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9 hours ago, WAR326 said:

Unfortunately after one of updates - author JSRS disable this mod from list supported.

because of this?)

to sad. For me NIArms sound - kind of suck )

 

On 8/13/2020 at 12:19 PM, mickeymen said:

Yesterday I accidentally installed the NIArms (All Weapons in One) weapon mod and when I compared the sound of primary hand weapon of NIArms and JSRS firing I was extremely surprised.

It cannot be used together as any other weapon that does not belong to NIArms will sound worse and quieter.

 

I've been a JSRS fan for a long time and have always been convinced that JSRS is loud mod compared to vanilla, but compared to NIArms, but when compared it turned out it sounds like kindergarten!

I ask all users to compare these two mods and feel what I'm talking about.

 

After NIArms mod, the shooting from the first person in JSRS -- sounds quiet, dim and muddy, there is no loud shooting at all!  Oh my god yes I said it! 

It seems to me that only sonic crack sounds loud and most of all interests the author of JSRS.

Sound cracks sound even louder than the all first person shots themselves! 


The JSRS sound of the fire with suppressors is the same muddy, plastic, not natural - it does not correspond to the sound of the suppressor at all. 

For comparison,  everybody can listen to the sounds of suppressors in NIArms, it sounds natural by sound and its volume level.

The JSRS sounds of pistols sound as if they were taken from a children's cartoon.

It's a real shame...I don't know what happened to the author of this mod. Unfortunately JSRS doesn't make me happy anymore, rather annoying.

 

I would really like @LordJarhead to study the sound of NIArms and make his sound similar to this.

Dude, I am grateful to you for all this years of your work and I don't want to hate you, but I think now you need a major overhaul, just listen to some friendly advice.

Please study the all sounds from NIArms mod (how it works, what level of difficulty, the every sound itself ) and try to do something like this minimum.

And at the maximal, I believe that you can do better because you are a fan of what you do.

 

PS:  I also saw the JSRS for NIArms mod. When I opened it, sure I've heard that it messed up NiArms(

More adequate - for a given period of time need to make a sound mod from I NiArms for JSRS, but not vice versa.

 

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Heya jarhead, I've recently noticed that the vanilla offroad with the .50 sounds amazing, but it's also the only .50 to sound like that. No other .50 in game has those sounds. Why is that? I personally think it's a shame as it's the best .50 sound I've heard in Arma so far.

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Hi everyone,

 

It's been some time since I got to work on JSRS. I see all of your problems, and I know that there is so much that needs fixing. I'm just thinking about stripping JSRS down to the basics of guns and explosion sounds to get rid of the issues and start from the ground up. As it is, JSRS is a cluster fuck of files and configurations that would take days for me to understand and fix the problems you are facing. So I might start with a new beta version to finalize JSRS, work out the issues with you guys, and make it ready for its very last release.

 

LJ

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Strange, but for example RHS compat settings split into main mod and alone RHS compat files. So we have rhs t90 sound in main JSRS mod and ak74 settings in JSRS AFRF compat mod. Maybe it needed like this cause game engine and config. 

 

 

It would be great to see  standalone RHs mod in the future. For example I never use vanilla content since RHs  

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@sammael The thing is that all sound files are combined in the main JSRS mod, and all compat files for RHS or other mods are purely configuration files; hence the compat mods are just tiny in size. In the compat files, I only define what soundset weapons or vehicles should use; the JSRS main mod contains all soundsets and shaders in its configuration file to keep things combined and not scattered. This way, you can have only one big configuration with all settings and parameters and don't need to do this for every compat mod. Because every soundset needs settings like Filters, processors, and attenuation or volume curves, and you'd have to make these every time if they weren't combined in one file that all compat configs rely on. I hope that makes sense 😄

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On 2/10/2021 at 8:55 AM, LordJarhead said:

Hi everyone,

 

It's been some time since I got to work on JSRS. I see all of your problems, and I know that there is so much that needs fixing. I'm just thinking about stripping JSRS down to the basics of guns and explosion sounds to get rid of the issues and start from the ground up. As it is, JSRS is a cluster fuck of files and configurations that would take days for me to understand and fix the problems you are facing. So I might start with a new beta version to finalize JSRS, work out the issues with you guys, and make it ready for its very last release.

