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Is it possible to provide a function for mission makers that calls certain weapon sounds from your JSRS library, just as if you'd fire the weapon itself?

Like if a mission designer wants to simulate an ongoing firefight outside an FOB for example, without having actual AI units wasting performance?

The JSRS sounds would be awesome for that purpose!

Really hope there's any way to do that!

Cheers

can probably just play a soundtrack off the web rather then use in game tracks for this?

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can probably just play a soundtrack off the web rather then use in game tracks for this?

That would not serve the same purpose, since people wouldn't recognize it as actual game sounds being used.

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That would not serve the same purpose, since people wouldn't recognize it as actual game sounds being used.

So than create a scripted gunfight, record that using fraps, extract the sound and use that?

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That would not serve the same purpose, since people wouldn't recognize it as actual game sounds being used.

I kinda have an idea for that. Place able sounds in the editor, that can be linked to triggers and all...

LJ

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I kinda have an idea for that. Place able sounds in the editor, that can be linked to triggers and all...

LJ

that would be awesome :) some combat ambient sounds ;)

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So than create a scripted gunfight, record that using fraps, extract the sound and use that?

No need to record it, since it's already using sounds that exist in the JSRS mod. If there would be a way to simulate firing units other than placing them on the map.

Until now I was spawning invisible units firing on dummy targets to get working JSRS sounds, but that wasn't really performance friendly.

I kinda have an idea for that. Place able sounds in the editor, that can be linked to triggers and all...

LJ

Yeah something like that.

Some way to pass a string with a weapon name to a function that acts just like that specific weapon has been fired by a unit, creating proper distance sounds etc.

This way mission makers could also work around spawned ammo not having JSRS sounds (if that's still the case?).

Cheers

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No need to record it, since it's already using sounds that exist in the JSRS mod. If there would be a way to simulate firing units other than placing them on the map.

Until now I was spawning invisible units firing on dummy targets to get working JSRS sounds, but that wasn't really performance friendly.

Yeah something like that.

Some way to pass a string with a weapon name to a function that acts just like that specific weapon has been fired by a unit, creating proper distance sounds etc.

This way mission makers could also work around spawned ammo not having JSRS sounds (if that's still the case?).

Cheers

Ehm, I just thought about something like "Battle Ambience" or so, not specific weapon types and stuff :P Thats to much work for something that wont find much use anyways I believe...

LJ

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Provisional Changelog:

Made it in big letters just to make sure you get it, its not released yet!!! :P

Changelog JSRS3: DragonFyre RC4 - RC5

FIX: Explosions are hearable in MP now

FIX: Explosions dont have explosion sound anymore when being disarmed

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

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: Made optional sounds for Ijured/Moaning noises

CHANGE: Helicopter stress sounds reduced

Changed PBOs:

Core files:

DFYRE_A_core.pbo, DFYRE_C_core.pbo, DFYRE_S_core.pbo

Environmental files:

DFYRE_E_bullethits.pbo, DFYRE_E_environment.pbo, DFYRE_E_explosions.pbo, DFYRE_E_movement.pbo, DFYRE_E_sonic_cracks.pbo

Sound Pools

DFYRE_P_airsounds.pbo, DFYRE_P_boatsounds.pbo, DFYRE_P_environmensounds.pbo, DFYRE_P_shells.pbo, DFYRE_P_tanksounds.pbo, DFYRE_P_vehiclesounds.pbo, DFYRE_P_vehicleweaponsounds.pbo, DFYRE_P_weaponsounds.pbo

Air vehicles

DFYRE_V_A_a-143 buzzard.pbo, DFYRE_V_A_a-164_wipeout.pbo, DFYRE_V_A_ah99_blackfoot.pbo, DFYRE_V_A_ah9_pawnee.pbo, DFYRE_V_A_ar-2_darter.pbo, DFYRE_V_A_ch-67_huron.pbo, DFYRE_V_A_ch49_mohawk.pbo, DFYRE_V_A_mi-290_taru.pbo, DFYRE_V_A_mi48_kajman.pbo, DFYRE_V_A_mq4a_greyhawk.pbo, DFYRE_V_A_po30_orca.pbo, DFYRE_V_A_to-199_neophron.pbo, DFYRE_V_A_uh80_ghosthawk.pbo, DFYRE_V_A_wy-55_hellcat.pbo

