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LordJarhead

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Everything posted by LordJarhead

  1. LordJarhead

    ~ ArmA 3 Sound Modding 101 ~

    Argh forgot this existed and already started a new topic... well. Hello, I wanted to cover all the weapons of ArmA, APEX included. So my configs for like the MK14 looks like this: class CfgPatches // Copyright © 2015 by LordJarhead. JSRS SOUND MODIFICATIONS by Dennis Kahl (LordJarhead) is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available at http://jsrs-studios.com/. { class JSRSAPEX_Mk14 { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; requiredAddons[] = {"A3_Sounds_F","A3_Weapons_F","JPEX_FrameWork"}; version = "1"; projectName = "JSRS APEX"; author = "LordJarhead"; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Rifle_Long_Base_F; class DMR_06_base_F: Rifle_Long_Base_F { class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_SoundSet","JPEX_MK14_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_Silenced_SoundSet","JPEX_MK14_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_SoundSet","JPEX_MK14_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_Silenced_SoundSet","JPEX_MK14_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; }; class srifle_dmr_06_camo_f: DMR_06_base_F { class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_SoundSet","JPEX_MK14_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_Silenced_SoundSet","JPEX_MK14_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_SoundSet","JPEX_MK14_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_Silenced_SoundSet","JPEX_MK14_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; }; }; Problem is, I get updating base class RPTs. 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_mk14 7,62 mm\config.bin/CfgWeapons/DMR_06_base_F/ Why tho? Its exactly the same build up as the vanilla config... Same goes for all the other DMRs kinda: 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_cyrus 9,3 mm\config.bin/CfgWeapons/DMR_05_base_F/ 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_mk-1 emr 7,62mm\config.bin/CfgWeapons/DMR_03_base_F/ 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_mk14 7,62 mm\config.bin/CfgWeapons/DMR_06_base_F/ 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_navid 9,3 mm\config.bin/CfgWeapons/mmg_01_base_F/ 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_spmg .338\config.bin/CfgWeapons/MMG_02_base_F/ The MMG's have a problem for some reason... vanille the weapons are Rifle_Long_Base and still this "updating base class" happens... I see no solution or reason... And the EMR is having vanilla sounds when the AI is using it... heres the config: class CfgPatches // Copyright © 2015 by LordJarhead. JSRS SOUND MODIFICATIONS by Dennis Kahl (LordJarhead) is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available at http://jsrs-studios.com/. { class JSRSAPEX_Mk1EMR { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; requiredAddons[] = {"A3_Sounds_F","A3_Weapons_F","JPEX_FrameWork"}; version = "1"; projectName = "JSRS APEX"; author = "LordJarhead"; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Rifle_Long_Base_F; class DMR_03_base_F: Rifle_Long_Base_F { class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_SoundSet","JPEX_EMR_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_Silenced_SoundSet","JPEX_EMR_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_SoundSet","JPEX_EMR_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_Silenced_SoundSet","JPEX_EMR_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; }; class srifle_dmr_03_f: DMR_03_base_F { class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_SoundSet","JPEX_EMR_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_Silenced_SoundSet","JPEX_EMR_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_SoundSet","JPEX_EMR_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_Silenced_SoundSet","JPEX_EMR_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; }; }; Also I tried to give the BiPods new sounds. Tho nothings working. I made the config like this: class CfgPatches // Copyright © 2015 by LordJarhead. JSRS SOUND MODIFICATIONS by Dennis Kahl (LordJarhead) is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available at http://jsrs-studios.com/. { class JSRSAPEX_ReloadingSounds { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; requiredAddons[] = {"A3_Sounds_F","A3_Weapons_F","JPEX_FrameWork"}; version = "1"; projectName = "JSRS APEX"; author = "LordJarhead"; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Pistol; class Pistol_Base_F ; class Rifle_Base_F; class Rifle_Long_Base_F; class Launcher; class Launcher_Base_F; class GrenadeLauncher; class ItemCore; class InventoryItem_Base_F; class InventoryUnderItem_Base_F; class bipod_01_F_snd : ItemCore { class ItemInfo : InventoryUnderItem_Base_F { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (1).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (1).ogg",1.25, 1, 25}; }; }; class bipod_01_F_khk : bipod_01_F_snd { class ItemInfo : InventoryUnderItem_Base_F { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (3).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (3).ogg",1.25, 1, 25}; }; }; class bipod_01_F_mtp : bipod_01_F_snd { class ItemInfo : InventoryUnderItem_Base_F { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (2).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (2).ogg",1.25, 1, 25}; }; }; class bipod_01_F_blk : bipod_01_F_snd { class ItemInfo : InventoryUnderItem_Base_F { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (1).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (1).ogg",1.25, 1, 25}; }; }; class bipod_02_F_blk : bipod_01_F_snd { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (4).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (4).ogg",1.25, 1, 25}; }; }; class bipod_02_F_hex : bipod_02_F_blk { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (4).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (4).ogg",1.25, 1, 25}; }; }; class bipod_02_F_tan : bipod_02_F_blk { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (5).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (5).ogg",1.25, 1, 25}; }; }; class bipod_03_F_blk : bipod_01_F_snd { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (6).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (6).ogg",1.25, 1, 25}; }; }; class bipod_03_F_oli : bipod_03_F_blk { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (6).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (6).ogg",1.25, 1, 25}; }; }; Ingame is no sound working (totally silent) and neither an RPT nor an error message shows up. Tho all the BiPods are an "JSRS AddOns" and are required while saving missions/editor. I dont get it... Is there anyone to help me out here? Any kind of help would be appreciated. I searched configs browsers, config viewer ingame and https://configs.arma3.ru/. Still I can't find a solution... LJ
  2. LordJarhead

