Belbo 462 Posted October 11, 2018 Where and how does cba throw "ads"? 3 Share this post Link to post Share on other sites
Arcieri 2 Posted October 11, 2018 CBA is like one of the least intrusive mods in the community lol. Forget it's there half the time. 1 Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted October 11, 2018 @Malcain Your reasoning for even needing to alter CBA seems suspect. As someone who has been using CBA for many many years, I've never seen nor heard of it ever "throw ads". 2 Share this post Link to post Share on other sites
Malcain 35 Posted October 11, 2018 On 11.10.2018 at 5:49 PM, FallujahMedic -FM- said: @Malcain Your reasoning for even needing to alter CBA seems suspect. As someone who has been using CBA for many many years, I've never seen nor heard of it ever "throw ads". install it launch the game look at the bottom center and bottom right any time you open game menu. I don't need their ads. Now what if all the mods would throw their useless colorful texts? It would become a mess. + looks like they obfuscate pbos or smth like this. If anything, it's cba mod devs whom I'd suspect. 4 7 Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted October 12, 2018 A version number is NOT an "ad". Please refrain from spreading falsehoods on this forum as they are neither permitted nor acceptable. Additionally, do not hijack other user's threads with this sort of tripe. -Moderator 5 1 Share this post Link to post Share on other sites
Horus 83 Posted December 16, 2018 To fix for this error in .rpt file: 17:08:50 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)) 17:08:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\L_ES\addons\ES_sys\config.bin/CfgWeapons/SMG_01_base/ (original (a3\weapons_f\smgs\smg_01\config.bin - no unload)) 17:08:50 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)) you must edit config.cpp in ES_sys.pbo/config.bin Spoiler //implementation class CfgPatches { class L_ES_ES_sys { units[] = { };//array units[0] weapons[] = { };//array weapons[0] requiredVersion = 1.720000; requiredAddons[] = { "A3_Weapons_F", "A3_Weapons_F_Exp"; "L_ES_ES_main", "L_ES_ES_sounds" };//array requiredAddons[4] authors[] = { "LAxemann", "jokoho482" };//array authors[2] author = "LAxemann and jokoho482"; };//class L_ES_ES_sys };//class CfgPatches class Extended_PreStart_EventHandlers { class L_ES_ES_sys { init = "call compile preProcessFileLineNumbers '\LAxemann\L_ES\addons\ES_sys\XEH_preStart.sqf'"; };//class L_ES_ES_sys };//class Extended_PreStart_EventHandlers class Extended_PreInit_EventHandlers { class L_ES_ES_sys { init = "call compile preProcessFileLineNumbers '\LAxemann\L_ES\addons\ES_sys\XEH_preInit.sqf'"; };//class L_ES_ES_sys };//class Extended_PreInit_EventHandlers class Extended_PostInit_EventHandlers { class L_ES_ES_sys { init = "call compile preProcessFileLineNumbers '\LAxemann\L_ES\addons\ES_sys\XEH_PostInit.sqf'"; };//class L_ES_ES_sys };//class Extended_PostInit_EventHandlers class Extended_FiredBIS_EventHandlers { class AllVehicles { class L_ES_ES_sys { clientFiredBIS = "_this call L_ES_ES_sys_fnc_fired"; };//class L_ES_ES_sys };//class AllVehicles };//class Extended_FiredBIS_EventHandlers class CfgWeapons { class CannonCore{};//abstract class class LauncherCore{};//abstract class class default{};//abstract class class Rifle{};//abstract class class pistol{};//abstract class class Rifle_Base_F{};//abstract class class Rifle_Long_Base_F{};//abstract class class MGunCore{};//abstract class class MGun : MGunCore { L_ES_Prefix = "hmg"; L_ES_maxPlopp = 2100; };//class MGun class Put : Default { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class Put class Putmuzzle : Put { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class Putmuzzle class LMG_RCWS{};//abstract class class HMG_127 : LMG_RCWS { L_ES_Prefix = "hmg"; L_ES_maxPlopp = 2100; };//class HMG_127 class LMG_coax : LMG_RCWS { L_ES_Prefix = "rifle_1"; L_ES_maxPlopp = 2000; };//class LMG_coax class LMG_M200 : LMG_RCWS { L_ES_Prefix = "rifle_1"; L_ES_maxPlopp = 2000; };//class LMG_M200 class arifle_MX_Base_F : Rifle_Base_F { L_ES_Prefix = "rifle_1"; L_ES_maxPlopp = 1700; };//class arifle_MX_Base_F class mk20_base_F : Rifle_Base_F { L_ES_Prefix = "rifle_1"; L_ES_maxPlopp = 1700; };//class mk20_base_F class Tavor_base_F : Rifle_Base_F { L_ES_Prefix = "rifle_1"; L_ES_maxPlopp = 1700; };//class Tavor_base_F class DMR_04_base_F : Rifle_Long_Base_F { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class DMR_04_base_F class arifle_Katiba_Base_F : Rifle_Base_F { L_ES_Prefix = "rifle_1"; L_ES_maxPlopp = 1700; };//class arifle_Katiba_Base_F class LMG_Zafir_F : Rifle_Long_Base_F { L_ES_Prefix = "rifle_1"; L_ES_maxPlopp = 1700; };//class LMG_Zafir_F class cannon_120mm : CannonCore { L_ES_Prefix = "Tank"; L_ES_maxPlopp = 2600; };//class cannon_120mm class autocannon_Base_F : CannonCore { L_ES_Prefix = "sniper"; L_ES_maxPlopp = 2300; };//class autocannon_Base_F class mortar_155mm_AMOS : CannonCore { L_ES_Prefix = "Tank"; L_ES_maxPlopp = 2800; };//class mortar_155mm_AMOS class autocannon_35mm : CannonCore { L_ES_Prefix = "sniper"; L_ES_maxPlopp = 2300; };//class autocannon_35mm class GrenadeLauncher : Default { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class GrenadeLauncher class pistol_Base_F : pistol { L_ES_Prefix = "pistol"; L_ES_maxPlopp = 1400; };//class pistol_Base_F class hgun_Pistol_heavy_02_F : Pistol_Base_F { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class hgun_Pistol_heavy_02_F class hgun_Pistol_heavy_01_F : Pistol_Base_F { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class hgun_Pistol_heavy_01_F class hgun_acpc2_F : Pistol_Base_F { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class hgun_acpc2_F class LMG_Mk200_F : Rifle_Long_Base_F { L_ES_Prefix = "rifle_1"; L_ES_maxPlopp = 1700; };//class LMG_Mk200_F class SMG_02_base_F : Rifle_Short_Base_F { L_ES_Prefix = "pistol"; L_ES_maxPlopp = 1400; };//class SMG_02_base_F class SMG_01_Base : Rifle_Short_Base_F { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class SMG_01_base class SMG_05_base_F : Rifle_Short_Base_F { L_ES_Prefix = "pistol"; L_ES_maxPlopp = 1400; };//class SMG_05_base class pdw2000_base_F : Rifle_Short_Base_F { L_ES_Prefix = "pistol"; L_ES_maxPlopp = 1400; };//class pdw2000_base_F class Launcher : LauncherCore { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class Launcher class MissileLauncher : LauncherCore { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class MissileLauncher class mortar_82mm : CannonCore { L_ES_Prefix = "nosound"; L_ES_maxPlopp = 0; };//class mortar_82mm class GM6_base_F : Rifle_Long_Base_F { L_ES_Prefix = "sniper"; L_ES_maxPlopp = 2100; };//class GM6_base_F class LRR_base_F : Rifle_Long_Base_F { L_ES_Prefix = "sniper"; L_ES_maxPlopp = 2100; };//class LRR_base_F class DMR_01_base_F : Rifle_Long_Base_F { L_ES_Prefix = "rifle_1"; L_ES_maxPlopp = 2000; };//class DMR_01_base_F class GMG_F : MGun { L_ES_Prefix = "pistol"; L_ES_maxPlopp = 1200; };//class GMG_F };//class CfgWeapons 2 Share this post Link to post Share on other sites
TheMasterofBlubb 10 Posted January 23, 2019 @Malcain im not sure that this "ad"is by CBA if i play on my favorite server i get a different mod+version every time i press ESC Share this post Link to post Share on other sites
Variable 322 Posted March 31, 2019 Is this mod fully supports dedicated server environment? I realize this is a clientside mod, I'm just wondering if it might cause issues on multiplayer. Share this post Link to post Share on other sites
Horus 83 Posted March 31, 2019 Not this one but DynaSound 2 have problem in MP https://forums.bohemia.net/forums/topic/200911-dynasound-20-by-laxemann-and-jokoho482/?page=5&tab=comments#comment-3329401 Share this post Link to post Share on other sites
Horus 83 Posted February 12, 2020 @jokoho482 @laxemann Thanks for update Share this post Link to post Share on other sites
