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LordJarhead

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Everything posted by LordJarhead

  1. LordJarhead

    JSRS3: DragonFyre

    :huh: Its not better, just different. LJ
  2. LordJarhead

    JSRS3: DragonFyre

    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
  3. LordJarhead

    JSRS3: DragonFyre

    The version I just release is the one I will work with and maybe build upon. Tho currently I must wait for BIS to implement the new features to their next few Updates before I can cover all features without the scripts. But yes, this LITE version is kinda the basement for the FULL version one day. When I get that far, I'll release it as JSRS 4.0 or something I guess. Hmm strange. Did that problem spawned any RPT's maybe? Did you tested without RHS as well? LJ
  4. JSRS3: DragonFyre LITE by JSRS-Studios.com --------------VERSION 2.0----------------- Direct Download from JSRS-Studios Servers JSRS-Studios Download Servers JSRS3: DragonFyre - Lite v2.0 So here is a list of some notes that came to my mind. These are the things I did so far: Various Volume changes throughout every single config file Environment sounds decreased for a more dynamic range between loud and silent sounds Explosions got tweaked a little. Mostly volume and distant tweaks Movement volume tweaks Soniccracks got decreased on further distances while close calls are stil loud Helicopters got tweaked in volume and distances Jets got tweaked in volume and distances Tanks got tweaked in volume. Vehicles have a quieter volume int and ext Wheeled vehicles got tweaked to fit the tracked vehicles volume levels Most vehicles got decreased in volume due to dynamic range Most new engine sounds got muffled a little bit to decrease high EQ sounds All weapon configs got tweaked and every single entry got changed All vehicle weapons support environmental tails now, forests, meadows, houses All weapons have distance sounds by config now Weapons have different tails and echoes wiht and without silencers Vehicle weapons have distance sounds Everything runs script free so far Using config tricks most effects of the scripted version got implemented Interior sounds, Tails and reverbs fitting their environment, distance sounds Over 400+ new sound effects got added to simulate distance-sounds and tails Super performance due to ZERO scripting No loss of performance with virtually almost the same quality All working in multiplayer Multiple Volume tweaks Stereotweaks Vehicle Engine sound tweaks Distance tweaks Fixed RPTs Facts: 400+ new sound files, 3815 sounds in total Unpacked size around 3,4GB, over 1GB less than the scripted Packed in 4 Minutes into a 1.7GB .rar From the ReadMe: What is JSRS3 DragonFyre LITE? JSRS3 DragonFyre LITE is a sound modification for ArmA3. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are very authentic to what we call "modern warfare" still the main purpose was just to create a certain type of sound feeling. What are the overall features of this mod? The mod adds over a few thousand new sounds to the game, most ingame sounds are exchanged by these. Since this is the so called „LITE“ version of the original JSRS3 DragonFyre version, it does not bring any script sounds to the game, making it way more faster and better for MP sessions. As no scripts are involved anymore, there is no way this mod could conflict with scripted missions or other script heavy addons. Also it works way better with other addons such as weapon packs and addon vehicles. Overall, this is the perfect lighty version of a game changing soundmod. How to install this mod? The mod comes in a ready to use status. You dont have to install anything by setup. All you would have to do is to download and open the .rar file. In there, you can find the @DragonFyreLITE folder. Now you place this folder inside your ArmA3 main folder. For example: C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@DragonFyreLITE Once its in there you have multiple options now. Either you start up the game, go under settings inthe "expansions" menu and select the mod and restart ArmA3. Or you use the integrated ArmA3 launcher that you can find in the ArmA3 main folder, go under parameters and select DragonFyre under mods. Any other ways to install this mod would be nonsense and these two are the best ways, trust me. What do I required to run this mod? What is important to note is that JSRS3 DragonFyre LITE do NOT need CBA. Your ArmA3 should be at least on the latest version and not on DevBranch. If you use stable thats the only version we can determine issues and problems with as the DevBranch is a "change on the fly" ArmA3 version that can cause problems all the time. If I`d fix these problems, it might cause issues on the stable version. So I only can support one of the two version. Keep that in mind. Who I would like to thank! Thanks goes to the helpers that have helped me alongside the development to realize this project and made this mod what it is today. Greetings go out to Yokhanan, LAxmann, Bakerman and all the internal testers that reported problems during the test phase of JSRS2. Thanks to those peoples, I was able to release such a stable version of JSRS3 DragonFyre/LITE. Also I'd like to thank my girlfriend Francisca for helping and supporting me all the time! I love you so much, Francisca! So, any feedback would be nice. And please report any bugs you might find. Not tested in MP so far. But it should work fine as there are no scripts at all this time. LICENSE: 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/. Other mods JSRS3: DragonFyre RC4 JSRS 2.2 JSRS2 LITE
  5. LordJarhead