Boats

DFYRE_V_B_boat_armed_1.pbo

Armored vehicles

DFYRE_V_T_2s9_sorcher.pbo, DFYRE_V_T_afv-4_gorgon.pbo, DFYRE_V_T_amv-7_marshal.pbo, DFYRE_V_T_btr-k_kamysh.pbo, DFYRE_V_T_fv-720_mora.pbo, DFYRE_V_T_ifv-6a_cheetah.pbo, DFYRE_V_T_ifv-6c_panther.pbo, DFYRE_V_T_m2a1_slammer.pbo, DFYRE_V_T_m4_scorcher.pbo, DFYRE_V_T_m5_sandstorm.pbo, DFYRE_V_T_mbt-52_kuma.pbo, DFYRE_V_T_mse-3_marid.pbo, DFYRE_V_T_t100_varsuk.pbo, DFYRE_V_T_zsu-39_tigris.pbo

Wheeled Vehicles

DFYRE_V_W_hatchback.pbo, DFYRE_V_W_hemtt.pbo, DFYRE_V_W_hunter.pbo, DFYRE_V_W_ifrit.pbo, DFYRE_V_W_offroad.pbo, DFYRE_V_W_quadbike.pbo, DFYRE_V_W_strider.pbo, DFYRE_V_W_suv.pbo, DFYRE_V_W_tempest_transport.pbo, DFYRE_V_W_van.pbo, DFYRE_V_W_zamak_transport.pbo

Heavy weapons

DFYRE_W_H_230mm titan missile.pbo, DFYRE_W_H_air_weapons.pbo, DFYRE_W_H_autocannon 35 mm.pbo, DFYRE_W_H_cannon 120 mm.pbo, DFYRE_W_H_cannon caseless 30 mm.pbo, DFYRE_W_H_ctws cannon 30 mm.pbo, DFYRE_W_H_dagr.pbo, DFYRE_W_H_dar.pbo, DFYRE_W_H_gatling 6.5 mm.pbo, DFYRE_W_H_gatling cannon 20 mm.pbo, DFYRE_W_H_gatling cannon 30mm.pbo, DFYRE_W_H_howitzer 155 mm.pbo, DFYRE_W_H_m134.pbo, DFYRE_W_H_m200 lmg 6.5 mm.pbo, DFYRE_W_H_mk32 gmg 20 mm.pbo, DFYRE_W_H_rcws gmg 40 mm.pbo, DFYRE_W_H_rcws hmg 12.7 mm.pbo, DFYRE_W_H_skalpel atgm.pbo, DFYRE_W_H_skyfire.pbo, DFYRE_W_H_titan missile.pbo

Small weapons

DFYRE_W_S_4-five45.pbo, DFYRE_W_S_acp-c2 .45.pbo, DFYRE_W_S_assault rifle 6.5x39 mm.pbo, DFYRE_W_S_gm6 lynx 12.7 mm.pbo, DFYRE_W_S_katiba 6.5 mm.pbo, DFYRE_W_S_m320 lrr .408.pbo, DFYRE_W_S_mk18 abr 7.62 mm.pbo, DFYRE_W_S_mk20 5.56 mm.pbo, DFYRE_W_S_mk200 6.5 mm.pbo, DFYRE_W_S_p07 9 mm.pbo, DFYRE_W_S_pcml.pbo, DFYRE_W_S_pdw2000 9 mm.pbo, DFYRE_W_S_rahim 7.62 mm.pbo, DFYRE_W_S_rook-40 9 mm.pbo, DFYRE_W_S_rpg-42 alamut.pbo, DFYRE_W_S_sting 9 mm.pbo, DFYRE_W_S_titan mprl launcher.pbo, DFYRE_W_S_trg-21 5.56 mm.pbo, DFYRE_W_S_ugl_grenadelauncher.pbo, DFYRE_W_S_underwater gun.pbo, DFYRE_W_S_vermin smg .45 acp.pbo, DFYRE_W_S_zafir 7.62 mm.pbo, DFYRE_W_S_zubr .45.pbo

Not sure when I get to update the mod. Bakerman and LAxmann are currently figuring out the problem with the satchels and mines that cause explosion sounds when getting disarmed. Also adding the Inside-vehicle-hit sounds soon, made the sounds already. Also some tweaks and changes need further testing but so far it seems to be ok. If everything works out its gonna be FINAL and not RC5.

