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About LordJarhead

  • Rank
    Chief Warrant Officer


  • Interests
    Audio Design, fast and loud cars build with my own hands!
  • Occupation
    Audio Development

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  • Biography
    Crossing several games in the past, I found my way into the ArmA universe around 2008. Making sounds for games like Counter Strike, Half Life, Battlefield 2 and other, more casual like games, I found the perfect solution between sound-mod-ability and gameplay in ArmA. As far as the game allowed it, I recreated every single sound I could imagine, making the game to my own, personal world of sound. Sharing this little project (JSRS) was just the side effect and a gift to the community I like to play and share my time with. Audio design was the first thing I wanted to do for a living and it'll be the last thing I do before I past...

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  1. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Hello listeners, I have update JSRS and released the JSRS SOUNDMOD - CE.19.0829 IFA3 AIO Mod Sound Support! JSRS Soundmod Update CE.19.0829: Tweaks: - Tweaked whole configuration structure - Tweaked many soundsets and shaders to rather inherit controllers instead of creating new ones constantly - Tweaked multiple volumes and distances Fixes: - Fixed some ram leaking problems - Fixed some performance and fps drop offs Additions: - Further improved WW2 weapon sounds for IFA3 and FOW and prepared for first release of JSRS SOUNDMOD - CE.19.0829 IFA3 AIO Mod Sound Support Have fun! LJ
  2. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    JSRS Soundmod Update CE.19.0822: Tweaks: - Tweaked volume cutoffs Fixes: - Fixed weird attanuation and filter issue causing all sounds to come out way to dry and flat Additions: - Preparation for WW2 weapons collection and GM support
  3. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Hello, I've updated my mod with the discussed changes. Especially the merging of all single pbo into one big compact file has work out great. I was able to minimize the issues I had before. The versioning is called CE.xx.xxxx from now on. CE is for Complete Edition. After fixing some issues and maintaining the normal stuff I also updated CUP and RHS mods support to work as intended. Especially the RHS stuff was a bit tricky this time and I had to cut a few things out of the loop in order for it to work flawless. Another thing is the NiArms and SMA support I had before, I deleted these to timely reasons. Especially NiArms was a mess after my JSRS update and I couldn't really find back into it for now. JSRS Soundmod - CE.19.0819 Changes: Updated the modification to a complete file instead of its modularity. Hence the CE in the versioning for "Complete Edition". Tweaks: - New explosion sounds and minor changes - New Distance sounds and weapon effects got slightly tweaked - New movement volumes and changes to the behavior - Massive merging of several sound sets to reduce the stress during the game - Multiple tweaks around the mods structure in order to work more fluid Additions: - Added several new weapon sounds in order to support other mods (RHS, CUP) Cuts: - Due to time reasons I cutted SMA and NiArms out of my loop for now. They caused way too many issues and I couldn't find the time to fix it, so I delete them for now Thanks, LJ
  4. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Oh really? That would prevent that? Not sure whats the downside of it. I'm wondering if that would have an impact on the mod by inheriting something wrong... class jsrs_soundmod_complete_edition { units[] = { }; weapons[] = { }; addonRootClass = "a3_sounds_f"; requiredVersion = 1.60; requiredaddons[] = {"a3_sounds_f","a3_weapons_f"}; version = "1"; projectname = "JSRS Soundmod - Complete Edition"; author = "LordJarhead"; }; LJ
  5. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    No this is really not where I want to go. It takes way to much effort and time. And it will only cause more and more issues. It was not good back in Arma2 when I did that and it won't be any good today. Sry. Here is an issue from the feedback tracker: Not sure if that's any sort of help but I doubt JSRS might be the reason... Hope that helps, LJ
  6. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Yeah, about that. You might run into a lot of these issues with saved missions once the mod updates. Because of having one config file, all the others will vanish, obviously. So as their class names. For example: JSRS_Soundmod_Cfg_Air_Vehicles, JSRS_Soundmod_Cfg_Environment, JSRS_Soundmod_Cfg_Movement, JSRS_Soundmod_Cfg_Soniccracks and JSRS_Soundmod_Cfg_Weapons and a more will all be packed to one JSRS_Souncmod_Configuration. So, missions saved with the current JSRS verion might cause an dependency in your mission file from one of these CFG files. And these wont exist after the update.... so, you see where we are going? ๐Ÿ˜› I can make a Dependency Fix Mod after the update for this case maybe!
  7. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    The compact mods need their config files updated to the new locations and patching. But they work separately as they did before. That is not a problem. Thank you for the reply, LJ