    JSRS3: DragonFyre

    Can you as well change the version number to 2.0? Thank you for your support as well :) LJ
  6. LordJarhead

    JSRS3: DragonFyre

    Yikes, you'r right. Well, this is the new version. So we might call it 2.0 then I guess. I will try to rename the .rar archive, let me try. LJ EDIT: Renamed files and release number to 2.0. You dont have to redownload tho, I just changed the number.
  7. LordJarhead

    JSRS3: DragonFyre - LITE

    Yeah I updated the frontpage. I missed that I have two thread open. Might close this one I guess... LJ
  8. LordJarhead

    JSRS3: DragonFyre

    So I release this LITE Version that I lately build and updated. There might be a problem with the volume that I need to figure out but I can't figure how. Yet! On the side, some notes for you: Direct Download from JSRS-Studios Servers JSRS-Studios Download Servers So here is a list of some notes that came to my mind. These are the things I did so far: Various Volume changes throughout every single config file Environment sounds decreased for a more dynamic range between loud and silent sounds Explosions got tweaked a little. Mostly volume and distant tweaks Movement volume tweaks Soniccracks got decreased on further distances while close calls are stil loud Helicopters got tweaked in volume and distances Jets got tweaked in volume and distances Tanks got tweaked in volume. Vehicles have a quieter volume int and ext Wheeled vehicles got tweaked to fit the tracked vehicles volume levels Most vehicles got decreased in volume due to dynamic range Most new engine sounds got muffled a little bit to decrease high EQ sounds All weapon configs got tweaked and every single entry got changed All vehicle weapons support environmental tails now, forests, meadows, houses All weapons have distance sounds by config now Weapons have different tails and echoes wiht and without silencers Vehicle weapons have distance sounds Everything runs script free so far Using config tricks most effects of the scripted version got implemented Interior sounds, Tails and reverbs fitting their environment, distance sounds Over 400+ new sound effects got added to simulate distance-sounds and tails Super performance due to ZERO scripting No loss of performance with virtually almost the same quality All working in multiplayer Multiple Volume tweaks Stereotweaks Vehicle Engine sound tweaks Distance tweaks Fixed RPTs Facts: 400+ new sound files, 3815 sounds in total Unpacked size around 3,4GB, over 1GB less than the scripted Packed in 4 Minutes into a 1.7GB .rar From the ReadMe: What is JSRS3 DragonFyre LITE? JSRS3 DragonFyre LITE is a sound modification for ArmA3. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are very authentic to what we call "modern warfare" still the main purpose was just to create a certain type of sound feeling. What are the overall features of this mod? The mod adds over a few thousand new sounds to the game, most ingame sounds are exchanged by these. Since this is the so called „LITE“ version of the original JSRS3 DragonFyre version, it does not bring any script sounds to the game, making it way more faster and better for MP sessions. As no scripts are involved anymore, there is no way this mod could conflict with scripted missions or other script heavy addons. Also it works way better with other addons such as weapon packs and addon vehicles. Overall, this is the perfect lighty version of a game changing soundmod. How to install this mod? The mod comes in a ready to use status. You dont have to install anything by setup. All you would have to do is to download and open the .rar file. In there, you can find the @DragonFyreLITE folder. Now you place this folder inside your ArmA3 main folder. For example: C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@DragonFyreLITE Once its in there you have multiple options now. Either you start up the game, go under settings inthe "expansions" menu and select the mod and restart ArmA3. Or you use the integrated ArmA3 launcher that you can find in the ArmA3 main folder, go under parameters and select DragonFyre under mods. Any other ways to install this mod would be nonsense and these two are the best ways, trust me. What do I required to run this mod? What is important to note is that JSRS3 DragonFyre LITE do NOT need CBA. Your ArmA3 should be at least on the latest version and not on DevBranch. If you use stable thats the only version we can determine issues and problems with as the DevBranch is a "change on the fly" ArmA3 version that can cause problems all the time. If I`d fix these problems, it might cause issues on the stable version. So I only can support one of the two version. Keep that in mind. Who I would like to thank! Thanks goes to the helpers that have helped me alongside the development to realize this project and made this mod what it is today. Greetings go out to Yokhanan, LAxmann, Bakerman and all the internal testers that reported problems during the test phase of JSRS2. Thanks to those peoples, I was able to release such a stable version of JSRS3 DragonFyre/LITE. Also I'd like to thank my girlfriend Francisca for helping and supporting me all the time! I love you so much, Francisca! So, any feedback would be nice. And please report any bugs you might find. Not tested in MP so far. But it should work fine as there are no scripts at all this time. Thanks you, LJ
  9. LordJarhead

