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Hello,

 

after the beta and a lot of people testing it it seemed the version was ready for delivery. So I updated the main mod today and did some smaller changes. I delete the Realoding Sounds addon and will add that into the main version of the mod and see what's gonna happen. No one seemed to have any trouble with these in the beta, so lets wait and see.

 

I updated RHS, NIarms and SMA weapon sounds, the individual addons did not need further work. I delete all the RHS vehicle sounds out of my lists and get rid of a bunch of problems and work this way.

 

Here is the tiny changelog for this update :)

 

JSRS Soundmod - 6.18.0629 Changes:

Tweaks
- Tweaked Movement volume for footsteps
- Tweaked Weapon tails distance and volume
- Tweaked Helicopter exterior volume where too loud
- Tweaked Lowered general volume and texture for most ambient sounds
- Tweaked All weapons got reworked / exchanged
- Tweaked All vehicle noises got reworked
- Tweaked Combined all air vehicle sounds
- Tweaked Combined all land vehicle sounds
- Tweaked Overall volume and normalization
- Tweaked Combined all warfare sounds (Cracks, Snaps, Hits, explosions etc...)
- Tweaked Combined all cfg files into several big ones to prevent lagging
- Tweaked Added new layers to mechanical parts of weapons
- Tweaked Added new pop sounds for distance weapon sounds
- Tweaked Combined all weapon sounds into one big file
- Tweaked General revision and maintenance
- Tweaked Movement/Gear noises
- Tweaked overall soniccrack appearance and volume
- Tweaked Increased volume and distance for gear noises
- Tweaked overall texture of movement sounds and stance noises
- Tweaked Soniccracks got more punch and are louder/normalized
- Tweaked Distances for movement
- Tweaked Drastically reduced appearance and volume of reflections - there was way to much noise going on
- Tweaked Soniccracks in medium distances got improved
- Tweaked Overall movement volume and gear noises
- Tweaked Gear sounds while running was too loud
- Tweaked Framework got updated with new stereo panners
- Tweaked All explosions cause a shockwave sound when close and in direct sight (WIP)
- Tweaked Huge explosions cause a drastic echo reflection and a huge explosion tail for giant distances (WIP)
- Tweaked Increased Volume for all explosions
- Tweaked Reloading volumes
- Tweaked Explosion sounds on various distances, increased punch and volume
- Tweaked Added distortion to short explosions and made them way louder
- Tweaked Overall punchier reflections for explosions
- Tweaked Overall rain appearance, heavy rain is needs highest rain value
- Tweaked Soniccracks and bullet snaps got improved
- Tweaked Overall explosion volumes and distances
- Tweaked Explosion reflections for forests, houses and meadows
- Tweaked Overall movement sounds, volume and distances
- Tweaked Movement sounds for various surfaces got improved
- Tweaked Overall nature soundscape got tiny tweaks
- Tweaked Each surface has a different volume, forest or grass is way louder than solid road or even a carpet
- Tweaked Running through bushes cause louder sounds now
- Tweaked Vegetation noises are now way more random
- Tweaked Silenced weapon firing got improved
- Tweaked Handheld weapons cause louder and sharper reflections
- Tweaked Improved weapon tails when in the open
- Tweaked Explosion debris is more precise to where the explosion appears
- Tweaked Overall distance weapon sounds to better spot the location of the shooter
- Tweaked All weapon sounds have a sharp attack curve, more popping sounds
- Tweaked Click before the shot got improved and slightly displaced
- Tweaked Some reloading sounds where too loud
- Tweaked Interior firing reflection volume got increased
- Tweaked Urban wind noises triggered too early
- Tweaked Reduced distance gear noises
- Tweaked Reworked the CAS01 cannon sound

Additions
- Added A few hundred new distance warfare sounds
- Added Offroad vehicle sounds
- Added Truck_01, Truck_02 and Truck_03 vehicle sounds
- Added New reloading sounds for all weapons (JSRS_Soundmod - Realoadingsounds)
- Added New sounds for all vehicles
- Added New sounds for all weapons
- Added New sounds for amphibious vehicles in water
- Added New distance walking sounds
- Added New soniccrack sounds for various distances
- Added New debris sounds for 'houses' areas
- Added Revised vehicle debris sounds
- Added New thunder sounds
- Added New debris sounds for explosions
- Added Close explosion shockwave sounds
- Added New sounds for running through bushes, foliage
- Added New crawling sounds
- Added New wind sounds for low and high wind speeds
- Added New tiny details to silenced weapon firing (weapon shaking)
- Added New reflection sounds to handheld weapons
- Added New vehicle attenuation filters and 3d processors
- Added New shorter weapon closure sounds (tiny click before shot)
- Added New reloading sounds for RHS weapons (AKM, Ak74, AS VAL, SVD, M16, M4...)
- Added Support for CUP (JSRS_Soundmod CUP Weapons Support)
- Added New sounds for M134


