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Was second relise of this mod or not?

Well PepeHal answered that above at the top of the page, the cracks were toned down considerably and now it's good to go in my opinion.

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Just merge with the installed mod and overwrite when prompted. ;)

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Wait, you're saying that not everybody on the server are running the same mods and you are surprised things aren't working?

It's a purely client-side mod in theory so there should be no MP conflicts.

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When I play with my headphones on, and I get caught off guard by bullet cracks out of no where it makes me jump, lol. Actually panic, fuq fuq fuq, where is it coming from! And dead.( specially with ASR AI, super ninja ai's)

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Wait, you're saying that not everybody on the server are running the same mods and you are surprised things aren't working?

Did you actually read what I wrote?

So, one more time for those who clearly didn't get it, prior to update 1.38 everyone could hear everybody's in-game gunfire - even when some were using JSRS and some were not. AFTER the 1.38 update these issues started to happen.

Yesterday there were several people running JSRS3: DragonFyre, me included. I switched back to JSRS 2.2 when we noticed we had issues with the gunfire sounds and those running DragonFyre COULD hear my in-game gunfire, but others WITHOUT any soundmod could not.

PRIOR to update 1.38 no problems whatsoever.

So, my question still remains here. What is going on? Can someone at least put me in the right direction here?

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Might be a conflict with another mod Celtic.

We had issues for a lil bit(prior to update), but make sure to use a set mod list for everyone.

Messes shit up when you got one guy running this that and the other and you don't.

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After 1.38 my own gunshots became at least x2 quieter but everything else seems to remain unchanged. Very strange.

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Might be a conflict with another mod Celtic.

We had issues for a lil bit(prior to update), but make sure to use a set mod list for everyone.

Messes shit up when you got one guy running this that and the other and you don't.

Yeah, that's what I'm thinking too. We are currently getting all our members to install and activate a specific mod set (basically the ones that I listed) and use them. So maybe the guy without the mods couldn't hear my gunfire because he wasn't running JSRS and CBA?

I also read somewhere that the 1.38 update changed some bits regarding event handlers, which makes me think that maybe CBA is a bit funky right now. Some place else people also said CSE was causing issues with in-game sounds, but as to what they were referring I don't really know. So yeah, I guess I'm gonna do some investigating myself as well.

Thanks for your input though :)

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Yeah, that's what I'm thinking too. We are currently getting all our members to install and activate a specific mod set (basically the ones that I listed) and use them. So maybe the guy without the mods couldn't hear my gunfire because he wasn't running JSRS and CBA?

I also read somewhere that the 1.38 update changed some bits regarding event handlers, which makes me think that maybe CBA is a bit funky right now. Some place else people also said CSE was causing issues with in-game sounds, but as to what they were referring I don't really know. So yeah, I guess I'm gonna do some investigating myself as well.

Thanks for your input though :)

Are you telling me some people where using CBA and others not? Dude....

If you play together on a server make sure that all of you have the same modset or you will run into problems with this and that. It´s Arma after all....

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Are you telling me some people where using CBA and others not? Dude....

If you play together on a server make sure that all of you have the same modset or you will run into problems with this and that. It´s Arma after all....

It might be ARMA but stuff like CBA and JSRS does not need to be run by all clients, unless the specific mission requires it (e.g. by calling CBA only functions or refering to JSRS classes in some way). A consistent modset is a good idea but if the mods are purely client-side there's no need to enforce them for all players.

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A mod can run client side, it doesn't mean it should be run by one chap on the server while the others don't...

You are looking for problems if you do so.

(Just my opinion...)

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A mod can run client side, it doesn't mean it should be run by one chap on the server while the others don't...

You are looking for problems if you do so.

(Just my opinion...)

A free-for-all approach is certainly going to cause issues but it is not going to have an effect on what the other players are experiencing. E.g. JSRS 3.0 is not going to have an effect on what other players can or can not hear, unless it would be not entirely client-side.

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This should be fixed. Please make this, because I worry for your work!

Seriously? Read through the changelog on the front page, most of your stuff shows up there as well...

When shooting or hearing silenced shoot in urban territory (Map: Bornholm) i am getting this error.

http://cloud-4.steamusercontent.com/ugc/531757400674527577/8899C583B33A9DAACC1AA08837055BF48ECA91FD/

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...