LJ

Edited by LordJarhead

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Just pointing it out once more here for those who dont go back a page :P

Provisional Changelog:

Made it in big letters just to make sure you get it, its not released yet!!! :P

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

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

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: Made optional sounds for Ijured/Moaning noises

CHANGE: Helicopter stress sounds reduced

Changed PBOs:

Core files:

DFYRE_A_core.pbo, DFYRE_C_core.pbo, DFYRE_S_core.pbo

Environmental files:

DFYRE_E_bullethits.pbo, DFYRE_E_environment.pbo, DFYRE_E_explosions.pbo, DFYRE_E_movement.pbo, DFYRE_E_sonic_cracks.pbo

Sound Pools

DFYRE_P_airsounds.pbo, DFYRE_P_boatsounds.pbo, DFYRE_P_environmensounds.pbo, DFYRE_P_shells.pbo, DFYRE_P_tanksounds.pbo, DFYRE_P_vehiclesounds.pbo, DFYRE_P_vehicleweaponsounds.pbo, DFYRE_P_weaponsounds.pbo

Air vehicles

DFYRE_V_A_a-143 buzzard.pbo, DFYRE_V_A_a-164_wipeout.pbo, DFYRE_V_A_ah99_blackfoot.pbo, DFYRE_V_A_ah9_pawnee.pbo, DFYRE_V_A_ar-2_darter.pbo, DFYRE_V_A_ch-67_huron.pbo, DFYRE_V_A_ch49_mohawk.pbo, DFYRE_V_A_mi-290_taru.pbo, DFYRE_V_A_mi48_kajman.pbo, DFYRE_V_A_mq4a_greyhawk.pbo, DFYRE_V_A_po30_orca.pbo, DFYRE_V_A_to-199_neophron.pbo, DFYRE_V_A_uh80_ghosthawk.pbo, DFYRE_V_A_wy-55_hellcat.pbo

Boats

DFYRE_V_B_boat_armed_1.pbo

Armored vehicles

DFYRE_V_T_2s9_sorcher.pbo, DFYRE_V_T_afv-4_gorgon.pbo, DFYRE_V_T_amv-7_marshal.pbo, DFYRE_V_T_btr-k_kamysh.pbo, DFYRE_V_T_fv-720_mora.pbo, DFYRE_V_T_ifv-6a_cheetah.pbo, DFYRE_V_T_ifv-6c_panther.pbo, DFYRE_V_T_m2a1_slammer.pbo, DFYRE_V_T_m4_scorcher.pbo, DFYRE_V_T_m5_sandstorm.pbo, DFYRE_V_T_mbt-52_kuma.pbo, DFYRE_V_T_mse-3_marid.pbo, DFYRE_V_T_t100_varsuk.pbo, DFYRE_V_T_zsu-39_tigris.pbo

Wheeled Vehicles

DFYRE_V_W_hatchback.pbo, DFYRE_V_W_hemtt.pbo, DFYRE_V_W_hunter.pbo, DFYRE_V_W_ifrit.pbo, DFYRE_V_W_offroad.pbo, DFYRE_V_W_quadbike.pbo, DFYRE_V_W_strider.pbo, DFYRE_V_W_suv.pbo, DFYRE_V_W_tempest_transport.pbo, DFYRE_V_W_van.pbo, DFYRE_V_W_zamak_transport.pbo

Heavy weapons

DFYRE_W_H_230mm titan missile.pbo, DFYRE_W_H_air_weapons.pbo, DFYRE_W_H_autocannon 35 mm.pbo, DFYRE_W_H_cannon 120 mm.pbo, DFYRE_W_H_cannon caseless 30 mm.pbo, DFYRE_W_H_ctws cannon 30 mm.pbo, DFYRE_W_H_dagr.pbo, DFYRE_W_H_dar.pbo, DFYRE_W_H_gatling 6.5 mm.pbo, DFYRE_W_H_gatling cannon 20 mm.pbo, DFYRE_W_H_gatling cannon 30mm.pbo, DFYRE_W_H_howitzer 155 mm.pbo, DFYRE_W_H_m134.pbo, DFYRE_W_H_m200 lmg 6.5 mm.pbo, DFYRE_W_H_mk32 gmg 20 mm.pbo, DFYRE_W_H_rcws gmg 40 mm.pbo, DFYRE_W_H_rcws hmg 12.7 mm.pbo, DFYRE_W_H_skalpel atgm.pbo, DFYRE_W_H_skyfire.pbo, DFYRE_W_H_titan missile.pbo