    JSRS4 - APEX 1.2

    Mine got deleted already. LJ
  3. LordJarhead

    JSRS4 - APEX 1.2

    I dont supported RHS so far, so thats not my sounds you are hearing there... LJ
  4. LordJarhead

    JSRS4 - APEX 1.2

    I'll add decent RHS suport eventually. It's just a question of time and effort right now that I can't invest into JSRS. A lot of other life stuff is pinning me down and I don't know when things go back smoothly ;) Just stay patient. Didn't get many reports for problems lately so I presume things work fine. Not sure how the multiplayer server rpt spamming problem is going tho... LJ
  5. LordJarhead

    JSRS4 - APEX 1.2

    So... just dont play on maximum volume or turn teamspeak louder... you have to balance that yourself. LJ
  6. LordJarhead

    JSRS4 - APEX 1.2

    If you don't want the clients to use the reloading sounds that tend to cause trouble, just allow the jsrs_apex or and you don't need any further doings. Of you want them to use everything you have to allow the jsrs_apex and the jsrs_apex_handling key. Also you put the server side files, this pbo containers into the loading look of the server. Drop it in any other add-ons folder or just add a new one like @jsrsapex/addons/ and let the server load those empty files. The game will look for certain reloading sounds when a player reloads his weapon and with the server side files they are there but empty. They cause no sound or action. Its just to prevent the server to broadcast an error message telling everyone it coulndt find a sound file ;) LJ
  7. LordJarhead

    JSRS4 - APEX 1.2

    Check you rpt file to see what the game tells you. Then you can see if JSRS is the cause. Tho I doubt it as you said you host locally. The problem only occurs on dedicated servers that does not run JSRS. You host locally and use JSRS yourself, so it's there anyways. The original problem was with the reloading sounds causing an error that made the game missing some effects. Those are now accessible through the server side files, tho this only counts in cases for dedicated servers. LJ
  8. LordJarhead

    JSRS4 - APEX 1.2

    For some reason we have a server problem. Don't know what's going on ... LJ
  9. LordJarhead

    JSRS4 - APEX 1.2

    I'll send you a pm. I don't want to even help him and spread it around. LJ
  10. LordJarhead

    JSRS4 - APEX 1.2

    Yes he did uploaded it already. Icant believe this shit. Contacted Steam already. LJ
  11. LordJarhead

    JSRS4 - APEX 1.2

    Where in the world ist this ok to talk to a person giving you shit for free? Some fucking wankers always want more and are never satisfied with what you get :X I don't understand this shit anymore and this kinda stuff is the reason I don't feel joy in modding in this community any longer... LJ
  12. LordJarhead

    JSRS4 - APEX 1.2

    I'll add the configs for the RHS content eventually! LJ PS: Great to hear the dependency problem isn't for everyone, so it might be a problem by some few only... wondering what causes it.
  13. LordJarhead

    JSRS4 - APEX 1.2

    It's weird actually. I have only dependency problems for the reloading sounds pbo's, every other thing worked in editor and saved the missions. When I loaded the only thing that was needed was the reloading sounds. On the other hand, if you save a missions you need all relevant contents that get covered by JSRS need to be present in the mission. Means all vehicles, helicopters and planes, wheeled and tracked vehicles, all weapons equipped by units, all that need to be placed somwhere in the mission so that the JSRS config files get loaded. Then I'd see what really causes dependency. Tho I guess it's a new problem with the new update As there is always a new problem with a new update... Hehe LJ
  14. LordJarhead

    JSRS4 - APEX 1.2

    Then leave it. No workshop! LJ
  15. LordJarhead

    JSRS4 - APEX 1.2

    I skipped the number. 1.2 sounds better to me lol The update contains all the changes of the roadmap. LJ
  16. LordJarhead