A free-for-all approach is certainly going to cause issues but it is not going to have an effect on what the other players are experiencing. E.g. JSRS 3.0 is not going to have an effect on what other players can or can not hear, unless it would be not entirely client-side.

But it is! Its a local running mod, its not broadcasting things over the network. So I dont know whats the problem. This shouldn't happen at all... needs testing.

We keep updating further during the next week. There is more stuff that showed up while testing. The actual change log 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

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

LJ

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Seriously? Read through the changelog on the front page, most of your stuff shows up there as well...

LJ

of course seriously...

I am interested the two first items from the my list of issues.

i.e. How I can return the breath of the player(when tired) and groans of the player (when injured)?

I remind you. If a player gets injured, then heavy breathing(when tired) disappears.

Sorry, but I have not seen on the front page of answers to these questions.

Edited by mickeymen

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of course seriously...

I am interested the two first items from the my list of issues.

i.e. How I can return the breath of the player(when tired) and groans of the player (when injured)?

I remind you. If a player gets injured, then heavy breathing(when tired) disappears.

Sorry, but I have not seen on the front page of answers to these questions.

Thats the changelog for the UPCOMING update! Its showing you what "problems" I solved/addressed yet. Its not what HAS BEEN changed yet, ok? ;) This is COMING during next week... I hope but can't promise. Got it now? :)

LJ

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@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.

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LJ- congrats on releasing Dragonfyre. My group has been crapping its pants for days thanks to your excellent mod. This + enhanced soundscape + AGM really lets us feel the "power" of even small arms rounds.. the first time our sniper fired a .408 over our heads was a surprise. I haven't donated to a mod creator before but I've been using your stuff so long and I enjoy it so much that I sent you 20 euro to send a message to BIS about the "DLC" I am willing to pay for... cheers LJ

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LJ- congrats on releasing Dragonfyre. My group has been crapping its pants for days thanks to your excellent mod. This + enhanced soundscape + AGM really lets us feel the "power" of even small arms rounds.. the first time our sniper fired a .408 over our heads was a surprise. I haven't donated to a mod creator before but I've been using your stuff so long and I enjoy it so much that I sent you 20 euro to send a message to BIS about the "DLC" I am willing to pay for... cheers LJ

Thanks buddy, I noticed ;) Thank you very much :)

I really want to thank all other donors as well! You guys are supporting me so much. Thank you very much!

Now I just need a employment and a big money foundation to buy all the great libraries out there and make this mod even better :P No... serious... thinking about a new mod...

LJ

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3. If you use automatic grenade launcher from attack-boat on the sea and shoot in the surface of water, we see, what the grenades does not explode, but the sound of the grenade blast still sounds! This moment, should not sound, because the grenade didn't explode.

Thanks for reporting this issue. This has been fixed in the internal version, expect it in the public release. :)

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Thats the changelog for the UPCOMING update! Its showing you what "problems" I solved/addressed yet. Its not what HAS BEEN changed yet, ok? ;) This is COMING during next week... I hope but can't promise. Got it now? :)

LJ

I'm sorry. My English is not the best. Probably you have the same problem. :D

I don't fully understand you. I hope that in the next update you will solve these issues

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

I love you!!!;)

Next week its good!

What about sounds in the destruction of the buildings?

Probably You not find time for this?

Edited by mickeymen

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I'm sorry. My English is not the best. Probably you have the same problem. :D

I don't fully understand you. I hope that in the next update you will solve these issues

Thats what the changelog for the "upcoming update" is saying, that they got fixed ;) No worries, everything will be fine... eventually :P It just takes some time, I dont want to have 10 updates out, just one, and thats hopefully the FINAL version then.

LJ

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Any plans on improving the helicopter sounds (Exterior/flyover), I would love the same style SoS has, I would have replaced the sounds but the names in the Addons are different, not sure you can replace that.

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Been out of it for quite a while LJ, still am being impressed day after day. Did you ever find a solution to the sonic crack volume when firing the weapon? It does seem quite obnoxious when in a firefight. I'm not using any mods, except Blastcore:Phoenix (and that doesn't touch sounds, haha).

Off topic a bit;

I've been severely attached to this amazing map, it's so gorgeous. Reminds me of a better Chernarus. If you download it and try it ye selves, user be warned it's quite hungry for power.

Side road image:

OxFusKw.jpg

Map name: Bornholm

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