 

LJ

 

Just one request, please keep the same file names 'JSRS_Soundmod_Configuration.pbo' & 'JSRS_Soundmod_Soundfiles.pbo' so I can use my Old Man saves with the new version.

 

Thanks!

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On 2/10/2021 at 3:14 PM, LordJarhead said:

@sammael The thing is that all sound files are combined in the main JSRS mod, and all compat files for RHS or other mods are purely configuration files; hence the compat mods are just tiny in size. In the compat files, I only define what soundset weapons or vehicles should use; the JSRS main mod contains all soundsets and shaders in its configuration file to keep things combined and not scattered. This way, you can have only one big configuration with all settings and parameters and don't need to do this for every compat mod. Because every soundset needs settings like Filters, processors, and attenuation or volume curves, and you'd have to make these every time if they weren't combined in one file that all compat configs rely on. I hope that makes sense 😄

 

Thank you author, Can you help me, I am new to playing and know your sound mod.
  I activated the mod "JSRS SOUNDMOD" which sounded very good, but when activating the mod "JSRS SOUNDMOD - Reloading Sounds", the sound of the gun sounded worse, there was no distant sound when firing bullets. Is this a bug or a feature? 😯

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On 5/8/2021 at 10:59 PM, ducphuli said:

 

Thank you author, Can you help me, I am new to playing and know your sound mod.
  I activated the mod "JSRS SOUNDMOD" which sounded very good, but when activating the mod "JSRS SOUNDMOD - Reloading Sounds", the sound of the gun sounded worse, there was no distant sound when firing bullets. Is this a bug or a feature? 😯


That surely was not a feature and sounds more or less like a bug to me. I haven't really updated JSRS in a long time now. What mods are involved besides JSRS?

LJ

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8 hours ago, LordJarhead said:


That surely was not a feature and sounds more or less like a bug to me. I haven't really updated JSRS in a long time now. What mods are involved besides JSRS?

LJ

 

Thanks for the reply, I am currently using these mods.

I like to hear the AK-103 firing when "JSRS SOUNDMOD" is activated.

But when activating 2 mods " JSRS SOUNDMOD - RHS AiO Mod Pack Sound Support +  JSRS SOUNDMOD - Reloading Sounds", the sound is no longer that of the AK-103 sound as before + there is no longer the sound of bullets breaking the wind.

---------------

I bought the additional DLC "Arma 3 Creator DLC: S.O.G. Prairie Fire" the default sound you make is awesome. 

 

o4WMmTh.png

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I have to admit the sonic cracks from both JSRS and SOGPF are off when I use 3D positioning sound or stereo. I cannot tell the direction of the shots. I can with Dynasound 2.0 or ESS loaded.

 

Also, I would request mortar or light artillery strikes to include the "whistle" sound when the shell/warhead is arriving near the target like this:

 

 

For example, I can hear it in CUP and it helps with the immersion.

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8 hours ago, ducphuli said:

 

Thanks for the reply, I am currently using these mods.

I like to hear the AK-103 firing when "JSRS SOUNDMOD" is activated.But when activating 2 mods " JSRS SOUNDMOD - RHS AiO Mod Pack Sound Support +  JSRS SOUNDMOD - Reloading Sounds", the sound is no longer that of the AK-103 sound as before + there is no longer the sound of bullets breaking the wind.

 

Not that it would worth anything, but I would try loading the JSRS RHS Compat files after RHS. However, the load order shouldn't play a role as the file patching does that for you. I can't really put the finger on it what seems to be the issue here. I would suggest disabling the Reloadsounds if these cause the issue for you.

