats on the release! Not sure if it is me though but every explosion sounds like it is a distant explosion no matter the distance. grenades for example blow up close to the one that threw it but the sound is like a muffled explosion. I am actually re installing the mod right now but I just dont know if others are having this issue. Other than that little issue, this mod needs to be the vanilla sounds IMO.OV3RJ0RD Please see the first page how you should report issues. Any mods involved? Latest cba installed? DevBranch or Stable Arma3? Share this post Link to post Share on other sites
tpw 2315 Posted January 12, 2015 Please see the first page how you should report issues. Any mods involved? Latest cba installed? DevBranch or Stable Arma3? Hi LJ, fantastic work with this mod as always. I can concur with OV3RJORD, many explosions (eg HE rounds) sound distant/muffled even when only 75m from the player. That's on the latest dev branch Arma3 with all other mods (except for latest CBA) disabled. I should mention that many of these explosions are using spawned bombs/shells, which might be causing issues with your distance scripts. Share this post Link to post Share on other sites
bullhorn 18 Posted January 12, 2015 Congrats on the release! Not sure if it is me though but every explosion sounds like it is a distant explosion no matter the distance. grenades for example blow up close to the one that threw it but the sound is like a muffled explosion. I am actually re installing the mod right now but I just dont know if others are having this issue. Other than that little issue, this mod needs to be the vanilla sounds IMO.OV3RJ0RD Yeah, noticed this issue too. We are using more than 10 mods, it might be related to RHS or something. I'll post a list when I get home. Share this post Link to post Share on other sites
laxemann 1673 Posted January 12, 2015 (edited) Argh, so after a few days of trying to fix the error of non-working explosion scripts, I encountered this old feedbacktracker ticket from biggie: Fired event handler is not globally broadcasting projectiles from certain muzzles across clients What that means? Well, the script tracks the fired projectile (or thrown, whatever) and then plays a specific sound as soon as it disappears/explodes/dies. This issue, however, prevents us from accessing the projectile's properties - but only for certain weapons such as the hand grenade etc. So, again, this is a thing only BI can fix. Spreading the word is appreciated. :) Edited January 12, 2015 by LAxemann Share this post Link to post Share on other sites
LordJarhead 1724 Posted January 12, 2015 Argh, so after a few days of trying to fixing the error of non-working explosion scripts, I encountered this old feedbacktracker ticket from biggie:Fired event handler is not globally broadcasting projectiles from certain muzzles across clients What that means? Well, the script tracks the fired projectile (or thrown, whatever) and then plays a specific sound as soon as it disappears/explodes/dies. This issue, however, prevents us from accessing the projectile's properties - but only for certain weapons such as the hand grenade etc. So, again, this is a thing only BI can fix. Spreading the word is appreciated. :) Oh great, I'm screwed! Thinking about a MP version then with no scripts for explosions... dunno... LJ Share this post Link to post Share on other sites
Tonci87 163 Posted January 12, 2015 God damit BIS......... Share this post Link to post Share on other sites
mickeymen 324 Posted January 12, 2015 I think I just wanted to make my own to be honest. I surely wanted to make a difference between all vehicles exploding, but I might haven't got the best solution about that. With the current version there is no quick solution to solve your problem. LJ Thanks for the reply. Please listen to vanilla sound of the crash. This is much better. In addition to the main explosion, We hear the sound of breaking glass! Your sound effects much better than vanilla, but the crash of the helicopter is the exception. Just in the next version don't change the sound or give the player a chance to use it yourself. Share this post Link to post Share on other sites
LordJarhead 1724 Posted January 12, 2015 (edited) We hear the sound of breaking glass! Over hundreds of meters, yeah^^ No thats not really doing it for me heh... LJ Edited January 12, 2015 by LordJarhead Share this post Link to post Share on other sites
Wolfenswan 1 Posted January 12, 2015 Any server admins can comment on whether there's any performance impact/RPT spam from dragonfyre running client-side with 30+ players around? Share this post Link to post Share on other sites
DaViSFiT 21 Posted January 12, 2015 For the first version its really nice, the distance, the volume, most of the new sounds. But at the moment its not suitable for us, we will stay@2.2 and will test your next version ;) Hand granade sounds are too loud compared to BIG explosions. 155mm must destory the ears when coming down near but its just as loud as a grenade. Also some guns have wired tok tok tok sounds, like a stone against the wall. its not near reality, neither its a good sound. i heard it also from the A-10 gun run? i dont know, we did a large test with 20 guys firing around and beweet the good WRROOOM sounds we hear this mindcraft tik tok tik tok sounds. This was the biggest drawbag we noticed. Some players report while flying away from the battlefield they heard over a very big distance the firefights but they stopped all of them instantly when comming over a certain range. Most of the players report fps drops. Server FPS 40-50, even i had only about 25 fps. We also will use RHS, they did also very good at sounds. like the suppressor sound and so on. Share this post Link to post Share on other sites
