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13 minutes ago, Lothear said:

I thought the same until I tested it without JSRS and the problem disappeared. It sure is not a problem of AI behaviour but faulty weapon config, though.

 

 

LJ, I can provide you with a test mission if necessary.

Thanks.
 

 

 

It would be cool if you know what weapons are involved, exactly. Long range weapons, OK, but what exactly. Like, only USAF or the Russian AFRF as well? Or even some weapons from the GREF, SAF? 

 

LJ 

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2 hours ago, LordJarhead said:

 

It would be cool if you know what weapons are involved, exactly. Long range weapons, OK, but what exactly. Like, only USAF or the Russian AFRF as well? Or even some weapons from the GREF, SAF? 

 

LJ 

Definitely M4 and MK18. Just place a Marsoc team and basically all will switch to their secondaries. I need to do more testing, however, whether it also happens with AFRF, GREF and SAF.

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12 hours ago, R0adki11 said:

Well if it sounds so bad to you, your quite free to ask permission from LJ and create your version of the MX sound.

Why do I need it? Did you read what I said before?

I already have the best MX sound (six previous versions, before it was spoiled) , I sure - it's the best fire sound in the history of JSRS. 

There is no need to create a new sound

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Can we now stop this stupid discussion? 

 

Yes you don't like it. Others do like it. That's normal. And JSRS is in constant change. Because I don't let it rest, for good. I would never stop improving myself and my work, that's my hobby. If you want things to stay that way I'd have to stop modding... 

 

People like this and hate that, that's normal. Now it hit you and you are upset but honestly, no one else seem to care much about that change?!?! So I really don't change things to peoples liking anymore, mate. I'm way past that point and certainly never want to go back to that. The community has changed and I adapted and honestly don't care enough anymore to listen to other people rather than my own opinion or taste. 

 

LJ 

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EDIT: Sorry LJ I just tried v6.17.1222 and I really like the new MX sound. Great work mate.

 

Merry Christmas and keep up the great work that you do.

 

Cheers.

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56 minutes ago, LordJarhead said:

 

 

I for one am enjoying the new sounds Jarhead so keep up the auditory assault on my ears.

 

As for everyone complaining about the changes, you realize you can just rip the old MX sound out of a previous version (provided the sounds were seperate PBO's in those versions) and just put them in your own modset.

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10 hours ago, LordJarhead said:

 

It would be cool if you know what weapons are involved, exactly. Long range weapons, OK, but what exactly. Like, only USAF or the Russian AFRF as well? Or even some weapons from the GREF, SAF? 

 

LJ 

LJ, It is either caused by RHS:USAF secondaries or main weapons. They don't use pistols with AFRF, GREF and SAF weapons, it works fine. They also keep using their primaries if I switch their USAF pistols for AFRF pistols, so it's definitely USAF weapons. Beside of M4s and MK18s, this behaviour was present with Mk11, M27, M249, pistols being M9, Glock and 1911. Didn't test it further.
Hope it helps.

 

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Jeez give the guy a break, it's Christmas day y'know? 

 

Love your work Lord Jar & Merry Christmas to you ;)

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On 25.12.2017 at 1:03 PM, LordJarhead said:

Can we now stop this stupid discussion? 

 

Yes you don't like it. Others do like it. That's normal. And JSRS is in constant change. Because I don't let it rest, for good. I would never stop improving myself and my work, that's my hobby. If you want things to stay that way I'd have to stop modding... 

 

People like this and hate that, that's normal. Now it hit you and you are upset but honestly, no one else seem to care much about that change?!?! So I really don't change things to peoples liking anymore, mate. I'm way past that point and certainly never want to go back to that. The community has changed and I adapted and honestly don't care enough anymore to listen to other people rather than my own opinion or taste. 

 

LJ 

 

As creator this mod, you are right. No problems, the discussion is buried

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Hey LordJarHead,

 

I have a small request to make. I know that this thread is not meant for such things but I have to give it a go. Since you made the NiArms compatibility mod with JSRS you covered almost the every single piece of the NiArsenal weaponry but MG3 and MG42 you left untouched. Is it still somehow possible to have JSRS sounds working in MG3's and MG42's? 

