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LordJarhead

Member
  • Content Count

    3137
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1424 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
    http://jsrs-studios.com/
  • Skype
    kahldennis@yahoo.de
  • 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...

    Thanks!
  • Twitter
    https://twitter.com/Dennis_LJ_Kahl
  • 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

2970 profile views
  1. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Thank you guys for all the nice words 🙂 New update: JSRS Soundmod - 6.19.0130 Changes: Fixes - Fixed Missing M197 Gatling sounds for RHS AH64 Apache - Fixed Wind sounds were way too loud - Fixed Wrong bikeys in some RHS Compat versions Additions - Added Ricochet Shell sounds for 20-40mm and Shell rounds Thanks, LJ
  2. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Thank you mate :) you're welcome! LJ
  3. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Well I tried to get the screamy loud cracks more audible, so I added some new distance steps (Very close) which are very screamy cracks. Also I added a little more bass to the distance (pool) sounds but kept them mostly rather flat. I kinda like them like that to be honest. JSRS Soundmod - 6.19.0127 Changes: Additions - Added Very close distance cracks (Loud, screamy) Tweaks: - Tweaked Soniccracks got one more step (4 sets of cracks per ammo type) - Tweaked Distance sounds got a bit more bass - Tweaked Increased distance volume and distance values - Tweaked Distance filter threshold Thanks, LJ
  4. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Yeah would help to clear the temp folder every once in a while :( I'm sorry for the inconvenience JSRS Soundmod - 6.19.0126 Hotfix Changes: Fixes: - Fixed Distance firefights around 300 meters were barely audible - Fixed Soniccracks were too low Tweaks: - Tweaked overall loudness of firefights LJ
  5. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    I'm trying to find a fix, hold on
  6. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    JSRS Soundmod - 6.19.0126 Changes: Tweaks: - Tweaked Explosion volume and distances - Tweaked Weapon sounds are a little more poppy - Tweaked Volumes for overall firefights - Tweaked Soniccracks to have more variants - Tweaked Weapon distance effects to have more variants - Tweaked 3D Processors for explosions and weapons Additions: - Added Wood creak sounds for moving inside wooden floor buildings - Added Tiles sound effects for moving inside tile floor buildings CUP: - Added RPK74 was not covered - Added Launchers to the covered weapons - Tweaked multiple vehicle sounds - Added New vehicle effect Thanks, LJ PS: I hear some people dont like the new updates, but I think that is with all changes and tweaks I do. Many think its an improvement, some dont. I always consider my own opinion and the highest priority. I use JSRS to maintain my skills and try new ways and styles. That means that some things will change. I hope for your understandings.
  7. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Hello, so here is my attempt to make some more decent interior sounds for vehicles. I have to keep limitations in mind so some weapons are a bit different to handle. But in most cases it works pretty well. What do you guys think? Thanks everyone, LJ
  8. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Hey Mickey, Yes I noticed that some of the weapons where too bassy but a little dull in volume. I'll have to look into that again, getting more into details. LJ
  9. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    You don't. :) I hope to be able to release an update for everything during next week. Keep me posted if you have any questions, opinions, suggestions or ideas, I'm all ears! Thanks, LJ
  10. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Hello everyone, I´m glad that most comments so far were positive. I'm really happy with that. @gatordev About your question: Yes, most weapons across multiple mods use the same sounds. I think it would make just sense that the CUP M16 and the RHS M16 are the same sound, as they are the same weapons. Also I can use this workflow rather quickly. I just add the weapons class from the mods weapon, tell it what soundsets it should use (Even the vanilla JSRS for ArmA3 has all the sounds, AKs, M16s, M240, DSHK, M2, all of them, even if they are not used by the vanilla ArmA3 content) and then I just have a really quick and easy coverage of a new mod but only have a single, small and clean config and dont need to upload new sounds or what ever. That's why I keep updating my vanilla JSRS to implement more and more different weapon sounds so I can cover more and more mods. @Dedmen Cool, really like to hear that. Glad you guys liked it. So, to get back to the latest development, it seems that I have, against my previous statement, indeed can separate the weapons for each vehicle. So that means that we can go ahead and increase the descripted "I am in a heavy metal IFV firing the coax mg" feeling @yokhanan mentioned. I saw a video of some interior firing for some russian BTR90's which gave me a good idea of what I'm planning to recreate. That interior firing is exactly what I'm after! Sounds amazing with all the casings flying around in there. Will be really really hard to recreate and implement tho. First finding good sounds as a source, second to create the controllers. But I'll find a way. Thanks guys, LJ PS: Maybe someone knows a video of that sort of stuff I'm looking for? Would help me a lot!
