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Everything posted by LordJarhead
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok first of all thats pretty much NOT how I meant if theres a video lol^^ Second of all, I think what you mean is the little echo pop that appears to the right side which is from my sources. Which, honestly, noone else seems to have a problem with by now. Third of all: ... thats a reason why you CANNOT play with the mod? Seriously? Than just get another mod or use Vanilla sounds^^ LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Could you provide a video or something? LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep.- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No you can download and use the sounds when ever you like to replace the RHS sounds with JSRS ones. Has nothing to do with the servers. You should watch out that JSRS is allowed on the server you would like to join and that's it. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The RHS Sounds are for the RHS mod but the latest JSRS mod 2.5 and the latest update is required. LJ- 1214 replies
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I noticed a bug with the weapon sounds. When I use the MX and fire in Semi and FullAuto, I have no problem, but when I switch to another weapon like the Katiba, I get normal Katiba sounds in Semi but MX sounds in FullAuto. When I switch further I have the Katiba sounds on the next weapon instead of its origin sounds and it goes on and on and on. Ended up having the SPMG sounds for the full auto mode of the Katiba wile the Semi auto sounds were from a Rahim.... RPT said nothing, no spams or messages. Just used ArmA dev build latest and JSRS, but I'm sure its not the mod. As the config browser shows that the weapons uses the right sets and the sets have the right shaders in them... LJ
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
- No Closure Sound (tao_noclosuresounds.pbo) Thats the thing. All the Closure sounds are needed as they transport the Close Firing sounds for weapons. As said, this mod is designed to work with Vanilla content only. And never really tested any mods and what not. Besides RHS of course. I'd say you just use JSRS in its current version (with the update) and RHS, ACE, Mighty GAU-8 and HLC, you dont need the unofficial JSRS/RHS patch anymore. Thats useless and most likely cause more problems than solving them. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Playing on DevBuild? Otherwise I never heard of that before :huh: LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So just to clarify, the current 2.5 build wont work like that with the Eden Update. But so far with the stuff I got from the Dev build I'm ahead of the Eden Update with my development. Which means as soon as the Eden update is out, I should be able to release the mod updated and fully functioning. So DragonFyre on my end is fully adapted to the currently running Eden version on the dev branch LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will port DragonFyre nonetheless. So I will keep this mod updated and rather start a new mod afterwards. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Actually yes. There is no way around that. I have to port all the sounds as well. Which will also increase the size of that but in the end I guess it's worthy. By the way the 5GB is meant unpacked. So I guess it'll be around 2.5 or 3GB packed maybe. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What's up? No one is saying anything :p So I looked into the AH1 Pawnee and you were right. There is no sound for interior whatsoever. So I'll fix that. Currently working on the dev build of ArmA3 and it seems to be a major success ... The new Eden update works already really smooth and gives a lot of new potential. The new integration possibilities of sounds are magnificently superb. I added distance sounds to weapons, explosions, close explosion shrapnel effects, inroom shell sounds for weapons, close explosion debris effects... And raised the size of the mod sadly. I hit for the first time ever the 5GB mark... The sheer amount of new sounds kinda bursted the original DragonFyre limitations and we have something complete new and exciting. I'm close to say that the next update needs to be a new JSRS version. Something like JSRS4.0 or so. But we'll see once I get further with the development and I surely won't decide anything before the Eden update is out. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well I will take a deeper look at things later today. I mean the config is fine but tbh I didn't tested it in editor yet since I'm busy with other things lately. Well the ofset is normal. I have the same problem on my laptop. Takes at least 3 or 5 rounds fired until the sounds are synced fine. But this will be fixed with the Eden update. Yeah I noticed that with the quadbike too. I never really invested much time into it tho. But I'll fix that with the next update. