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Everything posted by LordJarhead
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Thanks for the input. I'll take a look at that. To be honest I just made new helicopter sounds just last night so I guess your model T turbo sound was one of the old once that for replaced... With a VW Beetle sound ;) kidding :p Yeah I know. That's an engine thing I can't really find a solution for. When you are in first person the sounds are below you as you hear things at your camera position and the sounds of footsteps and gear will be played at your feet. Obviously. So running in first person and looking at your feet will fix that hehe. Not quiet sure what to do about that but I might find a solution at some point... LJ
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Please Vote up: http://feedback.arma3.com/view.php?id=27051 http://feedback.arma3.com/view.php?id=27052
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Well that might be a temporarily thing on Armaholic and usually it's pretty fast, at least for me. Also there is Six and our download section on JSRS-Studios.com. These can't be slow normally... Besides I would be careful saying Armaholic speeds are ridiculous honestly because its a service no one of use is paying for... so they dont really have the speed declared in any contract that they have to fulfill :P Ah ok, thanks. I was wondering if my game got messed in some point. Because I had a small 2MB update and suddenly it went to a 7,2 GB update :O Took me some hours to update my game even if it was complete.... thanks Steam :X I tried to create a sounds for moving cloths, stuff in your backpack. So I put the microphone inside a backpack, outside of it and so on and recorded it. Coming up with the best gear sounds I created so far, in my opinion at least. Those are already in earlier releases but maybe I can add something to them... but as you said, most gear is strapped really good. They shouldn't make much noises during a sneaky mission... SD weapons share the same sounds, yes. I had only sounds for two sorts of pistols, two rifles, DMRs and others. But thats mostly it. So I aim to make SD sounds for each weapon individually. Oh ok, thats weird. I will look into the weapon-switch sounds. Normally there should be a sound for that. Any RPT`s maybe you've seen? Yeah would be cool if you could post the video so I know what you mean exactly before I go do things blindly. But dont post it on YouTube under a weird name like "JSRS DragonFyre weird stupid Turbo model T engine helicopter sounds that sucks" or so :P People think thats the sound this mod makes intentionally rather than a mistake. :) LJ
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So I tested both ArmA3 vanilla and with JSRS. There seems to be a problem with the explosion effect, the LowPassFilter seems not to be applied to it, you know, this thing that makes the explosion muffled over a certain distance. Its supposed to filter frequencies out of the sample to that you just hear a low thud in the distance. But currently I can hear my explosions still crystal clear over any distance, same with Vanilla sounds. Anyone else has this problem? LJ
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When its done :P Can't say yet. No its a client side only mod this time. Only the key must be allowed on the server and its good to go. No CBA required anymore as well. LJ
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So actually I'm uploading a first build of the last version of DragonFyre. It will be JSRS3 DragonFyre 2.5. Thats the last and final verion of JSRS DragonFyre. There will only be THIS ONE VERSION. No differences between Script and Light and all that bull. So the version I'm uploading is for testing purposes if everything works and such. MP and all the mentioned issues should be fixed but you can never know. Still there are some things unclear. I created the new triggers for Soniccracks Globals. Means that there will be different crack sounds based on environment, like Forest, Meadow or Houses. Those should be triggered somehow but they wont right now, which is kinda odd. Looks like this: class SCrackForest { range[] = {0,500}; sound1[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_forest (1)",1,1,500}; sound2[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_forest (2)",1,1,500}; sound3[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_forest (3)",1,1,500}; sound4[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_forest (4)",1,1,500}; sounds[] = {"sound1",0.25,"sound2",0.25,"sound3",0.25,"sound4",025}; frequency = "((speed factor [330, 930]) * 0.1) + 1.05"; trigger = "forest"; }; class SCrackTrees { range[] = {0,500}; sound1[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_forest (1)",1,1,500}; sound2[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_forest (2)",1,1,500}; sound3[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_forest (3)",1,1,500}; sound4[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_forest (4)",1,1,500}; sounds[] = {"sound1",0.25,"sound2",0.25,"sound3",0.25,"sound4",025}; frequency = "((speed factor [330, 930]) * 0.1) + 1.05"; trigger = "trees"; }; class SCrackMeadow { range[] = {0,500}; sound1[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_meadow (1)",1,1,500}; sound2[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_meadow (2)",1,1,500}; sound3[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_meadow (3)",1,1,500}; sound4[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_meadow (4)",1,1,500}; sounds[] = {"sound1",0.25,"sound2",0.25,"sound3",0.25,"sound4",025}; frequency = "((speed factor [330, 930]) * 0.1) + 1.05"; trigger = "meadow max sea"; }; class SCrackHouses { range[] = {0,500}; sound1[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_houses (1)",1,1,500}; sound2[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_houses (2)",1,1,500}; sound3[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_houses (3)",1,1,500}; sound4[] = {"\DragonFyre_P_Environmensounds\Sonic_Cracks\Globals\Shotgun_houses (4)",1,1,500}; sounds[] = {"sound1",0.25,"sound2",0.25,"sound3",0.25,"sound4",025}; frequency = "((speed factor [330, 930]) * 0.1) + 1.05"; trigger = "houses max interior"; }; Anyone any idea why it wont work? I guess I might tweak the triggers a little. Going from "forest" to something like "forest*trees*(1-night)"; or so... we'll see. Also the new implemented stereo emitter and panner system causes some trouble currently. Sounds will be played on a certain angle and stays there. So for example you here a shooter to your left, the sound will be played and has a tail. Now you turn around like 180 degrees and now you here the still playing firing sounds on your right since the sound is kinda fixed to the camera angle and not a solid position on the map... which drives me crazy currently... You hear someone on your left shooting at you, you quickly turn around and hear the sound or at least the last bit of it to your right. So you are unable to really pinpoint the enemy right now... Weird, wondering if thats a common issue or if my panner entries are messed up :O LJ
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Well I would love to change or better said add these noises to the game. Sadly as there are no entries given by bis, I'm probably unable to apply these effects. I would love to tho. And thanks for the list you just poster here. That's a great to do list to follow up maybe. Tho I'm thinking that most things are not possible without scripting. Thanks for the feedback. I hope I can keep up the quality and quantity of this mod. LJ
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Hello, I was kinda busy lately with the new nexus update. BIS flipped a lot of entries and added new ones that I can use and create new features upon that. Like the new soniccrack values that allows to have different sounds if the crack appears in the open or in the forest or surrounded by houses for example. Also the new stereo emitters and panners create many new audible options. The whole new system sounds great and opens the door to many new experiences. I flipped over all weapon sounds and had to adjust many sounds to stereo. Like the reloading sounds and the gear/suit sounds when moving. The step sounds are still mono on purpose. All external vehicle sounds, cars, tanks, jets, helicopters and apc's, have tweaked in stereo. So when a car drives towards you it first sounds mono and very directional. But as closer it gets the more it will be audible all around you. Within a certain range tho. Same goes for weapons and explosions. Soniccrack and bullet hits as well. When you are under fire you here the bullets flip all around you. Which sounds amazingly awesome. Many weapons had to be tweaked in certain ways. One problem I had after I moved in a new apartment was the speakers setup. I tried to set it up the way it was supposed to but I hardly can find the best solution, yet. That's the reason way it may sound different within the next updates. Basically it gets produced in a new factory heh. The next update is around the corner. I just need to fix the remaining problems and talk to Jan Dusek about some things that fly around my head. Then I'll head for a solid final release. Stay with me. LJ
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Hello Guys, I was lost for quiet some time now because I moved and now have to wait for my new Internet connection in my new apartment. So I`m at a friend shortly and will post a little statement about my latest developments in case you ran into some problems with the old version. So to clarify this thing with the new JSRS DragonFyre versions in future: I will upload on big .rar files sometime soon. This will be new final and ONLY officially supported JSRS DragonFyre version there is. I wont continue with the scripting and I wont drive on two lanes this time. There will be only one version you need to download and thats only version I`ll maintain. So lets take a look at things I managed the last few days/weeks: -I revamped all weapon sounds -More bass, less dump noises -More EQ tweaking -Higher pitched mechanical noises -Explosions tweaked and louder -Explosions need a tweak of the bass input in the first period of time -Tweaks through all volumes and distances All in all there is a major difference between the existing version right now and the new version I`m going to upload. I run it right now and I must say its the best solution I could come up with. It sounds really great so far. So I`ll leave you guys here with these informations and I hope you like the heads up and leave some feedback ;) LJ
