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A quick point out to the guys at PlayWithSix.

 

The RHS Sound Mod has a requirement for JSRS 3.0 Dragonfyre. NOT the new Dragon Fyre 2.5 and keeps trying to download and laucn with an older and outdated version of the mod with the RHS Sound Replacement mod.

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@ineptaphid,

that's the sound you hear when there are no more bullets in your magazine, so you're "dry".

 

@LJ,

 

yo dude, some kiddo currently is uploading many mods to the steam workshop without any permissions, he/she also uploaded DragonFyre, you might wanna look into this:

 

Klick me

Thanks. I reported the upload and uploader. Told them there is a license and a disclaimer that forbids people uploading stuff to the workshop. I'll see what they will say or do. Someone needs to put an end to this behavior.

We do this work for free and really have very little conditions that we would like to be respected. That's the kind of people that destroy the joy of moding. That's why OpticalSnare was also pissed and left kinda. A shame this stupid kids can't just leave things the way we like them to be. Just because they can't come up with their own shit...

LJ

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A quick point out to the guys at PlayWithSix.

 

The RHS Sound Mod has a requirement for JSRS 3.0 Dragonfyre. NOT the new Dragon Fyre 2.5 and keeps trying to download and laucn with an older and outdated version of the mod with the RHS Sound Replacement mod.

The RHS sounds have a requirement for DragonFyre 2.5, Thats correct. Thats why it's called DragonFyre 2.5 RHS Sounds.

Thats a reason why I always tell people to get informations from this thread. That's the only thing that I, the author, maintain.

LJ

LJ

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The RHS sounds have a requirement for DragonFyre 2.5, Thats correct. Thats why it's called DragonFyre 2.5 RHS Sounds.

Thats a reason why I always tell people to get informations from this thread. That's the only thing that I, the author, maintain.

LJ

LJ

Exactly but playwithsix is saying the rhs sounds require jsrs dragonfyre 1. And when downloading the rhs sounds off playwithsix it forces you to download DF1 and launch the game with DF1 instead of DF2.5. I'm just asking who ever is responsible to swap the dependantcy from DF1 to DF2.5.

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Him trying to upload a few gigs of files had to be alot of fun.

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I reported the upload, lets see if Valve or who ever is even caring in doing something. Also posted a angry comment, probably shouldn't have done that....

Anyway, Hummingbird/Pawnee sound bug? Am I crazy?

Sry I couldn't find the time to fulfill my purpose to answer you :P No you are not. May you have an RPT message? Maybe I missed a path or something. There is probably a simple explanation for the problem. And no its totally not an addons conflict, at least I dont think so. What other mods are involved?

LJ

Edit: The Workshop upload has been removed.

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I reported the upload, lets see if Valve or who ever is even caring in doing something. Also posted a angry comment, probably shouldn't have done that....

 

Seems to have done the trick, no longer on Workshop. 

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I'm encountering this error on the menu screen:

No entry 'bin\config.bin/CfgSoundSets.Cannon120mmm_Shot_SoundSet'.

Any ideas on how to fix it?

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 Also posted a angry comment, probably shouldn't have done that....

 

It doesn't matter-he instantly deletes them .I informed people on every upload he had that the stuff was stolen-all my posts were gone within an hour. His upload of Flay's hang-glider annoyed me.He says "Since nobody else is brave enough,I am adding this to Steam" Brave enough?no...other people just have morals..

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I'm encountering this error on the menu screen:

No entry 'bin\config.bin/CfgSoundSets.Cannon120mmm_Shot_SoundSet'.

Any ideas on how to fix it?

Did you remove any pbo's? It looks like the addon is looking for the sound file for the 120mm cannon,but not finding it. If you did not remove files,maybe re-download the addon.

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I'm encountering this error on the menu screen:

No entry 'bin\config.bin/CfgSoundSets.Cannon120mmm_Shot_SoundSet'.

Any ideas on how to fix it?

 

You're playing on dev branch which is using a new sound configuration, the missing 120mm is a current vanilla dev branch bug.

Revert back to stable if you want to use the mod

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Yes there are no SoundSets nor SoundShaders in the stable build yet so it must have been the dev branch.

Porting JSRS to the new system is a giant amount of work actually. Not sure when I can support the new update ones it get released. But DragonFyre won't work like this in the Eden version.

LJ

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Turned logs on and just put an AH-9 in the editor and took off, then exited after the sound went quiet.  Couldn't find any error in the rtp.  Weird, huh?  Some conflicts or double listings or whatever relating to your RHS sounds.  Bunch of rpt spamming from CUP, or maybe RHS.  Something about OFP soldier models.  Odd, since I don't think I had CUP units activated.

Anyway, you can hear the sounds in third person, but they fade out in first.  Maybe you just mistyped a number when you put in interior volume and it wound up being 0?

Cheers.

And when you just test without other mods? In the config everything looks fine and otherwise there would have been an rpt.

Maybe one of the controllers doesn't work right...

LJ

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You're playing on dev branch which is using a new sound configuration, the missing 120mm is a current vanilla dev branch bug.

Revert back to stable if you want to use the mod

Cheers mate. I should have guessed that.

The funny thing is that I still get the error when I don't run JSRS.

Weird eh?

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Cheers mate. I should have guessed that.

The funny thing is that I still get the error when I don't run JSRS.

Weird eh?

Lax just said it's a VANILLA dev branch bug. It has nothing to do with JSRS. ;)

LJ

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There are a few RPT errors on the server when the mod is only run clientside. The errors shown are only for RHS weapons, but there were no vanilla weapons in the mission. The issue would probably be the same for all weapons that are affected my jsrs sounds.

