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The only other thing LJ is the lightening strikes, they are just your normal explosion sounds. It is kind of odd seeing Zeus set off a lightening strike only for it to make the same sound as a grenade exploding. A proper lightening strike crack sound would be good.

 

I can confirm this. Unless things have changed thunder is tied to the destruction sound of the "LightningBolt" vehicle : the game spawns it and then setDamage to 1 to destroy it, wich produces the sound.

I can't test it right now, but disabling the dragonfyre_c_explosions.pbo should fix it (at the price of hearing vanilla kabooms again).

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I can confirm this. Unless things have changed thunder is tied to the destruction sound of the "LightningBolt" vehicle : the game spawns it and then setDamage to 1 to destroy it, wich produces the sound.

I can't test it right now, but disabling the dragonfyre_c_explosions.pbo should fix it (at the price of hearing vanilla kabooms again).

 

I swear this is gonna follow me in hell :X I hate these Lightning problems. I have them since A2. I added new sounds for Thunder, Light, Heavy, Near and far. Not sure what the game does there but apparently its not what I had in mind.

I'll wait for BIS to release their next big sound update and then update JSRS as well.

 

LJ

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JSRS studio website is down

 

Are.... you telling me? The one who owned the site? :P

 

I know, we got attacked and data went down the toilet. So we start from scratch with the site eventually.

 

Noticed the DevBuild is having no JSRS weapon sounds anymore when being applied. Seems they switched the way sounds get addressed somehow :X

 

LJ

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Noticed the DevBuild is having no JSRS weapon sounds anymore when being applied. Seems they switched the way sounds get addressed somehow :X

 

LJ

 

Bohemia Interactive - We will always guarantee continuous work for modder. *sparkle*

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Is there a way to lower the sound of bullet fly by's or bullet cracks ( not sure how its called )? 

 

For some reason they are way too loud for me. I'm kind of scared of going deaf ;)

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Is there a way to lower the sound of bullet fly by's or bullet cracks ( not sure how its called )? 

 

For some reason they are way too loud for me. I'm kind of scared of going deaf ;)

Not only you :)

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Are.... you telling me? The one who owned the site? :P

 

I know, we got attacked and data went down the toilet. So we start from scratch with the site eventually.

 

Noticed the DevBuild is having no JSRS weapon sounds anymore when being applied. Seems they switched the way sounds get addressed somehow :X

 

LJ

 

Hello LJ.

 

Kids have been doing bad things huh..

 

Any way to get a hold of the Server key during JSRS-studios downtime? Armaholic apparently doesn't seem to offer the key separately and I haven't checked PWS (and don't have the intention).

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Not only you :)

I deleted the soundcracks.pbo from the addons folder and it's alot better.

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Hey Jarhead, I noticed when using this mod combined with TF47 Launchers there seems to be a odd error where the spotting rifle on the SMAW Launcher whenever it hits an object it makes an explosion impact sound rather than a standard bullet impact sound. This doesn't seem to occur when not using the soundmod.

Got any idea why/if that is possible to fix with JSRS? It's really confusing when firing a spotting round then hearing an explosion.

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Hey Jarhead, I noticed when using this mod combined with TF47 Launchers there seems to be a odd error where the spotting rifle on the SMAW Launcher whenever it hits an object it makes an explosion impact sound rather than a standard bullet impact sound. This doesn't seem to occur when not using the soundmod.

Got any idea why/if that is possible to fix with JSRS? It's really confusing when firing a spotting round then hearing an explosion.

I'd say similar to the response to someone with that issue but with the RHS spotting rounds, there just isn't support for it.

I'm sure if you were keen enough you could go through TF47 config and fix it up without too much stress, however, until then, either remove the explosions.pbo or enjoy explosive spotting rounds :P

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This post is for LJ. Some thoughts for you...

I think you could really improve the sound of movement simulation of soldier in DragonFyre. 

Unfortunately, today the player has only one sound of movement, regardless of the current ammunition and current weight. 

It would be great if you during the sprint and running of player character added the shaking ammunition sound in his backpack with ammo!

Imagine, if a soldier carries in his backpack ammo, mines, explosives, rockets, tools, and etc. During the sprint or running it should be heard?

Of course Yes!  Such a feature would be very cool, because DragonFyre would help the player better feel carried weight on the back.