  8. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Hello @bs195n, I made new sounds for the T55 if I remember correctly. But I did not had any chance to maintain the CUP support so far. I see if I can do that any time soon. The other two issues with the Zu23 and MG3 are not intended and I'll have to get that fixed! ๐Ÿ™‚ @RZNUNKWN Thank you for the feedback ๐Ÿ˜‰ I'd like to start a poll here. I have the following idea: I'd like to make a JSRS Soundmod Complete Edition. Its basically the same as the current JSRS version, but it will be packed all together in one/two PBO files. One big configuration file, one big sound file container. The reason for that is that I can simply find duplicated classes as I do have them now (Bullet_Base is called by CFG_Sonic cracks and CFG_Explosions, CFG_Bullethits) and I could combine them all together. I hope to be able to fix some issues in where people are unable to hear other players or even their own weapons. Also I want to shrink down the sound-sets and shaders used by the weapons and pack more shaders into single sound-sets. Which means less voices the game used up by each shot. 15 voices max. at once, one soundset is one voice. A soundshader is a soundfile (or more) for example shot_close_1.wss. A weapon in JSRS currently uses up to 4 sets/voices per shot. MX_Shot, Tails, Shake, Shells. After tweak it would only use 2 because I can easily pack MX_Shot, Shake and Shells into one Set instead of three and would only have MX_Shot and Tails. It would increase the performance slightly and would be a perfect solution for a final version of the vanilla ArmA content. To better explain this I want to quote @laxemann from Discord: On the down side, and that's the reason I hesitate, you cannot choose what parts of JSRS you want to use anymore. So you cannot disable Bullet-hits, Sonic cracks, vehicle sounds, movement and what not because its all in one configuration file. Now is the question what people want, a customable version, or the other. Also the download size for each update would increase to 1gb as you have to download the PBO file again every time if I add new sounds (not if its only config work with patching and error fixing). Please let me know your thoughts. I made a complete edition already and might upload it to steam WS so you can test it as a beta maybe? Thanks, LJ
  9. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Hello community, just saying Hi! Seeing my subscriber rate going still up and JSRS still being a popular mod, so thank you very much for bearing with me! ๐Ÿ™‚ Probably an issue in the Air_Sounds config that causes any sort of "base class" of a vehicle to be updated. And when you try to load the mission again, it says "Hey, this vehicle got updated with something last time, now its different, I need it back to be updated". To be honest: That should not have happened. So I'm sorry if that cause any issues with your missions. I'll try to locate the issue and see if we can solve it! Well I am currently fully occupied with work and can only work on JSRS and modding in general from time to time. So I try to invest the rest of my limited freetime for maintaining my mod and keep the new DLC's covered in it. I'm not sure I can come up with a new coverage of another mod. The work is too much. I'm sorry! I tried to fully cover CUP and that was quite the adventure^^ @here I am about to update JSRS Soundmod in order to integrate the changes made by enoch/contact DLC. The MX should work again in the new update and I made some minor tweaks for performance reasons. My last update is 7 months ago and I sadly made many changes to the sounds of weapons and explosions in the meantime and believe it or not, I don't know what have changed. I just forgot^^ So when this update rolls out, many things might sound different to you now. In my opinion, as usual, it should not get worse heh ๐Ÿ™‚ JSRS Soundmod - 6.19.0728 Changes: Fixes - Fixed MX Weapon sounds changed by enoch/contact dlc Additions - Many new sound effects, many updated or changed completely since the last 6 months. Especially soniccracks, weapons and explosion sounds! Thank you everyone and have a nice Sunday ๐Ÿ˜‰ LJ
  10. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Hmm, you have any informations in your RPT file right before the crash? Could be turret sound related. Maybe try disabling the JSRS_Soundmod_Air_Vehicles_CFG.pbo file and try again. That would disable all helicopter / jets sounds. Tho this kinda sounds like some sort of workload issue, utilization issue... Had like 100 vtols yesterday flying behind each other in a cycle for 30 minutes straight just cycling. No issues. Tho the action of gunner movement seems to be odd for a reason. I might try again today with multiple helicopters engaging things. Thanks for your input! ๐Ÿ™‚ LJ
  11. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Will do, mate! I'll take a look at this today and report back if I can find anything. Thanks, LJ
  12. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Hey Jobo, the ctd happened with vanilla jets/vtols as far as I know. And my support for RHS vehicles was and is very limited. I do CUP vehicles tho but no one mentioned any issues there. Thanks for testing. Let me know what you find ๐Ÿ™‚ LJ
  13. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Hello, Thank you all for the kind words. ๐Ÿ˜Š I'll update you soon with a video demonstrating some of the new sounds. Also I am aiming for the last couple of issues. On Steam, some people said their game crashed multiple times when playing with JSRS and flying jets or vtols. Can someone confirm that? I haven't noticed it yet. LJ
  14. LordJarhead