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The firerate of weapons is not a function of the mod and can not be changed by JSRS. There must be a different reason for that. Looking into the MLRS tho. LJ
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Yes. I dont do the scripted version anymore. But with rhs? Really guys. Sometimes I'm wondering. What kinda fucking Feedback is that? Any details maybe? What am I supposed to 'fix' now? LJ
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Yes, I'll do an major update soon and it will be a complete new version. That you will have to redownload due to a new signature as well. But thats just to clarify that this is a new standalone mod and shound`t be mixed with older versions. LJ
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Yes, this mod runs on both, SP and MP. Is the problem also without RHS? If not, I dont care :P LJ
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Thanks for the info. I dont know why your movement sounds are so quiet. They are pretty audible on my side. To elaborate: They shouldn be that audible during a firefight as there is so much loud stuff going on the same time that you wouldn`t notice such stuff anyways. But I`ll take a look into it. Yikes, seems like I missed the boat sound folders. I`ll take a look :) Thanks, you are awesome! Thanks a lot! Thanks for all the help publishing my work :) Will keep you updated guys ;) LJ
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Yeah I just realized something I missed :S LJ
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Whats the problem with the size now? You have to put these files into the DragonFyreLITE folder and overwrite excisting files. LJ
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Update 2.01 is out. DragonFyre LITE will be the normal version in future and just called DragonFyre 2.0 from now on. LJ
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Ok so heres a little Changelog of things I did after the release: Tweaked sound samples of all handheld weapons Decreased BaseCore bass lvl lowFreq eq Tweaked Cyrus BaseCore high pitch Fixed ABR18 (EBR) BaseCore offset Fixed offset of BaseDist sound samples Added BaseTail meadow reflections from hills Tweaked helicopter distance values for DistantSound Tweaked helicopter distance values for various engine noises Tweaked Jet distance values for audible engine noises Tweaked volume values of weapons - handheld Fixed Gau8 double sound That is all I remember right now, probably more there hehe... LJ
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I will take it in consideration, Mate :) LJ
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Well not much new tools but probably a lot of new features and posibillities that will help reach the goals. Currently I'll have to adjust each weapon sound so the close sounds perfectly fit the distance effects. I have to make them start at exactly the time frame. This little offset that exists currently for some of the weapons will mostly be fixed but as mentioned under harsh circumstances the engine might be unable to have them all played the same time. This will be better with the shaders in future. They will be mixed via engine and then they will be played. LJ
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Thats one of the issues I was struggling with. But I maybe have a solution for that already. The only problem is that I cannot garantee it will help people with low-end computers as the delay is caused by the engine being unable to mesh overlays properly in a milisecond. I'll tweak the sound files which will cause a bigger update now but will hopefully fully fix the delay problems. Tho the problem with the vehicle 360 degrees during thingy I cannot fix as that's the way the engine handles the sounds of seems. That will be better on later released when I can implement sound sharers into the stable build as it is only in some devs pre builds yet. LJ
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You are wrong indeed. The upcoming changed wont change anything on the configs in the way they work currently. So I the case of mods, you would have to add some shader rules/controllers to activate the shaders. So basically all configs will work as before. Which also means that even if I use the new shaders on JSRS it wont effect RHS. But at least they wont have to do anything and can have their current configs going. Heh Danke, Mate. I got it :) LJ
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Hmm I'm wondering why no one has given any feedback yet. Is that a good or a rather bad :P Especially interesting would be the MP part of this mod. If it is working and all that since I never came to test it properly. LJ
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:huh: Its not better, just different. LJ
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Ist possible to port over rhs Sounds to work like JSRS. But thats a long term process and would require a lot of new sounds for theire weapons. Like the distance sounds and tails fitting the idea. LJ