mjolnir66 48 Posted February 16, 2021 Long shot asking this, but is there any chance of a version with louder reverbs, especially on the indoor sounds. I'd love to have escape from tarkov levels when you go indoors. Share this post Link to post Share on other sites
ducphuli 33 Posted May 14, 2021 It would be nice if it was possible to increase the volume in the settings. 😑 Share this post Link to post Share on other sites
mickeymen 324 Posted June 19, 2021 Hey guys, please tell me. Why does Ennhanced Soundscape only work for vanilla weapons? I've read the descriptions of this mod and everyone says it should work for any weapon, even from any mod, but in real it is not so. For me, it works for ONLY on vanilla weapons. Even DLC Contact doesn't work! Here are demonstrative videos that demonstrate the problem. Any weapon other than vanilla will not have sound reflections: Vanilla weapon, has a reflection of soundMod Project Infinite weapon - All in one: will not have sound reflectionsMod NI Arms weapons: will not have sound reflectionsDLC Contact weapons: will not have sound reflectionsMod SMA Weapons: will not have sound reflections The tests were done on the Virolahti map Could it be related to the map? Maybe I need an additional compatibility addon? From the first day of using this mod, I have not heard that other weapons (except vanilla) work Share this post Link to post Share on other sites
laxemann 1673 Posted June 19, 2021 33 minutes ago, mickeymen said: Hey guys, please tell me. Why does Ennhanced Soundscape only work for vanilla weapons? I've read the descriptions of this mod and everyone says it should work for any weapon, even from any mod, but in real it is not so. For me, it works for ONLY on vanilla weapons. Even DLC Contact doesn't work! Here are demonstrative videos that demonstrate the problem. Any weapon other than vanilla will not have sound reflections: Vanilla weapon, has a reflection of soundMod Project Infinite weapon - All in one: will not have sound reflectionsMod NI Arms weapons: will not have sound reflectionsDLC Contact weapons: will not have sound reflectionsMod SMA Weapons: will not have sound reflections The tests were done on the Virolahti map Could it be related to the map? Maybe I need an additional compatibility addon? From the first day of using this mod, I have not heard that other weapons (except vanilla) work What you are hearing and referring to are the actual shot samples of the weapons, not any sort of reflection ES simulates. This is especially obvious because ES is disabled for silenced weapons. Share this post Link to post Share on other sites
mickeymen 324 Posted June 20, 2021 (edited) 12 hours ago, laxemann said: What you are hearing and referring to are the actual shot samples of the weapons, in this case, actual shot sounds contain the reflection sounds also! We can hear - At vanilla MX fire, the shot is clearly audible and then its reflection. If it all belongs to only DynaSound2 (not ES) It is very strange, because In the description, it is Enhanced Soundscape that simulates sound reflections 12 hours ago, laxemann said: not any sort of reflection ES simulates What then does ES imitates? There is only the sound of a shot and its consequences - an echo, a reflection. There is nothing more I am using DynaSound2 + Enhanced Soundscape. This somehow means that both mods do not work on other weapons mods. I have provided examples. I'm sorry that this is so, because DynaSound2 + Enhanced Soundscape give a very good sound for A3 player. But this sound only works for vanilla Is there no way to make any weapon mod use sounds from DynaSound2 + Enhanced Soundscape? Why the vanilla weapons from Contact DLC don't have sound reflections? Edited June 20, 2021 by mickeymen errors correction Share this post Link to post Share on other sites