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It depends. If you run RHS and the RHS JSRS sounds then you might get a few issues as the pack was heavy WIP. I will continue on this pack when I find the time to. Currently trying to port JSRS over to Eden update as this is huge work actually. For example: Before, I just used 8 Sounds for explosions of grenades. They were called by the class "sound_hit" or multi_hit. So now I have SoundSets and Shaders, I have Sets like explosion Close, Mid, Dist and Far, Tail Forest, Meadow and Houses, Debris and Close Explosion effects. Close, Mid, Dist and Far use 8 sounds each, per ammo type (!), uses 4 sounds for each tail (Meadow, Forest, Houses) per ammo type (!) and uses on of three debris effect sets (Small, Medium, Big) each of them has 4 sounds depending on the surroundings each (Forest, Meadow, Houses) which makes another 36 sounds for debris effects only. Its giant. And I dont even started with the weapons really :P LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lax just said it's a VANILLA dev branch bug. It has nothing to do with JSRS. ;) LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And when you just test without other mods? In the config everything looks fine and otherwise there would have been an rpt. Maybe one of the controllers doesn't work right... LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes there are no SoundSets nor SoundShaders in the stable build yet so it must have been the dev branch. Porting JSRS to the new system is a giant amount of work actually. Not sure when I can support the new update ones it get released. But DragonFyre won't work like this in the Eden version. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I reported the upload, lets see if Valve or who ever is even caring in doing something. Also posted a angry comment, probably shouldn't have done that.... Sry I couldn't find the time to fulfill my purpose to answer you :P No you are not. May you have an RPT message? Maybe I missed a path or something. There is probably a simple explanation for the problem. And no its totally not an addons conflict, at least I dont think so. What other mods are involved? LJ Edit: The Workshop upload has been removed.- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The RHS sounds have a requirement for DragonFyre 2.5, Thats correct. Thats why it's called DragonFyre 2.5 RHS Sounds. Thats a reason why I always tell people to get informations from this thread. That's the only thing that I, the author, maintain. LJ LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. I reported the upload and uploader. Told them there is a license and a disclaimer that forbids people uploading stuff to the workshop. I'll see what they will say or do. Someone needs to put an end to this behavior. We do this work for free and really have very little conditions that we would like to be respected. That's the kind of people that destroy the joy of moding. That's why OpticalSnare was also pissed and left kinda. A shame this stupid kids can't just leave things the way we like them to be. Just because they can't come up with their own shit... LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just drag and drop and merge. LJ EDIT: JSRS3 Got updated, see frontpage. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update Released: JSRS3 DragonFyre 2.5 Update 1.1 Download (The full mod is required) ----------------------------------------------------- Changelog 2.5-1.1.0 -Hatchback used air break system sounds -MK14 Rifle missing SD sounds -Firemode switch too loud -Firemode switch distance reduced 100% -Dry sound volume and distance reduced 100% -Vehicle weapon sounds tweaked distances and tails -Performance tweak with vehicle firefights -Vehicle weapon sounds sample duration cut for better performance -Environmentsounds for rain and wind internal houses heard outside -Helicopter turbine sounds way louder on close range -Added explosions for Arty round and GBUs -Explosion sound distances increased -Interior Rain and Wind sounds fixed or removed -Turret sounds for tanks reduced around 100% Changelog 2.5-1.0.0 -Release Build 1.0 -New weapon sounds -New helicopter sounds -Implemented distance effects -New explosion sounds -New driving effects, wind and speed noises -New environment system implemented -New vehicle configs -New weapon configs -Massively config tweaks -New movement sounds -New gear effects -Fixed turning sound missing steps -Wind sounds -Environment sounds based on overcast -A bunch of stuff I can't remember Just a note fellas, the "Build version" has been changed. The entire mod is 2.5.1.0.0. This new update (1.1) changes it to 2.5.1.1.0. There is a Buildnumber files and a changelog within each update so you can compare your mod version to the latest that got released. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should have been fixed. There was no reports of that with this release. LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And this only happens with dragonfyre activated? The rhs sounds are a rough raw wip set. So it's not really been filed tested before and it was just released to keep JSRS on the first page of the forums hehe :P LJ- 1214 replies
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soundmod JSRS4 - APEX 1.2
LordJarhead replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd say you could save the energy and effort even reacting. Save youself the time. If there is nothing coming of what they ask for, they'll figure out they won't always get what they want heh... LJ- 1214 replies
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