8 hours ago, ducphuli said:

I bought the additional DLC "Arma 3 Creator DLC: S.O.G. Prairie Fire" the default sound you make is awesome.

 

Haha, thank you very much; enjoy it. 🙂

 

3 hours ago, Valken said:

I have to admit the sonic cracks from both JSRS and SOGPF are off when I use 3D positioning sound or stereo. I cannot tell the direction of the shots. I can with Dynasound 2.0 or ESS loaded.

 

Also, I would request mortar or light artillery strikes to include the "whistle" sound when the shell/warhead is arriving near the target like this:

 

For example, I can hear it in CUP and it helps with the immersion.

 

Regarding JSRS: There is always a discussion about whether you can pinpoint a shooter's location based on a sonic crack or not. In my experience, you can not. The bullet passes, and you'd pinpoint the shooter's position when you hear the shot in the distance.

 

If you like to give feedback for the new Creator DLC, please consider visiting our community and report any suggestions, feedback, bugs there: https://community.sogpf.com/

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On 5/13/2021 at 12:24 PM, LordJarhead said:

 

Not that it would worth anything, but I would try loading the JSRS RHS Compat files after RHS. However, the load order shouldn't play a role as the file patching does that for you. I can't really put the finger on it what seems to be the issue here. I would suggest disabling the Reloadsounds if these cause the issue for you.

 

Haha, thank you very much; enjoy it. 🙂

 

 

I currently only enable "JSRS SOUNDMOD"
Hope there will be sound of AK bullets like this video, thanks!

This is just an unnecessary example (edit)

 

 

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10 hours ago, Valken said:

I have to admit the sonic cracks from both JSRS and SOGPF are off when I use 3D positioning sound or stereo. I cannot tell the direction of the shots. I can with Dynasound 2.0 or ESS loaded.

 

Also, I would request mortar or light artillery strikes to include the "whistle" sound when the shell/warhead is arriving near the target like this:

 

 

For example, I can hear it in CUP and it helps with the immersion.

 

The sound of falling is very nice

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@LordJarhead  I often use infantry in advanced Zeus, I hope the author will fix the sound of AK, because the mod "JSRS SOUNDMOD - Reloading Sounds" doesn't sound good at the moment. 

The gunfire of all AKs is the same, it sounds pretty dry

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Now I know why the sound of the AK series is broken, it's from the new version on steam, people review the mod "JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support" 

 

pGQHEOH.png

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6 minutes ago, ducphuli said:

Now I know why the sound of the AK series is broken, it's from the new version on steam, people review the mod "JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support" 

 

I'll be honest, neither have I updated JSRS_Soundmod, nor the RHS compat files in a long, long time. So RHS might have had multiple updates along the road that are not covered by JSRS anymore. The sound is not broken, it just goes back to vanilla / RHS sounds. 

 

If I ever find the time, I'll need to redo the whole concept of the mod and the compat files. It's a big problem to dig into this mod right now after a year or more working on other things. With better configuration files and a more advanced solution than what I did back then. 

 

LJ 

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32 minutes ago, LordJarhead said:

 

I'll be honest, neither have I updated JSRS_Soundmod, nor the RHS compat files in a long, long time. So RHS might have had multiple updates along the road that are not covered by JSRS anymore. The sound is not broken, it just goes back to vanilla / RHS sounds. 

 

If I ever find the time, I'll need to redo the whole concept of the mod and the compat files. It's a big problem to dig into this mod right now after a year or more working on other things. With better configuration files and a more advanced solution than what I did back then. 

 

LJ 

 

Thanks for the explanation, I understand your rework problem takes a lot of time.
 I won't ask any more, have a good day. 😉

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7 hours ago, LordJarhead said:

 

I'll be honest, neither have I updated JSRS_Soundmod, nor the RHS compat files in a long, long time. So RHS might have had multiple updates along the road that are not covered by JSRS anymore. The sound is not broken, it just goes back to vanilla / RHS sounds. 