    JSRS4 - APEX 1.2

    Just released an Update for JSRS4 - Apex 1.2 JSRS4 Apex - 1.2: - Tweaked V44-X Blackfish config - Tweaked CMR76 sounds - Added new sounds for MB 4WD - Tweaked new sounds for KH-3A_Fenghuan - Tweaked new sounds for MQ12_Falcon - Tweaked new sounds for V44-X_Blackfish - Tweaked new sounds for Y32_Xian - Tweaked new sounds for Prowler - Tweaked ReadMe file - Tweaked MQ12 Falcon engine sounds - Fixed missing SPAR17 Silencer sounds - Fixed beach surface caused running in water sounds - Fixed missing ah9_pawnee\int_main.wss (wrong entry) - Fixed missing forest footsteps - Added new footstep sounds for muddy surfaces - Fixed entries leading to an old/missing PBO - Fixed missing CTAR Hex sounds - Fixed missing LIM85 Firemode FAST sounds - Added new sounds for KH-3A_Fenghuan - Added new sounds for MQ12_Falcon - Added new sounds for V44-X_Blackfish - Added new sounds for Y32_Xian - Added new sounds for Prowler Link on the front page, updated ReadMe, server side files and keys. You have to redownload the whole mod, tho its not that big anymore ;) LJ
  17. LordJarhead

    JSRS4 - APEX 1.2

    Im sry to hear that Mickey, tho your definitely not the only one. Happened to me too and I realized that too late, no all my missions are binarized and not usable with JSRS4 APEX. Try to use EliteNess V2.23 by Mikero. I can open the indexed mission sqm's and delete the addons out of the line and safe the sqm again. Not sure if it works, didn't tried so far. The only thing that got saved in the addons list of one of my missions is the JSRSAPEX_Reloadingsounds... wondering why nothing else tho... LJ
  18. LordJarhead

    JSRS4 - APEX 1.2

    To be honest... Of course Its about the creators... Always! Its the creators decision in the first place what he wants to do with his stuff that YOU get for free.... LJ
  19. LordJarhead

    JSRS4 - APEX 1.2

    I made a roadmap on the first page for everyone to check if their problems are already noted. - Added new sounds for MB 4WD - Tweaked new sounds for KH-3A_Fenghuan - Tweaked new sounds for MQ12_Falcon - Tweaked new sounds for V44-X_Blackfish - Tweaked new sounds for Y32_Xian - Tweaked new sounds for Prowler - Tweaked ReadMe file - Tweaked MQ12 Falcon engine sounds - Fixed missing SPAR17 Silencer sounds - Fixed beach surface caused running in water sounds - Fixed missing ah9_pawnee\int_main.wss (wrong entry) - Fixed missing forest footsteps - Added new footstep sounds for muddy surfaces - Fixed entries leading to an old/missing PBO - Fixed missing CTAR Hex sounds - Fixed missing LIM85 Firemode FAST sounds - Added new sounds for KH-3A_Fenghuan - Added new sounds for MQ12_Falcon - Added new sounds for V44-X_Blackfish - Added new sounds for Y32_Xian - Added new sounds for Prowler LJ
  20. LordJarhead

    JSRS4 - APEX 1.2

    The quality is unnoticeable equally the same but the performance works flawlessly better. How ever, there are many changes to the weapon sounds that the mod sounds differently in the tiny details. LJ Ps: Whatch you language lol :D
  21. LordJarhead

    JSRS4 - APEX 1.2

    Wow, awesome. Thanks for the info mate :) LJ
  22. LordJarhead

    JSRS4 - APEX 1.2

    So, unfortunately steam messed my ArmA updates a little and I had to download 10 gigs of an update. Weird but it's happens more often every day, probably because of switching between stable and beta/apex. So I didn't made much yesterday but to watch the download speeds. But most things seems to cross over very well and work flawlessly. I take that as a sign bis just tronsdered most classes over the way they were. So I know many changes got applied and there for I might need a little to catch up. Especially the vehicles are an important part now and they'll need a lot of configing to begin with. LJ
  23. LordJarhead

    JSRS4 - APEX 1.2

    What? The Pawnee has no interior sounds? Never heard about it... :D Jokes aside, I know my update politics are kinda stupid but I just want to release something once and it should be a 100% fine... But there is always something I guess. So when everything goes well, tomorrow, with the big apex update, I'll release a final version that should cover all issues and work fine. Tho... No promises :p LJ
  24. LordJarhead

    JSRS4 - APEX 1.2

    Don't worry... We'll get through this :p Can't wait for the next week... This is going to be great :) LJ
  25. LordJarhead

    JSRS4 - APEX 1.2

    I mean thanks for the help, but honestly we dont need all that. I know there is a problem. When people say they hear an interior sounds than because they hear the tail rotor that sometime is audible, sometimes it's not. Every sound depends on what kind of flight model you use either. So the advanced flight model does also add sounds you hear in the interior, others are silent then. So the missing sound error is there for everyone, but some hear some sort of sound due to the flight model they use, same as the version, stable or dev and so on. The next update will fix all that and the sound will be there for any configuration and situation. Done. LJ Ps @Vasili thanks for helping to keep it clear how to report a problem tho
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