 

Any chance this issue can be fixed?

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There are a few RPT errors on the server when the mod is only run clientside. The errors shown are only for RHS weapons, but there were no vanilla weapons in the mission. The issue would probably be the same for all weapons that are affected my jsrs sounds.

 

Any chance this issue can be fixed?

 

It depends. If you run RHS and the RHS JSRS sounds then you might get a few issues as the pack was heavy WIP. I will continue on this pack when I find the time to. Currently trying to port JSRS over to Eden update as this is huge work actually.

 

For example: Before, I just used 8 Sounds for explosions of grenades. They were called by the class "sound_hit" or multi_hit. So now I have SoundSets and Shaders, I have Sets like explosion Close, Mid, Dist and Far, Tail Forest, Meadow and Houses, Debris and Close Explosion effects. Close, Mid, Dist and Far use 8 sounds each, per ammo type (!), uses 4 sounds for each tail (Meadow, Forest, Houses) per ammo type (!) and uses on of three debris effect sets (Small, Medium, Big) each of them has 4 sounds depending on the surroundings each (Forest, Meadow, Houses) which makes another 36 sounds for debris effects only.

 

Its giant. And I dont even started with the weapons really :P

 

LJ

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Hey, everything sounds great, except two things that are bugging me one isnt that big of a deal, the second seems to be a bug. First, when you fire for the first few times there seems to be a period of about 10 seconds until the sound of the weapon and the actual shot sync, the sound is delayed by a bit, might be just my toaster loading stuff up though. And the second is the quadbike sounds, when you start up the engine it sounds really meaty and then dies off to an extremely flat sound that is overshadowed even by the creaking of the turning, when you stop the engine it returns to the meaty sound for a sec and then turns off. Could i get a confirm that it's just me?

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How strange.  Started up Arma with just your sound mod and it still had no sound.  After startup, it just fades out.  Probably shouldn't have been running with -nologs again just now, but idk if that would matter.  I unrapped the config.bin and did notice that the engine and rotor sounds have different math formulas.

Hope that helps?

 

Well I will take a deeper look at things later today. I mean the config is fine but tbh I didn't tested it in editor yet since I'm busy with other things lately.

 

Hey, everything sounds great, except two things that are bugging me one isnt that big of a deal, the second seems to be a bug. First, when you fire for the first few times there seems to be a period of about 10 seconds until the sound of the weapon and the actual shot sync, the sound is delayed by a bit, might be just my toaster loading stuff up though. And the second is the quadbike sounds, when you start up the engine it sounds really meaty and then dies off to an extremely flat sound that is overshadowed even by the creaking of the turning, when you stop the engine it returns to the meaty sound for a sec and then turns off. Could i get a confirm that it's just me?

Well the ofset is normal. I have the same problem on my laptop. Takes at least 3 or 5 rounds fired until the sounds are synced fine. But this will be fixed with the Eden update.

Yeah I noticed that with the quadbike too. I never really invested much time into it tho. But I'll fix that with the next update.

LJ

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What's up? No one is saying anything :p

So I looked into the AH1 Pawnee and you were right. There is no sound for interior whatsoever. So I'll fix that.

Currently working on the dev build of ArmA3 and it seems to be a major success ... The new Eden update works already really smooth and gives a lot of new potential. The new integration possibilities of sounds are magnificently superb.

I added distance sounds to weapons, explosions, close explosion shrapnel effects, inroom shell sounds for weapons, close explosion debris effects... And raised the size of the mod sadly. I hit for the first time ever the 5GB mark... The sheer amount of new sounds kinda bursted the original DragonFyre limitations and we have something complete new and exciting.

I'm close to say that the next update needs to be a new JSRS version. Something like JSRS4.0 or so. But we'll see once I get further with the development and I surely won't decide anything before the Eden update is out.

LJ

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+1, my ears are fapping each and every mission we run. Most vehicles and guns we use have sounds of their own so we haven't run in to anything even remotely worth reporting that hasn't already been reported ... apart from nonstop ear porn no matter what we do or where we go.

:wub:  :wub:  :wub:

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What's up? No one is saying anything :P

So I looked into the AH1 Pawnee and you were right. There is no sound for interior whatsoever. So I'll fix that.

Currently working on the dev build of ArmA3 and it seems to be a major success ... The new Eden update works already really smooth and gives a lot of new potential. The new integration possibilities of sounds are magnificently superb.

I added distance sounds to weapons, explosions, close explosion shrapnel effects, inroom shell sounds for weapons, close explosion debris effects... And raised the size of the mod sadly. I hit for the first time ever the 5GB mark... The sheer amount of new sounds kinda bursted the original DragonFyre limitations and we have something complete new and exciting.

I'm close to say that the next update needs to be a new JSRS version. Something like JSRS4.0 or so. But we'll see once I get further with the development and I surely won't decide anything before the Eden update is out.

LJ

 

I'm guessing that RHS Compat will have the same features that the Eden Update will provide it? 5gb that is HUGE, defiantly worth every bit of information. Its bigger than the Rainbow Six DLC  :D

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I'm guessing that RHS Compat will have the same features that the Eden Update will provide it? 5gb that is HUGE, defiantly worth every bit of information. Its bigger than the Rainbow Six DLC  :D

Actually yes. There is no way around that. I have to port all the sounds as well. Which will also increase the size of that but in the end I guess it's worthy. By the way the 5GB is meant unpacked. So I guess it'll be around 2.5 or 3GB packed maybe.

LJ

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