 

Thanks for advance

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Experiencing missing firing sound from the RHS PKM.

The person firing the PKM always hears the sound of the gun firing but anyone else does not.

This appears to be intermittent or related to distance from the firing gun.

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On 27.02.2018 at 8:32 PM, GordonWeedman said:

hat's already a thing IIRC.

clarify please
 

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6 hours ago, kartaviy said:

clarify please
 

If a gun has subsonic rounds you wont hear the cracking noise as they fly by you, it's part of arma itself.

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Just a heads up, on devbranch right now JSRS soundmod is causing GBU-12 and similar munitions (cluster bombs, RBK-500, probably others) to not show up in the pilot's weapons list while playing. You can choose them in Eden via the pylon settings, and they will visually appear on the aircraft even in-game, but when cycling through weapons they never show up. This may be happening on the main branch as well, but I have not tested to confirm. 

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6ckNC05.jpg

 

Hello listeners!

After more than three months abstinence and my inactivity within the community, I am now trying slowly to get back into the running process. After the release of the new DLC for ArmA3 and probably the last major update of the game, I will now devote myself to a bigger task: the vehicle sound design!

 

Due to the Tank DLC and the implementation of a new framework for vehicle sounds, I am partly forced to create a new framework and adapt it to my sound effects. The process is quite complex, but is largely limited to coding. New sound effects are not necessary. Nevertheless, I would like to set the task of creating a new kind of sound and immersion in order to give the final touch to what is probably the final game!

 

This requires new effects, new ideas have to be transposed and tested, and everything has to be tuned to a normal level in terms of volume and flow of the game. That's also why I removed all land vehicle sounds in my last update to JSRS Soundmod. The other reason was the accumulation of errors and misrepresentations, the mixture of JSRS and vanilla sounds, and the resulting chaotic situation to separate the individual elements.

 

Now, my primary task is to create a new design, a simple design, one that's easy to manage and maintain, and one that creates a fluid, smooth sound at the end. There are many adjustments necessary. Every single vehicle requires the utmost attention and must be tested in various situations. Because at the end not only a good sound should be created, but also one that works! Because as well as Bohemia does with their last DLC, my next big update will be my last for ArmA3.

 

I think there will be a great successor for the series, so I'd like to focus on that as soon as possible. JSRS Soundmod will not stop though. I will continue to work until the last bug or issues has been resolved. This will take time, it will take weeks and months, but in the end a final product should be ready to play!

 

So make yourself ready and stay tuned, there's gonna be a massive update ahead! I hope you all enjoy JSRS Soundmod and have a good time!

 

Thanks for reading,

Dennis - LordJarhead

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OFPS is having major signature issues with JSRS sound mod. It's my fav mod hands down and unfortunately we had to pull the keys for the main mod and enhanced movement due to an error that comes up in the Arma Launcher that says "Server can't transmit all data; some allowed mods might be missing or their signatures not recognized"  as soon as we pull the keys, it shows green on the launcher....we add them back in, it shows red and the error comes up. Anyone have any advice? Thanks

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14 hours ago, spanishsurfer said:

OFPS is having major signature issues with JSRS sound mod. It's my fav mod hands down and unfortunately we had to pull the keys for the main mod and enhanced movement due to an error that comes up in the Arma Launcher that says "Server can't transmit all data; some allowed mods might be missing or their signatures not recognized"  as soon as we pull the keys, it shows green on the launcher....we add them back in, it shows red and the error comes up. Anyone have any advice? Thanks

 

I'll look into it when I get back. Might be a signature problem as some old signatures went into the latest updates.

 

Also, I might have to disable some feature or at least decrease the amount of activities for when it comes to multiplayer...

 

LJ

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Made a little comparison between vanilla, jsrs and jsrs beta v2:

 

 

Mission file in case you wanna see for yourself, since youtube doesn't support 5.1.

 

Cheers

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With the current JSRS what are the effects on client and server side performance if any?  Is it able to run just client side?

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Don't see any big performance hits and can be run client side. But it's totally worth it, check out the performance by yourself

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