Fixes
- Fixed Missing bullethit/wizz sounds
- Fixed MBT3 Kuma sounds were odd (still is)
- Fixed Missing Minigun sounds for AH6 Pawnee
- Fixed Missing distance crawl sounds
- Fixed Close MK18 firing and distance firing were out of sync
- Fixed Varsuk MBT03 went silent after start up
- Fixed Some explosion volumes where over the top
- Fixed Mortar explosions were too loud
- Fixed Some explosions caused sound stuttering
- Fixed Birds react to weapon firing and warfare
- Fixed NormalEXT surface was using wrong surface movement sounds
- Fixed Some thunder noises where way too loud
- Fixed Minigun sounds on AH6 MELB in RHS was missing using JSRS

 

LJ

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Thank you for the update, LJ.

I am sorry to bother you immediately after you released the update, but could you take a look at the bug in the USAF support mod that makes ai use their pistols instead of rifles?
I reported it back in Demceber, but it's kinda stayed under the radar.

Thanks.
 

 

 

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Hey Lothear,

 

yes I'll take a look at this asap! I didn't figure it would be caused by JSRS.

 

Thank you,

LJ

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4 minutes ago, LordJarhead said:

Hey Lothear,

 

yes I'll take a look at this asap! I didn't figure it would be caused by JSRS.

 

Thank you,

LJ

Thank you, LJ!
Yeah, it was only happening with USAF support mod enabled. If I use JSRS all alone or Dynasound, the problem disappears.

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This update has dependencies on asr_ai3_cfgweapons and asr_ai3_skills. Can you please resolve that dependency?

 

Otherwise, the update is fantastic. Thank you!

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Is there any way to download the additionals other than the Steam workshop? Alternate links would be much appreciated. Great work with this mod, ive been using your sounds for a very long time and cant imagine Arma without them. Thank you for continuing to work on mods for Arma 3!

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JSRS Soundmod - 6.18.0629B Changes:

Fixes
- Fixed Updating Base Classes for multiple weapons
- Fixed Updating Base Classes for RHS ASFR/USAF/GREF
- Fixed Inheritance problem for RHS made AI use pistols (Kinda still do...)
- Fixed A dependency for ASR AI was inside on of the pbos

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3 minutes ago, Lothear said:

Awesome. Love you LJ! :eyeheart: No homo :icon_biggrin:
Many thanks.

The problem has been contained but it is still present. Thing is there is no error whatsoever. I cannot determine the exact spot of cause... 

 

LJ 

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28 minutes ago, LordJarhead said:

The problem has been contained but it is still present. Thing is there is no error whatsoever. I cannot determine the exact spot of cause... 

 

LJ 

I see. I hopped into the game to test it again. What I can say for sure is that it only happens with USAF pistols, not AFRF. There was (still is in 4.5) a bug in RHS:USAF that made AI use their secondaries, but that was rather rare.  I obviously know very little about modding so I cannot tell whether the support mod could make that behaviour more prominent. All I can tell is that other RHS support mods make no problem at all and without the USAF one it works as it is supposed to.
Quite mysterious so far, isn't it? :icon_biggrin:
Thanks, LJ.

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Just got done with a 6 hour session of Escape from Tanoa with some people, running the latest as well as the RHS compat files. We were Russians escaping from US forces (both RHS), and haven't had any pistol bugs for anyone. We got mowed down by everything but pistols funny enough, lol.

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8 hours ago, Lothear said:

I see. I hopped into the game to test it again. What I can say for sure is that it only happens with USAF pistols, not AFRF. There was (still is in 4.5) a bug in RHS:USAF that made AI use their secondaries, but that was rather rare.  I obviously know very little about modding so I cannot tell whether the support mod could make that behaviour more prominent. All I can tell is that other RHS support mods make no problem at all and without the USAF one it works as it is supposed to.
Quite mysterious so far, isn't it? :icon_biggrin:
Thanks, LJ.

It really is a mystery to me, yes haha ? I double checked all the entries in the config, I build most from ground up. I deleted everything that was unnecessary as the inheritance took care of it anyways and I got rid of any sort of base class updates, even minimized any sort of error message I could think of. And still this shit happens. 

 

One thing that makes me wonder is that you, Yokhanan, seemed to have no problem at all, so what's the difference between the two of you? So maybe it depends on the secondaries thay have? Or maybe it's depending on the primary weapons. Do they switch all the weapons? I just seen M4a1, Mk18 and maybe some Hk416s got switched... 

 

LJ 

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5 hours ago, LordJarhead said:

It really is a mystery to me, yes haha ? I double checked all the entries in the config, I build most from ground up. I deleted everything that was unnecessary as the inheritance took care of it anyways and I got rid of any sort of base class updates, even minimized any sort of error message I could think of. And still this shit happens. 