 

If I ever find the time, I'll need to redo the whole concept of the mod and the compat files. It's a big problem to dig into this mod right now after a year or more working on other things. With better configuration files and a more advanced solution than what I did back then. 

 

LJ 

 

Hello, are you free to accept me as a disciple, I want to make a separate sound mod for AK 

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44 minutes ago, ducphuli said:

 

Hello, are you free to accept me as a disciple, I want to make a separate sound mod for AK 

 

I'm sry, I'm not able to help you with that as my time is pretty limited. 

 

There is a Sound Design 101 from Megagoth1702 that might give you all the needed informations to get started. There you'll be helped with all your questions, I'm sure 🙂

 

 

 

LJ 

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48 minutes ago, LordJarhead said:

 

I'm sry, I'm not able to help you with that as my time is pretty limited. 

 

There is a Sound Design 101 from Megagoth1702 that might give you all the needed informations to get started. There you'll be helped with all your questions, I'm sure 🙂

 

 

LJ 

 

Thanks man

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Hi there,
Those IFA 3 sounds are godsent!! I could listen to that stuff all day 😄
The thing I enjoy the most are the bullet cracks and whizzes when they fly by your head. They're sooo much better than IFA3 standard.
However I've noticed that, when some weapons are mounted on vehicles instead of fired by infantry, they lose these custom fly-by sounds. I've noticed it for the MG-34, the DT and the M2 .50. Is this intended?

I can see you've got your hands full so if this is more than just changing three config lines, disregard it.

 

In any case, thanks so much for your work!

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Hello @LordJarhead

 

- Nothing, I'm still researching the sound of bullet casings hitting the ground. But it seems A3 has nothing to apply that way.

After a while of research I learned how to edit gun sounds.

But there is one thing that confuses me:

- Why I have applied 5 sound files to the gun but they do not make sound (I have put the correct path, I can hear it outside but in the game, there is no sound)

I then tried replacing 5 other audio files and they worked.

I don't know why some sounds can't be played? Have you encountered any case like this.

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Arma 3 still lacks proper suppressed sounds, so I hope the finalized version will sound more like this with the sonic crack echo (some of the earlier A3 JSRS releases already sounded similar afaik):

 

 

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12 hours ago, coffeeshock said:

Arma 3 still lacks proper suppressed sounds, so I hope the finalized version will sound more like this with the sonic crack echo (some of the earlier A3 JSRS releases already sounded similar afaik):

 

 

 

But those are three (or more) different sounds.  One is the suppressed sound of the rifle (along with the bolt sound, of course).  Then there's the sonic crack.  Then there's the computation of the echo of the sonic crack.  The sonic crack doesn't make that echo sound all the time, only when there's something to reflect the sound.

 

If you heard that sound previously (and I can't remember if that was a thing...but I'm not arguing with you that it didn't do that), it was because LJH built that echo computation into the mod, just like now when you shoot outside and then shoot inside, the report of the rifle sounds different.

 

I'm not arguing that it sounds great if the situation applies, I just don't think it should be "hard-coded" into the sound tail, as geography will determine if it truly sounds like that.

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On 5/15/2021 at 5:45 PM, LordJarhead said:

 

I'll be honest, neither have I updated JSRS_Soundmod, nor the RHS compat files in a long, long time. So RHS might have had multiple updates along the road that are not covered by JSRS anymore. The sound is not broken, it just goes back to vanilla / RHS sounds. 

 

If I ever find the time, I'll need to redo the whole concept of the mod and the compat files. It's a big problem to dig into this mod right now after a year or more working on other things. With better configuration files and a more advanced solution than what I did back then. 

 

LJ 

just to clarify the sound isn't broken 
the Whole RPK inherts from the PKM due to JSRS
mags sound animation..etc..
@LordJarhead

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