Such features in any mod no exist, but you, as seems to me can make this.

 

For example, some fighters who could have the sound of a large weight, it is the - ammo bearer, explosive specialist, missile specialist, AT-soldier, engineer, etc. I don't know exact how to do it technically, but probably you can link the sound to specific items inside player's backpack.

You just think, how this feature would improve your mod! :)

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That would require scripting and JSRS Eden is made to be completely script-less.

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That would require scripting and JSRS Eden is made to be completely script-less.

And i think we all want it to stay scriptless-for no framerate impact. I was curious about the sound from JSRS2 that you made when walking on rubble from destroyed buildings-that seems to be gone now.Is that due to needing scripting also?

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I'd say similar to the response to someone with that issue but with the RHS spotting rounds, there just isn't support for it.

I'm sure if you were keen enough you could go through TF47 config and fix it up without too much stress, however, until then, either remove the explosions.pbo or enjoy explosive spotting rounds :P

The only reason I'm confused is because this doesn't occur in the vanilla game sounds and doesn't JSRS just replace the vanilla ones where wanted? Unless Jarhead has configured something like launchers only make certain sounds as technically the spotting rifle is a launcher?

I dunai, we'll have to wait and see I guiss.

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 I was curious about the sound from JSRS2 that you made when walking on rubble from destroyed buildings-that seems to be gone now.

Unfortunately this sound has never been in DragonFyre, at least I haven't heard it ever. I miss that sound.

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Ofc i hope the RHS integration comes with your own sounds because RHS seems to use something that doesn't really sound like a weapon, more like a blunt punch ...

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Hello, LordJarhead! Your sound mod is great! I cannot play arma3 without it now!

 

I noticed that the JSRS 3 Eden mod uses BI's wss format for sound files. wss format is not a well-compressed format, even small explosion sounds can be nearly 1 mb big, and it takes a lot of time to read 1 mb file from non-SSD hard disk. When a sound is played at the first time after game launch, the sound often has some "lag" and disturbs the immersion. And some time the game would go into a complete freeze state if too many sounds are played for the first time simultaneously (for example, the first time after a game launch you fire an AT at an APC, you'll have AT firing sound, rocket flying sound, rocket exploding sound, APC exploding sound all in need to be played almost simultaneously). The engine freezes about 0.5-1.5 seconds to read all required sound from hard disk, and such freezing does disturb my arma3 experience.

 

May I request an ogg version of JSRS 3 Eden mod? Since ogg is a much better compressed file format than wss. And dispite highly compressed, ogg file format preserves the sound pretty well. In the Eden 1.2 version, all dragonfyre_p_* pbos together are 5 GB in size, however, after some personally efforts converting all wss sound files to ogg files, all dragonfyre_p_* pbos together are only 417 MB in size. It took me some time to learn to write a bat to convert those sounds, and another some hours to get all those configs files (".wss" => ".ogg") done. And after all the effort, Really important is, the lag/freezing thing is gone.

 

Well. However, the official WSS decoder cannot convert stereo wss files correctly, so some of the converted sound are sounding kind of wierd. I humbly hope that you can make an official ogg version of JSRS, so that people who don't have SSDs on their rig may better enjoy the fine sounds of JSRS too.

 

Heres the config files that have been finished edited, feel free to use if they would help with the making of official ogg version.

 

Edit:

Link Hidden from public on respect of your license: http://creativecommons.org/licenses/by-nc-nd/4.0/. Check the PM for download link.

 

Thank you very much, LordJarhead. Love your mod!

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I swear this is gonna follow me in hell :X I hate these Lightning problems. I have them since A2. I added new sounds for Thunder, Light, Heavy, Near and far. Not sure what the game does there but apparently its not what I had in mind.

I'll wait for BIS to release their next big sound update and then update JSRS as well.

 

LJ

 

Just looked into the sqf code of Zeus Lightning and had some discovery:

	//--- Play sound (tied to the explosion effect)
	if (local _logic || {local _x} count (objectcurators _logic) > 0) then { //--- ToDo: Find out why 'local' returns false
		_bolt = createvehicle ["LightningBolt",_pos,[],0,"can collide"];
		_bolt setposatl _pos;
		_bolt setdamage 1;
	};

So basically, the Zeus Lightning module actually creates a "LightningBolt" ammo and detonates it to cause the sound and damage. And after some look up in BIS config viewer, in "CfgAmmo" part, the ammo type "LightningBolt" inherits from ["ShellBase","ShellCore","Default"], so it will inherits this

SoundSetExplosion[] = {"DFyre_Shell_Exp_SoundSet","DFyre_Shell_Tail_SoundSet","DFyre_Explosion_Big_Debris_SoundSet"};

from "ShellBase", which is defined in dragonfyre_c_explosions\config.cpp.