Small weapons

DFYRE_W_S_4-five45.pbo, DFYRE_W_S_acp-c2 .45.pbo, DFYRE_W_S_assault rifle 6.5x39 mm.pbo, DFYRE_W_S_gm6 lynx 12.7 mm.pbo, DFYRE_W_S_katiba 6.5 mm.pbo, DFYRE_W_S_m320 lrr .408.pbo, DFYRE_W_S_mk18 abr 7.62 mm.pbo, DFYRE_W_S_mk20 5.56 mm.pbo, DFYRE_W_S_mk200 6.5 mm.pbo, DFYRE_W_S_p07 9 mm.pbo, DFYRE_W_S_pcml.pbo, DFYRE_W_S_pdw2000 9 mm.pbo, DFYRE_W_S_rahim 7.62 mm.pbo, DFYRE_W_S_rook-40 9 mm.pbo, DFYRE_W_S_rpg-42 alamut.pbo, DFYRE_W_S_sting 9 mm.pbo, DFYRE_W_S_titan mprl launcher.pbo, DFYRE_W_S_trg-21 5.56 mm.pbo, DFYRE_W_S_ugl_grenadelauncher.pbo, DFYRE_W_S_underwater gun.pbo, DFYRE_W_S_vermin smg .45 acp.pbo, DFYRE_W_S_zafir 7.62 mm.pbo, DFYRE_W_S_zubr .45.pbo

Not sure when I get to update the mod. Bakerman and LAxmann are currently figuring out the problem with the satchels and mines that cause explosion sounds when getting disarmed. Also adding the Inside-vehicle-hit sounds soon, made the sounds already. Also some tweaks and changes need further testing but so far it seems to be ok. If everything works out its gonna be FINAL and not RC5.

LJ

Edited by LordJarhead

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Ooooh, man I can't wait.

'FIX: Explosions are hearable in MP now

FIX: Explosions dont have explosion sound anymore when being disarmed' - My clan noticed if you shoot a GP straight at your feet, it doesn't explode - but a few seconds later the shooter hears the explosions - while nobody else does. It might be related or not, maybe you should check it out.

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Ooooh, man I can't wait.

You didn`t read through the changelog, did you?

TWEAK: Reduced movement volume

LJ

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Really nice mod and really nice changelog :).

If i can point something do you have changed the sound of the minigun for the armed littlebird ? Cause it sound vanilla for me and omg they sound odd...

Otherwise the mod is just perfect ;).

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Really nice mod and really nice changelog :).

If i can point something do you have changed the sound of the minigun for the armed littlebird ? Cause it sound vanilla for me and omg they sound odd...

Otherwise the mod is just perfect ;).

ADD: New sounds for M134

;)

LJ

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Did anyone else read that the same way I did? :D

Damn sure I did :D

LJ, no mention of new Thunder sounds, will you make any?

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My clan noticed if you shoot a GP straight at your feet, it doesn't explode - but a few seconds later the shooter hears the explosions - while nobody else does. It might be related or not, maybe you should check it out.

Thanks for letting us know, this has now been fixed.

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Thanks for letting us know, this has now been fixed.

Adding to the changelog ;)

LJ

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Solid work LJ, changelog seems very promising!

saw you worked on volume tweaks/air vehicles, including jets, just wanted to precise my last post about them : you caught well the reactor sounds, the fly-by feeling and the hearing distance, what about the volume regarding player position compared to the jet? growing as it approaches, a scream as it passes above your head, decreasing as it gains distance...seemed quite linear, let's say, in a 800-1000m radius from the player. Sure you got the idea.

Thanks again making arma 3 better :)

Edited by Megiddo

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