bullhorn 18 Posted January 12, 2015 LordJarhead, I think your biggest issue with JSRS3 at the moment is imbalance between users. The trick with setting ingame audio to 100% and lowering in Windows helps but you'll keep getting conflicting opinions until you really solve this. Numrollen mentions grenades are too loud while my clan did testing yesterday and all 20 testing participants agreed that grenades are way too quiet and muffled. Share this post Link to post Share on other sites
Skord 10 Posted January 12, 2015 Thanks for this Jarhead! Your long hours and hard work has changed the game for me. Myself and a lot of my clan mates are very grateful for your very generous contribution to the Arma community! Share this post Link to post Share on other sites
LordJarhead 1724 Posted January 12, 2015 (edited) For the first version its really nice, the distance, the volume, most of the new sounds. But at the moment its not suitable for us, we will stay@2.2 and will test your next version ;) Hand granade sounds are too loud compared to BIG explosions. 155mm must destory the ears when coming down near but its just as loud as a grenade. Also some guns have wired tok tok tok sounds, like a stone against the wall. its not near reality, neither its a good sound. i heard it also from the A-10 gun run? i dont know, we did a large test with 20 guys firing around and beweet the good WRROOOM sounds we hear this mindcraft tik tok tik tok sounds. This was the biggest drawbag we noticed. Some players report while flying away from the battlefield they heard over a very big distance the firefights but they stopped all of them instantly when comming over a certain range. Most of the players report fps drops. Server FPS 40-50, even i had only about 25 fps. We also will use RHS, they did also very good at sounds. like the suppressor sound and so on. Oops, yeah I know whats the problem. They are set to be 5000 meters but the script stops at 3000 I think. Will change the config values. Hmm no I just checked, that shouldn't happen actually... Also, what do you mean by tok sounds? Especially when you talk about an A10? Any chance on having a video of that, please? LordJarhead, I think your biggest issue with JSRS3 at the moment is imbalance between users. The trick with setting ingame audio to 100% and lowering in Windows helps but you'll keep getting conflicting opinions until you really solve this.Numrollen mentions grenades are too loud while my clan did testing yesterday and all 20 testing participants agreed that grenades are way too quiet and muffled. Yeah I dont know whats the deal. The explosions, and I can state this once more, are a problem by two things: First Fired event handler is not globally broadcasting projectiles from certain muzzles across clients Second Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo Currently working on the CFG's for some volume tweaks but I think its a mess right now^^ LJ Edited January 12, 2015 by LordJarhead Share this post Link to post Share on other sites
mickeymen 324 Posted January 12, 2015 (edited) Over hundreds of meters, yeah^^ No thats not really doing it for me heh...LJ It's not a question of distance which must be sound. It is a question of the quality of explosion sound. Somehow the distance you can edit! The helicopter has a lot of glazing and for this reason vanilla sound is more realistic and appropriate. Also, the duration of the sound in vanilla longer. This is more realistic. This is perfect sound! In your version(I understand that this is a first release) the sound is too short. I never understood until now. You don't like vanilla sound of hiecopters crash or not? Or your goal is to replace all the sounds in the game. regardless of the good it sounds or bad? Edited January 12, 2015 by mickeymen Share this post Link to post Share on other sites
LordJarhead 1724 Posted January 12, 2015 It's not a question of distance which must be sound. It is a question of the quality of sound of the explosion. Somehow the distance you can edit!The helicopter has a lot of glazing and for this reason vanilla sound is more realistic and appropriate. I never understood until now. You don't like vanilla sound of hiecopters crash or not? Or your goal is to replace all the sounds in the game. regardless of the good it sounds or bad? No its just my taste I follow. I do this mod for myself in the first place and then share the stuff with you guys. Thats it ;) Now end of story^^ LJ Share this post Link to post Share on other sites
spanishsurfer 58 Posted January 12, 2015 Any server admins can comment on whether there's any performance impact/RPT spam from dragonfyre running client-side with 30+ players around? Averaging 40 players now every night, we allow JSRS3 and I know many are using it. Server FPS have not decreased from the average FPS I'm used to seeing. Share this post Link to post Share on other sites
