S3Savage
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Posts posted by S3Savage
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On 2/26/2017 at 9:40 PM, ShiftyFR said:Can you confirm no server files are needed for JSRS now ?
Can confirm that you do _not_ explicitly need any server side files, just the key.
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[...] anyone a word to the logo I made?
Sleek, nice work.
Would use png though as the encoding artifacts are very noticable at the corners with jpg.
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Hey mate,
so basically this is what I would do: Delete all Reload, Dry, Firemode and explosion activate/deactivate sound entries out of the CFG's. Pack it, have it a complete mod without these sounds, works fine in MP without further problems. Then I'd add all deleted entries into a new CFG and pack it under a new signature, so that these sounds are present again, but people with this extra tool cannot join a server that doesn't want to have them as those are "supposed" to neither work with the server side files that would be needed.
Any how, I don't really like the first idea, as this would just cause confusion again why there is a separate download again :o
I see eye to eye with you on that matter.
The split package option would be a stopgap but is undesirable in my opinion too because of the confusion you mentioned and additional work involved.
I will come back to you once I spoke to the server operator about the issue.
Thanks for your endeavours and hard work.
Greetings
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My assumption is that all communications to all parties happen through the server only. At least that's how I understand the situation. C2C is probably not the case as every client first is connected to the server. Everything that happens there is covered by the sever, not by the clients. It might be differently if the sever is lathe client, like you start your own non-dedicated server and have a client direct connected to it.
After all, I can't really say for sure. As I heard the spamming also appears in client rpts that did not use JSRS. But I'm sure that's because the server had the error and broadcasted it around for everyone, which is a basic automatic function for issue reporting. When you tell me these rpt spams stopped and are gone, also keeps the network traffic down, this seems to be the solution finally... And I'm glad that this might finally be the guy for the everlasting problem since day 1.
But I'm almost certain that there is no excess C2C as soon as the server rpt spam stops, as there is no real C2C traffic, there shouldn't be any actually... Don't know...
Well could you test the server side file? Did is help at all? If so, things are clear and we have the solution...
And to be honest, what fruity Rudy said about the admin who doesn't want to upload the files as there "might" be problems... That's actual bullshit, sry. Why not trying? Of course the server broadcasts the problems to all parties to tell everyone that there was a problem present. So all clients get the issue. Of the server stops posting issues, there shouldn't be any error reports in the non-JSRS user clients as well... At least that's my assumption.
LJ
@S3Savage also in the link you posted, it says that DynaSound doesn't have these problems either so they are supposed to be fixable... Which is wrong as well, DynaSound doesn't HAVE those sounds. I asked Lax and he said he has no reloading sounds, no dry or firemode switch sounds, neither any satchel activating effects. Of course there is no problem then, because it's just bid sounds that everyone have anyways...
If nothing helps, the only solution would be to delete the JSRS sounds out of the mod... Or provide them as an extra download with a different key for it so if you want to use the sounds you can in sp but you can't join the server that only allow JSRS wihtout the reloading sounds and so on...
Thanks for your quick reply.
That all sounds plausible and matches my understanding of the situation.
I will try to convince the server operator to give it a whirl with the serverside mod once the final 1.4 version gets released (awesome work as always btw).
Regarding the alternative option:
If one would strip out the additional sounds you added (the ones that cause warnings) and resign the package, would that work w/o any further ado? I imagine we could utilise a "lite" version that way for cautious server operators. I would volunteer for doing the additional work (if desired and feasible) so that you don't need to care about that.
Thanks for your efforts, I'll report back.
Cheers
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Exactly the same here! It made a cut at a place I didn't even edited it :X
LJ
EDIT:
IMPORTANT
I would like to ask for your help real quick:
You know about these Server side problems:
... I might have the solution finally. Would someone, some admin, please load the DragonFyre EDEN Server Side Files on the server so you could test if these RPT spams stop? In the words of gpgpgpgp: These are minimum (dummy) files needed to load by server admins to get rid of JSRS rpt spams. Its a separate add-on that does the JSRS public server rpt support.
Please load these and report back if the spamming has stopped.
Thank you very much for the support!
LJ
good stuff.. I'll wait for it ;)
awe man.. The admin doesn't want to upload that server addon, because he says the issue might still be present, cause your addon is broadcasting stuff to all the players who even don't have dragonfyre running?! I really don't understand all that. It was allowed all the time, everything was fine until they saw the rpt lines. So , I can't give any feedback regarding your server sided files.. I'm sorry
First off: Thank you LJ for creating the imho finest sound addon for Arma 3. Awesome work man!Forced to play without it (due to the server not allowing it) since utlising it feels dull and empty. Sound is a crucial part of every media and you nailed it with accuracy and immersion; JSRS should be considered essential to every gaming session in Arma.Chiming in regarding the issue with server- and clientside logspam.I too discussed this issue with mentioned server admin.If it helps any, here is the thread (post #7 and following are of interest regarding this): https://forums.eutw.net/viewtopic.php?f=16&t=4147#p37669Does JSRS handle anything client-to-client or may my assumption (post #20 in named thread) be correct that certain log verbosity levels (like 'warning' or 'error') on the server get broadcasted to the clients?Does the Arma 3 network model even allow C2C communication? I assume that all traffic goes to the server and that it itself is the only entity communicating with other clients. Thus deploying your serverside RPT mod not only stops the logspam but also negates excess traffic going to the other clients.But in case of excess C2C communication, would running a tcpdump clientside help finding the culprit (may be futile because too much traffic passes through while playing multiplayer)?I really hope you can mitigate the issue and us the community be an asset in fixing bugs and quirks to you.Thanks for all you did,cheers
JSRS SOUNDMOD - CE.20.0419
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted · Edited by S3Savage
additional info reg. gatling sounds
Thanks for keeping the mod updated. Couldn't imagine to play w/o it. Still fantastic work as always.
Some feedback:
* Since the last two or three versions there's no sound emitted from the engine in a hunter when inside the vehicle.
* Dual 7.62mm on the hellcat is _way_ too loud. you can't hear a thing even when using earplugs. Was better in JSRS Apex.
The other additions and fixed are very nice and sound polished all around.
Especially worth noting: The MX Rifles sound awesome and the preshot "click" sound is just perfect. Gives a good feeling of the punch the weapons have.
EDIT: All gatling sounds (e.g. Hellcat dual 7.62) seem too loud. Specifically those defined in 'jsrs_soundmod_w_h_gatling weapons.pbo'. Removing them causes the mod to work with the stock gatling sound it seems (which are not overly loud).