 

So basically, adding some lines to dragonfyre_c_explosions\config.cpp should be fixing the problem.

	class LightningBolt: ShellBase
	{
		SoundSetExplosion[] = {};
	};

Similiarly, the RHS & TF47 SMAW spotting rounds should be fixed if added such lines (For RHS, eg):

	class rhs_ammo_smaw_SR: RocketBase
	{
		SoundSetExplosion[] = {};
	};

I'll go testing them out and see if the solution really works. If it does and LordJarhead allows me to do it, I'll be happy to upload & share my fix patch for the temporary use, before LJ officially fixes them (oh my, can't wait for JSRS: RHS updates, lol).

 

Edit: The solution works! The unwanted sounds are gone! For both Zeus lightnings and SMAW spotting rounds!

 

Nice!

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Would be great to test a fix before the next update.

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Would be great to test a fix before the next update.

 

In that case.

 

To Moderator:

Links recovered since they are not derived from LJ's work. I myself alone completed both patches, and they are not remixed from or transformed from nor built upon JSRS's material. Posting such patches does not violate cc -nd license.

 

Zeus Lightning Grenade Explosion Sound Fix

 
RHS SMAW Spotting Rounds Explosion Sound Fix
 
Put the pbos in respectively @DragonFyreEden\addons or @DragonFyreRHS\addons.
 
NOTE that these patches are NOT JSRS official, and are only uploaded for experienced users for test purpose.
Edited by gpgpgpgp
links removed - due to no permission

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I can appreciate you maybe trying to improve the experience of the mod, but did you ask permission?

 

 

Posting addon/mod other content without permission:

For many years this community has been known as the premium addon/mod creating community. People work tirelessly and in great detail to create fantastic addons/mods/missions/campaigns to release for free so that everyone benefits, including Bohemia Interactive. You must get permission to alter someone else's work, to mirror their work or to use it in any way other than for personal use. Without permission please do not edit, mirror, add to your mod pack or edit and share around your private squad.
Unfortunately we cannot control what people do outside of these forums. However, on these forums you must follow this rule, if a person/team post a thread to share an addon/mod using content from someone else without permission, and we receive a complaint, the mod thread will be closed until the issue is resolved. Participation in this behavior comes with the risk of being permanently banned from these forums. Get permission by communicating with the original content creator(s).

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Go to the first post on this thread and read his license at the very bottom.  The "No Derivatives" aspect of his CC license is the key piece here.  "If you remix, transform, or build upon the material, you may not distribute the modified material."  http://creativecommons.org/licenses/by-nc-nd/4.0/

 

He also explicitly states: "I would also like you to read the license agreement further down before you download or play with the modifications and products by JSRS Studios:"

 

It would be appropriate for you to PM him those files privately, but not to make them publicly available without express permission.  Just for everyone's education, this is why licenses exist and why the creators of any type of software/code should use them and make them known (as LordJarhead has done here).

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I can appreciate you maybe trying to improve the experience of the mod, but did you ask permission?

 

Go to the first post on this thread and read his license at the very bottom.  The "No Derivatives" aspect of his CC license is the key piece here.  "If you remix, transform, or build upon the material, you may not distribute the modified material."  http://creativecommons.org/licenses/by-nc-nd/4.0/

 

He also explicitly states: "I would also like you to read the license agreement further down before you download or play with the modifications and products by JSRS Studios:"

 

It would be appropriate for you to PM him those files privately, but not to make them publicly available without express permission.  Just for everyone's education, this is why licenses exist and why the creators of any type of software/code should use them and make them known (as LordJarhead has done here).

 

Thanks for the heads up. The link of ogg configs has been hidden. Didn't notice "nd".

 

As for the patches, both of them do not derive from LordJarhead's works (scripts or sounds), and are absolutely my work, so let me keep them there for the good use.

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