laxemann 1673 Posted June 20, 2021 4 hours ago, mickeymen said: in this case, actual shot sounds contain the reflection sounds also! We can hear - At vanilla MX fire, the shot is clearly audible and then its reflection. If it all belongs to only DynaSound2 (not ES) It is very strange, because In the description, it is Enhanced Soundscape that simulates sound reflections What then does ES imitates? There is only the sound of a shot and its consequences - an echo, a reflection. There is nothing more I am using DynaSound2 + Enhanced Soundscape. This somehow means that both mods do not work on other weapons mods. I have provided examples. I'm sorry that this is so, because DynaSound2 + Enhanced Soundscape give a very good sound for A3 player. But this sound only works for vanilla Is there no way to make any weapon mod use sounds from DynaSound2 + Enhanced Soundscape? Why the vanilla weapons from Contact DLC don't have sound reflections? Enhanced soundscape works on all mods, but there never are reflections when the weapons are suppressed. DynaSound only changes vanilla sounds. Share this post Link to post Share on other sites
mickeymen 324 Posted June 20, 2021 1 hour ago, laxemann said: DynaSound only changes vanilla sounds means Contact DLC weapons is not vanilla, ok Share this post Link to post Share on other sites
lukio 18 Posted March 26, 2023 Hey I'm just curious - why this mod adds a mission dependency? I always thought this was a client only mod as there are no objects or modules etc. Whenever I have the mod loaded it adds an L_ES_ES dependency. It's not a big issue to deal with the new way that the editor allows loading up missions with missing mods but I'm wondering how/why it does that in the first place. Example:https://imgur.com/38sR4zL Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted March 27, 2023 10 hours ago, lukio said: why this mod adds a mission dependency? If a sound mod has modules, or adds sounds into the editor like you can choose sounds from a list in the effects part of a trigger then ideally you shouldn't run or have loaded a sound mod when editing a mission. This goes for any and all mods that dont have any assets that your going to use in a mission. Share this post Link to post Share on other sites
lukio 18 Posted March 27, 2023 Hey Gunter thanks, yes I'm aware of that issue been making misisons since A2- to my best knowledge this mod does not add any content.-- unless I've missed something? It's a client side mod and that's how we use it in our mod set. We only run the key on the server. Share this post Link to post Share on other sites
honger 114 Posted May 26, 2023 On 3/27/2023 at 10:52 PM, lukio said: Hey Gunter thanks, yes I'm aware of that issue been making misisons since A2- to my best knowledge this mod does not add any content.-- unless I've missed something? It's a client side mod and that's how we use it in our mod set. We only run the key on the server. It does add new content - it alters sounds. It is a clientside mode because it works without having to be implemented without mission, but it overrides sounds, just like JSRS or Dyna - and they too cause dependency issues. Don't use clientside mods for mission making because they are for clients, obviously. And it is far from being an issue. Share this post Link to post Share on other sites
lukio 18 Posted May 30, 2023 On 5/26/2023 at 1:07 PM, honger said: It does add new content - it alters sounds. It is a clientside mode because it works without having to be implemented without mission, but it overrides sounds, just like JSRS or Dyna - and they too cause dependency issues. Don't use clientside mods for mission making because they are for clients, obviously. And it is far from being an issue. Wasn't aware it adds new content. Cheers. We have plenty of client side mods that don't cause any issues (like different crosshair or lighting) so I was just surprised this one adds a dependency. Share this post Link to post Share on other sites
kibaBG 53 Posted October 18, 2023 Mod is working fine with RHS weapons. I would like to intensify the effect, are there any options for the mod? Share this post Link to post Share on other sites