    JSRS SOUNDMOD - CE.19.0829

    Hello everyone, I would like to apologize primarily for my hastily and sort of unprofessional handling of my situation. It was in no way my intention to abandon this project. The current anticipation of subscribers shows the great and constant interest in my work, and I would like to continue this. I'd just like to explain my situation and the idea as on how to continue. For some clarification: I get informed like each day about content ripped off from my work, being used in other mods I did not support or reuploaded as a so called "extended" of even "fixed" version by others. The daily inform about the stolen content is exhausting and straining. The other thing is that my efforts move slowly away from modding towards commercial business projects. Which is a really hard decision to make and a tough learning curve. Tho, lately I worked ahead of things, so I got time to chill and think about how to handle my work and this mod. Made me see clearly that I want to continue with modding, as some sort of stress release. But the anticipation by me won't be the same as of timely reasons. A good point I might can bring to your attention, is that if you are an artist, let's say a musician, it's likely that you are unable to work on two different tracks the same time. Like one is a hip hop song, the other is orchestra. You can't mix these two simultaneously and swap back and forth with them. So you need to go step by step, song by song. Same goes for my sound design. I can dig deeply into one specific idea of how a sound/game should sounds like, by watching its style, design and gameplay elements, but I can't work on two games with different sounds and styles the same time. At least I couldn't. I found out that I need some time of transition between the both in order to fully get back into one idea and style of a sound. It's hard to explain. But if I don't want both to sound the same, I need to distance myself from one to fully focus on the other. And the time in between these two is key. Earlier, when I tried that, I needed a break from sound design completely. I took a break, went and played other games, watching movies, got away from gaming at all. Took me a couple of days or even weeks to get back with the idea I needed. Nowadays the transition time, based on focused training and keeping both ideas always looping in the back of my head, takes a little more than a day. Making me to able to work on multiple projects with minimal effort to get into the other Sound design. So all that was taking a lot of time to train and maintain the technique. Might be easier for others, was a sharp learning curve for me. But I got it. So when ever I get the time off of my commercial projects I can and will spent some time back into this. I used the last couple of free hours to work myself back into JSRS, which I did not do since the last update in January, and it felt splendid to be able to have basically no rules in a non commercial project again. It's the kind of work that you don't have to worry too much about as of consequences or licenses or commercial pressure, deadlines, comparisons, QA issues and so on and on. You are the one making the decision, you go as you like. So, to capture all this in a simplistic way: The theft upset me, the commercial project grabbed me and the learning curves where horrible at first. But, and that's a big "but", I guess we can all benefit from this. My idea of clean and slick sounds are different now, I have access to some of the best libraries I can imagine, get to travel the world, meet new people, learn new things, techniques and learn about new software, and I can all invest this into JSRS at some point. Now, that I've stated what's going on lately and why sh*t hit the fan for me and I'd like to throw in a topic that we have to talk about. I need someone to help me out in the future. Mods do update, and when I want this mod to still support other mods, and ArmA3 itself, I'd have to keep track of all those things. So I'd like to give the maintaining part in different hands. Someone who's able to work on sound configs, knows about correct file patching and class updates, error fixing and all these stuff. I can probably fix most issues, but the time is my problem right now. So maybe there is someone with us here knowing something about modding, is reliable and trustworthy and loyal to ArmA and its community. If you think you're the one, let me know and send me an pm. For a final note, as I said earlier, I'd like to thank you all for the support, and I know its a bit of a back and forth with this thread. But I should have kept this open right from the beginning before I had to beg R0adki11 to open this again. Was a bit hasty and bitchy, I know that. On a good note back on the topic, as I proceed further into the sound design section and get more and more really amazing sound libraries, I was able to grab one that Squad mate its distinctive sounds from! Sonic Cracks, Explosions, heavy machine guns and cannons will surely benefit from it. I'll see if I can at some point be a bit more precisely on how the sound of the future JSRS will change! For now, thank you, hope you have a nice week, and I will be back with more! I hope I could elaborate my situation and acting a little, and hope to have you around for my future work! As a side note, you can expect my work in an upcoming CDLC project and its going to be spectacular! So even if I'm not here, I'm still around ๐Ÿ™‚ Thank you! -LordJarhead