 

One thing that makes me wonder is that you, Yokhanan, seemed to have no problem at all, so what's the difference between the two of you? So maybe it depends on the secondaries thay have? Or maybe it's depending on the primary weapons. Do they switch all the weapons? I just seen M4a1, Mk18 and maybe some Hk416s got switched... 

 

LJ 

LJ, I believe it must be the pistols. I did some testing (with just RHS, Project Opfor, Cup terrains, and JSRS and its support mod) and I noticed that even with vanilla rifles (Spars 16s), if the unit had an RHS pistol, they switched to them.

This reminds me of this (http://feedback.rhsmods.org/view.php?id=3971).
 

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2 hours ago, Lothear said:

LJ, I believe it must be the pistols. I did some testing (with just RHS, Project Opfor, Cup terrains, and JSRS and its support mod) and I noticed that even with vanilla rifles (Spars 16s), if the unit had an RHS pistol, they switched to them.

This reminds me of this (http://feedback.rhsmods.org/view.php?id=3971).
 

Ah OK that's a good hint. So can you specify what pistol exactly? I think I've seen a Glock or something?! 

 

LJ 

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45 minutes ago, LordJarhead said:

Ah OK that's a good hint. So can you specify what pistol exactly? I think I've seen a Glock or something?! 

 

LJ 

So far I can confirm M9, 1911 and Glock.

Edit
And also the handheld GL.

So all the pistols from USAF.
Rifles seems fine as long as they have non-USAF secondaries.

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1 hour ago, Lothear said:

So far I can confirm M9, 1911 and Glock.

Edit
And also the handheld GL.

So all the pistols from USAF.
Rifles seems fine as long as they have non-USAF secondaries.

Ah OK. Thanks. I'll have a deeper look when I get back from vacation. Thanks for all your help with this :) 

 

LJ 

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That's still weird. This is everything the Casual ArmA Players Group runs on the server and client: https://steamcommunity.com/sharedfiles/filedetails/?id=937923182

 

Although I believe most of us don't use the suppress/immerse stuff or the Incon Effects. But as you can see, we run CUP, ACE, all of RHS and the ACE compat files, ASR Ai, JSRS & RHS packs, Achilies for zeus, and Shacktac HUD, and on occasion that new ai mod that says it helps the ai not see through vegetation on Tanoa. My entire 6 hour session as a AFRF RHS Russian trying to escape RHS USAF with m4's, m16's, dmr's, etc. Some of which dynamically have in their loadout RHS sidearm's. I personally have yet to see the ai use a side arm, it's only launchers, primary weapons, grenades (lots of them!) and static weapons. Not sure what is different between us, but I've not experienced this issue yet (thankfully). Pretty weird.... Then again, it is ArmA.

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29 minutes ago, LordJarhead said:

Ah OK. Thanks. I'll have a deeper look when I get back from vacation. Thanks for all your help with this :) 

 

LJ 

Take your time, LJ. It's just a hobby you do in your free time after all. Enjoy your vacation.
 

26 minutes ago, yokhanan said:

That's still weird. This is everything the Casual ArmA Players Group runs on the server and client: https://steamcommunity.com/sharedfiles/filedetails/?id=937923182

 

Although I believe most of us don't use the suppress/immerse stuff or the Incon Effects. But as you can see, we run CUP, ACE, all of RHS and the ACE compat files, ASR Ai, JSRS & RHS packs, Achilies for zeus, and Shacktac HUD, and on occasion that new ai mod that says it helps the ai not see through vegetation on Tanoa. My entire 6 hour session as a AFRF RHS Russian trying to escape RHS USAF with m4's, m16's, dmr's, etc. Some of which dynamically have in their loadout RHS sidearm's. I personally have yet to see the ai use a side arm, it's only launchers, primary weapons, grenades (lots of them!) and static weapons. Not sure what is different between us, but I've not experienced this issue yet (thankfully). Pretty weird.... Then again, it is ArmA.

Is it really all the addons your group uses? Beceause I can only see JSRS AFRF support mod, not the USAF one, which is the culprit.
And as far as I can tell I haven seen it happen to other people. :wink_o:

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Yeah we run all of them, including GREF. I'm wondering if maybe with the Escape mission there's some sort of ai scripting that is keeping it from happening. Next session we play and try another mission, I'll keep an eye out and ask the others to as well. :smile_o:

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22 minutes ago, yokhanan said:

Yeah we run all of them, including GREF. I'm wondering if maybe with the Escape mission there's some sort of ai scripting that is keeping it from happening. Next session we play and try another mission, I'll keep an eye out and ask the others to as well. :smile_o:

It's weird that it is not showing up on your add-ons list. And these additions are not run on the server I guess but the AI is running on it. So I can sort that out. I guess that you, Lothear, are playing solo or on a LAN server? That would mean you control the AI and the JSRS additionals are affecting the AI. 

 

LJ 

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