Wolfenswan 1 Posted January 12, 2015 Averaging 40 players now every night, we allow JSRS3 and I know many are using it. Server FPS have not decreased from the average FPS I'm used to seeing. Thanks, that's good hear esp. as your numbers are similar to ours. Have any of the JSRS3 users noticed oddities with explosions related to the bug/ticket mentioned above? Share this post Link to post Share on other sites
Tonci87 163 Posted January 12, 2015 For the first version its really nice, the distance, the volume, most of the new sounds. But at the moment its not suitable for us, we will stay@2.2 and will test your next version ;) Hand granade sounds are too loud compared to BIG explosions. 155mm must destory the ears when coming down near but its just as loud as a grenade. Also some guns have wired tok tok tok sounds, like a stone against the wall. its not near reality, neither its a good sound. i heard it also from the A-10 gun run? i dont know, we did a large test with 20 guys firing around and beweet the good WRROOOM sounds we hear this mindcraft tik tok tik tok sounds. This was the biggest drawbag we noticed. Some players report while flying away from the battlefield they heard over a very big distance the firefights but they stopped all of them instantly when comming over a certain range. Most of the players report fps drops. Server FPS 40-50, even i had only about 25 fps. We also will use RHS, they did also very good at sounds. like the suppressor sound and so on. This sounds really weird... Could the tok tok tok sounds by chance be from bullets hitting walls? Can you please get a video of this? You are the only one who said that Hand grenades are too loud. Are you sure you didn´t have JSRS 2.2 enabled alongside this? Thanks, that's good hear esp. as your numbers are similar to ours. Have any of the JSRS3 users noticed oddities with explosions related to the bug/ticket mentioned above? How do you define oddities? Some explosions will simply be much more quiet than you would expect them to be, that is basically it. Share this post Link to post Share on other sites
spanishsurfer 58 Posted January 12, 2015 Thanks, that's good hear esp. as your numbers are similar to ours. Have any of the JSRS3 users noticed oddities with explosions related to the bug/ticket mentioned above? Yes, nearly all users of JSRS3 reported issues with large explosions...specifically impact rounds from heavy artillery. Many were not even aware they were under attack until they turned and saw it landing 50m away. I experienced this as well. It's a known issue by LJH and one were BIS needs to fix a few things in order for LJH to fix. However, I do wish LJH could script in a temp script/explosion (maybe one from JSRS2) that could act as a placeholder until the issue is fixed. Share this post Link to post Share on other sites
LordJarhead 1724 Posted January 12, 2015 Yes, nearly all users of JSRS3 reported issues with large explosions...specifically impact rounds from heavy artillery. Many were not even aware they were under attack until they turned and saw it landing 50m away. I experienced this as well. It's a known issue by LJH and one were BIS needs to fix a few things in order for LJH to fix. However, I do wish LJH could script in a temp script/explosion (maybe one from JSRS2) that could act as a placeholder until the issue is fixed. Actually thats what I did today, been testing it for a some time now and will probably have some results later... LJ Share this post Link to post Share on other sites
ineptaphid 6413 Posted January 12, 2015 hi just sayig ou again for an amazing mod.can i ask you (just personal interest) in JSRS " the soldier movement sound contained slight ..jingling sounds of like gear,etc clinking together.when i first got JSRS 2 i thought that was real weird but it really grew on me and i am just curious what made you revise this?thanks again for making flying an attack helo sooo exciting. "firing missle- BOOOSH!!!". ;D (oh and the a-10 BBBRRRRRPPP!!!! you gonna die!! ha !i sound so retarded but this mod kicks ass!! Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted January 12, 2015 Averaging 40 players now every night, we allow JSRS3 and I know many are using it. Server FPS have not decreased from the average FPS I'm used to seeing. Yeah, not any sign of performance drop using JSRS3, even when spawning in 600+ units dropping the fps as low as 5, every single time I fire a weapon the sound is there, spot on. Very well done. Share this post Link to post Share on other sites
spanishsurfer 58 Posted January 12, 2015 Actually thats what I did today, been testing it for a some time now and will probably have some results later...LJ Nice man, glad to hear it! So far the mod is great, I've been taking towns on foot more often (rather than armor) just so I experience the audioscape. *Observation: The inside of some helicopters sounds like there's a laundry drier inside (constant bagging noise). I'm not sure if it's a BIS noise or JSRS3 noise. I work/fly around military helicopters all the time and typically the only noise you hear is the engines and blades. In rough weather you might hear the occasional banging every 1-2 minutes but not as frequent as Arma is showing. Not a big deal just thought I'd point that out since you're a perfectionist. Yeah, not any sign of performance drop using JSRS3, even when spawning in 600+ units dropping the fps as low as 5, every single time I fire a weapon the sound is there, spot on.Very well done. Agreed, very well done indeed. Best ingame sound in a FPS I've ever experienced. Share this post Link to post Share on other sites