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With last version I have this messages in game and in .rpt file:

 

Quote

Woops, I forgot to turn the debugger off, updated and fixed :)

:don9:

 

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@laxemann I know this is a clientside mod but i just want to make sure: Does dynasound send anything to the server or other clients? (does it affect their performance?)

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@jokoho482 Alright thanks for the confirmation! And on an unrelated note, im sorry once again for previously including l_suppress in a modpack i uploaded on the workshop before without asking. If you remember that ;p

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Hey guy, im having an issue with dynasound breaking the firing sounds for the RHS USAF AH6 Little Birds M134 miniguns, you can only hear the bullet impacts, no firing sounds.

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4 hours ago, SnakeDocc said:

Hey guy, im having an issue with dynasound breaking the firing sounds for the RHS USAF AH6 Little Birds M134 miniguns, you can only hear the bullet impacts, no firing sounds.

 

JSRS does that as well. 

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Really really GREAT mod. I live the sound of the rockets firing. But i found a bug where you can't select the GBU-12 Bombs in the Wipeout anymore. I am only using "The Mighty GAU-8 Avenger" and the required "CBA_A3" mod. I tried turning "dynasound2.0" mod off and then i was able to select the bombs again. It would be great if you could fix this.

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I can not recreate your issue with the Bombs with only Dynasound 2. that issue may come from a different mod that you are loading.

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@jokoho482 This messages in .rpt file don't have anything with this problem?
 

Quote

 

20:56:10 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_Vermin\config.bin/CfgWeapons/SMG_01_Base/ (original (a3\weapons_f\smgs\smg_01\config.bin - no unload))
20:56:10 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\L_ES\addons\ES_sys\config.bin/CfgWeapons/SMG_02_base_F/ (original (a3\weapons_f\smgs\smg_02\config.bin - no unload))
20:56:10 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\L_ES\addons\ES_sys\config.bin/CfgWeapons/pdw2000_base_F/ (original (a3\weapons_f\smgs\pdw2000\config.bin - no unload))

20:56:10 Updating base class ammo_Bomb_LaserGuidedBase->LaserBombCore, by LAxemann\DynaSound\addons\DS_m_Explosions\config.bin/CfgAmmo/Bo_GBU12_LGB/ (original (a3\weapons_f\config.bin - no unload))
20:56:10 Updating base class ammo_Bomb_LaserGuidedBase->LaserBombCore, by LAxemann\DynaSound\addons\DS_m_Explosions\config.bin/CfgAmmo/Bomb_04_F/ (original (a3\weapons_f\config.bin - no unload))

20:56:11 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_Protector\config.bin/CfgWeapons/SMG_05_base_F/ (original (a3\weapons_f_exp\smgs\smg_05\config.bin - no unload))

 

 

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For sound, I use this mod.  After using it for a long time, the only thing I find that it's missing is a much needed change to incoming artillery and bombs.  Is there anyway you can add this?  Please?

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So i have been using this in conjuction with Enhanced Soundscape for the last couple of months. I recently got into commanding ai artillery shots (Sochor etc.) and Dynasound 2.0 somehow srews with artillery shots. Guided as well as laser guided shells hit way off in an unpredictable manner. It took hours going through my mod list to nail it down to Dynasound. Who would have thouth a sound mod would be able to mess with the artillery shell trajectory :)

 

Anyway, i tested this with CBA3 and Dynasound 2.0 loaded only (both workshop versions), and its definetly Dynasound 2.0. I removed the 120/155mm artillery sound files from the addon folder, that didn't solve it. Kinda makes me wonder which mechanics might else be ''influenced'' via Dynasound. Thus i am in a pickle here, i love the sounds of this mod, but i need my artillery to do its job :f:

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Will you update Dynasound anytime soon to get rid of the UBC issues (updating base class)?

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@laxemann @jokoho482 Fix for

Quote

..can't select the GBU-12 Bombs...

 

and this errors in .rpt file:

 

Quote

17:47:03 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_Vermin\config.bin/CfgWeapons/SMG_01_Base/ (original (a3\weapons_f\smgs\smg_01\config.bin - no unload))
17:47:03 Updating base class ammo_Bomb_LaserGuidedBase->LaserBombCore, by LAxemann\DynaSound\addons\DS_m_Explosions\config.bin/CfgAmmo/Bo_GBU12_LGB/ (original (a3\weapons_f\config.bin - no unload))
17:47:03 Updating base class ammo_Bomb_LaserGuidedBase->LaserBombCore, by LAxemann\DynaSound\addons\DS_m_Explosions\config.bin/CfgAmmo/Bomb_04_F/ (original (a3\weapons_f\config.bin - no unload))
17:47:03 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_pdw2000\config.bin/CfgWeapons/pdw2000_base_F/ (original (a3\weapons_f\smgs\pdw2000\config.bin - no unload))
17:47:03 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_Protector\config.bin/CfgWeapons/SMG_05_base_F/ (original (a3\weapons_f_exp\smgs\smg_05\config.bin - no unload))
17:47:03 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_sting\config.bin/CfgWeapons/SMG_02_base_F/ (original (a3\weapons_f\smgs\smg_02\config.bin - no unload))

 

is to add this addons in requiredAddons[] =  in config.cpp for

DS_m_Explosions.pbo :

Spoiler

        requiredAddons[] =
        {
            "A3_Weapons_F",
            "A3_Sounds_F",
            "A3_Drones_F_Air_F_Gamma_UAV_02",
            "A3_Air_F_Gamma_Plane_Fighter_03",
            "A3_Air_F_EPC_Plane_CAS_01",
            "DynaSound_DS_Main",
            "DynaSound_DS_w_Tails"
        };//array requiredAddons[7]

DS_w_PDW2000.pbo :

Spoiler

        requiredAddons[] =
        {
            "A3_Weapons_F",
            "A3_Sounds_F",
            "A3_Weapons_F_SMGs_Pdw2000",
            "DynaSound_DS_Main",
            "DynaSound_DS_w_Tails"
        };//array requiredAddons[5]

DS_w_Protector.pbo :

Spoiler

        requiredAddons[] =
        {
            "A3_Weapons_F",
            "A3_Weapons_F_EXP",
            "A3_Sounds_F_EXP",
            "A3_Sounds_F_Exp_A",
            "A3_Sounds_f",
            "DynaSound_DS_Main",
            "DynaSound_DS_W_Tails",
            "A3_Weapons_F_Exp_SMGs_SMG_05"
        };//array requiredAddons[8]

DS_w_Sting.pbo :

Spoiler

        requiredAddons[] =
        {
            "A3_Weapons_F",
            "A3_Sounds_F",
            "DynaSound_DS_Main",
            "DynaSound_DS_w_Tails",
            "A3_Weapons_F_SMGs_SMG_02"
        };//array requiredAddons[5]

DS_w_Vermin.pbo :

Spoiler

        requiredAddons[] =
        {
            "A3_Weapons_F",
            "A3_Sounds_F",
            "DynaSound_DS_Main",
            "DynaSound_DS_w_Tails",
            "A3_Weapons_F_SMGs_SMG_01"
        };//array requiredAddons[5]

 

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@laxemann and @jokoho482 is there any way to get Dynasound and ES to work without CBA?

I have problems with a change of direction CBA is going due to actual gameplay changes forced upon players.

As an example:

I want to host a server that allows your wonderfull mod as an optional one.

What now happens is that people using this mod have a advantage over people not doing so.(for example they can load 100rnd Mags in to the MX rifles)

 

So now we are in a position where we have to decide wether we force CBA on everyone regardless of need or remove your all optional CBA mods..

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