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LordJarhead

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    3186
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1698 Excellent

About LordJarhead

  • Rank
    Chief Warrant Officer

core_pfieldgroups_3

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

Contact Methods

  • Website URL
    https://www.dktoneworks.com/
  • Skype
    kahldennis@yahoo.de
  • Biography
    My name is Dennis Kahl, and I do sound design for video games. I am working as Audio Director at Savage Game Design Ltd. since January 2019.
  • Youtube
    https://www.youtube.com/user/TheLordJarhead
  • Steam url id
    http://steamcommunity.com/id/lordjarhead/myworkshopfiles/?appid=107410
  • SoundCloud
    https://soundcloud.com/lordjarhead

Profile Information

  • Gender
    Male

Recent Profile Visitors

6094 profile views
  1. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    No, not really. To be honest, I've been completely absent for a long time so I have no idea what changed during the last two years. I might be close to release a completely new JSRS mod, maybe including VFX as well, so that will give me the chance for a fresh start instead of catching up old tracks. LJ
  2. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hey, Well, that seems to be some Class / Inheritance issue going on. It would need further investigation. thanks for the hint!
  3. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    It is sometimes hard to stay on road with all the content, like main, DLC, CDLC, all the most used mods. And I end up going always the same road - I start with the main game and think "I need to cover the DLC as well, and the mods... oh maybe the CDLCs, too?" and it ends up being a giant project pretty fast. So, I’d like to go a different approach maybe. Now that Prairie Fire got released, I got some more free time lately. Maybe I can dig back into it and get some of that lost realistic approach back into it. My personal problem is digging back into the situation in and around JSRS and how it’s currently working. At this point, making a new sound mod from scratch is far more simple, and less time consuming. The base mod is always the same and fairly simple to set up. Maybe you guys have some wishes that we could focus on and have another JSRS beta going that we can experiment with. Thanks, LJ
  4. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    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
  5. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    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
  6. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    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. 🙂 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/
  7. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    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
  8. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    @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 😄
  9. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    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
  10. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    You missed the idea of modding. It's not that we follow a template or guideline. "How a mod changes or supplements the game in question is only limited by the game engine's possibilities in inquiry and the creativity of the mod developers." We can mod in anime characters, have Halo, Aliens, or whatnot. It's always a personal preference for the mod developer. No one has to follow the rules with modding. That's the reason we tend to do it in the first place! If I want firearms to sound cartoony, I can do so. There is no one to tell me I can't. That's not what you've said. If I can correct you: See this? Especially this sentence: "I think now you need a major overhaul, just listen to some friendly advice" That can hardly be surpassed in arrogance and ego. To take away the nerve to say what anyone should do with their work/art. Nor I would go to James Rizzi and recommend that he paints his paintings more like Picasso did his. None of the comments made here would change your mind or view of how to constructively and adequately assess others' work, which shouldn't be your job either. I won't change anything about JSRS, done. If the overwhelming majority tell me that there are problems with the mod or that it sounds as horrible as you put it, I wouldn't have 360,000 subscribers with no complaints. Thanks, LJ
  11. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Oh boy, here we go again. The same thing happens that always happens: You compare it to other mods! JSRS is not a mod that should sound like XYZ; it's designed after my personal touch and my particular way of experimenting with sounds. That after "all these years," suddenly everything seems like kindergarten makes me doubt your objective judgment. I hope you enjoy NiArms, and it's okay if you don't like JSRS anymore. But never put the "order" one "should" do this or that with JSRS. JSRS is a free modification; it's not intended to follow your orders. It doesn't exist to please YOU. It offers an alternative, and if you like it, great, if not, then not. Nevertheless, the mod should not bend according to your ideas but rather WITH your thoughts, with constructive feedback. But not like this. I'm pretty tired of listening to everything that is "wrongly." It is my hobby to create sounds and not to fulfill your wishes. If you have constructive feedback, please add it to the table. But don't force me to give you what you want. Ever. Now I have become a bit abusive and apologize for it, but my patience has been used lately, not least because of the circumstances with worldwide events. JSRS has not been processed adequately on my part for several weeks and months. I am busy with more important things. And you can save yourself something like that in the future. It's not the right thing to convince other people that someone is terrible or worse. If that's your view, feel free to say so. But please, calling each user to follow your ideas of right and wrong is beyond your judgment. Your blatant U-turn and abusive remarks also show your real character, and therefore, your loss as a user has no meaning for me. That said, I wish you a happy time (without JSRS) and stay healthy. LJ
  12. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hey, Global Mobilization compat uses a different key, not the extra key. It uses jsrs_gm_compat_2020. If you have a different key in GM compat, delete it from your system and get a fresh install from Steam Workshop. The extra key is for the JSRS_Reloadingsounds which are not meant to run on a server as long as the admins want a clean log. Otherwise the reload sounds will pop up in the log every time, for all clients and the server log. This sounds like you should either repair JSRS via Launcher or delete and reinstall it completely just to be sure. Never heard of such a problem before. LJ
  13. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello everyone, as requested the RHS AiO version of my compat files. DO NOT use this with the single packed compat files for RHS 😉 https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2068033599 Thanks and stay healthy, LJ
  14. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Oh wow, thanks, that must have slipped through somehow 😞 LJ
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