  11. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Hey folks, thank you for the input! I hope for more to come, don't be shy people. :) @Steve 161st Yes the soniccracks, oh well. These are always a topic. I thought I got them right this time, I probably did. But the variety is just too low. They pop, zap and crack all the same somehow. Even if that's what a crack sounds like, I have multiple recordings and it's the same, they always do snap the same in a "testing environment" where the shooter concentrates to fire the exact same spot over and over again. In a firefight I believe the rounds to go in all sorts of way around the target which causes a wider variety in sounds. Hard to tell. What do you think about Squad's cracks? They sound really good but it's a question how realistic they are... @Belbo I actually did work on the explosions for Rockets/Missiles, Mortar shells and Bombs. I added this loud crack at the beginning. Also I added new explosion sounds for vehicles so you really hear that a lot of shit just got blown up and spreads all over the place. I'll upload a little video to show that new effect. I'll post it here later. @yokhanan Yes yes, those interior sounds, I know I know. It's pretty much a pain to get them right. I mean sound wise they work fine, but there is no real way to have some "interior vehicle" sounds or to use a controller that works like that. My current approach is in having the first few meters of vehicle weapons to sound like they are in a vehicle, for like 3 - 5 Meters actually. Only problem is, when you get really close to a vehicle externally you'll hear the sound as well. And the other problem is the weapon classes that are not separated for multiple vehicles using the same weapon. The M2 on an Abrams can use these effects, as the gunner is inside the tank. The Hmmwv Gunner on an M2 standing in the vehicle and obviously being "outside" the vehicle shouldn't hear them because he's outside, still this M2 is the same class as the Abrams one. So either the Hmmwv M2 sounds too interior for being an open roof vehicle, or the Abrams M2 will sound exterior for being inside. It's a mess. And no really solution yet. Still, I'll find a way to get that working somehow. BIS is going to get a new programmer for the audio department, maybe there is a slight chance we can get this man to work on these last remaining issues for the sound (Vehicle interior and that damn Gau8 sound that needs looping soundset options). And yes I can truly confirm about that UGL sound, it's just to much at the moment. Also the silencers could get a little more dynamic, more punchy but not as loud at the end. LJ
  12. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Hello folks, I have some sort of a summary: First of all, I would like to thank you, the many people and users of my work, but also apologize! My last update has brought major changes. The actual weapon sound has been drastically changed. This change came to you quite suddenly. For me, it was a kind of smooth transition as I have several weeks and months, bit by bit minor changes built. Nevertheless, I would like to use the moment to explain my (future) intentions a little: Last year, towards the end, ArmA did not irritate me anymore. I have dealt with other games and projects, regardless of the war genre. In mid-December, I had a minor accident and had to stay home for several weeks. To be honest, until today! During this time, I've focused more on other games and played Insurgency Sandstorms. And the sound infected me. It was brutal, loud and somehow horny! But since I do not like the gameplay and always feel ArmA as my GoTo game, I tried to emulate the sound of Sandstorms a bit. Of course, that worked well, I think I met it quite well. Of course, it should not sound identical. Just something similar. But, (and that's a big but!) since ArmA does not really fit into the genre of Sandstorms at all, and the gameplay is much slower and more tactical, I have to say that the two topics do not go well together. Therefore, and I hope for your understanding here, I would like to try a kind of symbiosis. I know that the sound of Squad is pretty much the benchmark in realism and warfare. Therefore, I would try to adjust the new sounds a bit for the player's near environment (first person, close battles, the reflections, etc.) and to lean the distance combat to something like Squad. I will focus more on real videos and try to get the ArmA2 feeling again. The CUP update helped me a lot to get back to the "old days" I missed so much, and I feel right back in the "ArmA ban"! So, to list an overview of what the changes mean: Player weapon sounds are loud and have strong reflections. Bass heavy but with more dynamics. Distancing battles are replaced by new sounds and more "pop" sounds and less bass to produce. All weapons converge at a distance in so-called pools. This means that all M16 / M4 rifles will become the pool "M16 family" and each of these weapons will use the M16 pool sounds. This achieves several things: The performance increases a bit and the weapons can each use multiple sounds instead of just one and the same. That's how we achieve more diversity. Explosions are still loud and bass heavy. I try to add more "cracks" as you know from videos. When the rocket hits and there is a scratching crash before the actual bass comes. Very cool. Vehicles will probably remain so, only changes would be adjustments to the volume and possibly new distance sounds. The Soniccracks should also get more variety, less scratching and a bit more bass. There are more differences in volume and orientation. I have been trying many of these topics for days now and I am actually quite satisfied with the results. But I'm curious about your opinion in the first place. What do you think? What kind of wishes do you have? What bothered you or did not work, tell me! I would be very grateful for a few nice words (You know, these written things you just read here), the like button you may ignore :) Thanks folks, LJ
  13. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Ok so here we go: JSRS Soundmod Cup Weapons Mod Sound Support JSRS Soundmod Cup Vehicles Mod Sound Support Please keep in mind that this is the first release, there are probably a lot of issues here and there, volume differences and such, but mostly it should work just fine. Please give it a good try and report in any issues, SP and MP as well. Thank you, LJ
  14. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    New update> JSRS Soundmod - 6.19.0114 Changes: Tweaks - Tweaked multiple vehicle driving sounds and volumes - Tweaked Rocket and missile sound effects - Tweaked Vehicle weapons interior firing sounds Update JSRS Framework with hundrets of new sounds for upcoming compat mods like CUP and RHS vehicle sounds LJ
  15. LordJarhead

    JSRS SOUNDMOD 6.19.0130

    Currently working on it. Weapons are all working so far it seems. Sitting on vehicles now, not sure if I ever gonna do all of them or just the basics. Will see. Gonna drop CUP latest next week and see to it that RHS should also have covered vehicles
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