    JSRS3: DragonFyre

    That sounds good :P Though I can imagine I should never give any specific release dates again, bad things happened last few times I did that :P LJ
  10. LordJarhead

    JSRS3: DragonFyre

    See my post on the last page, yep :) LJ
  11. LordJarhead

    JSRS3: DragonFyre

    So I had a call from Jan Dusek and we were talking about the further development in the audio section. There are some major steps coming along (as some already knew) and I`m pretty sure that this is going to be awesome. As I see it, there is no need of any scripts anymore in the near future. I`m downloading some dev content right now and will take a deeper look into things this evening. The new soundsets and shaders will open MANY new doors to achive things we couldn`t dream about. I know this sounds pretty glorious right now but it will be a major step ahead and will futher advance the audio section of the game. Plus, its pretty easy to understand and maintaine, so there might be lot of modders that find new motivation in audio development. The current DragonFyre version is build for the StableBranch and could be released. I might fix some minor issues and volume tweaks but its good to go I guess. Having some people testing it later. So yeah, withing the next few weeks we might get something build thats pretty neat and the whole thing finally goes the direction I (and many others) wanted it. And the fact that there wont be any scripts needed to achive my features, plus its way more efficient than any script could be, makes me think about some major audible achivements :) Thanks guys, I`ll keep you posted ;) LJ
  12. LordJarhead

    JSRS3: DragonFyre

    Yes I've kinda followed it. But got kinda lazy and was worrying about jsrs. Because slowly they start to implement all the features I had in the latest builds, but not as good or intense as I had it. Which means all my feature are not needed anymore but bis's results aren't the quality I would like them to be hehe. But it's great that they go this way finally. LJ
  13. LordJarhead

    JSRS3: DragonFyre

    Is it just me or is the tail system not really working on others than the player himself? AI doesn`t seems to use it or work with it... LJ
  14. LordJarhead

    JSRS3: DragonFyre

    Hello everyone, yes, I`m still alive :) I know its been dark around this project lately but its just because of whats going on in real life right now. But slowly I got back into old rhythms and started contacting old friends from back in the ArmA day (I talk like I`m 60+ years old lol) and started modding even. What we got... So I kinda thought about what ever I made back in the days and what I`ve released. Thought about the problems and issues there were and how to fix them. So to prevent myself from being packed with problems right from the start again I started with the LITE version. I was building it up from scratch using the old sounds and refigured some things, how to make the sounds, how to use the configs and basically how to implement most of the features the scripts brought. Of course its mostly not possible to implement all the scripted features right now but I have to say, I got most things kinda ported without any kind of script. More or less its cool but does not really reach the audible quality with the scripts, which is fine to me to be honest right now. So what did I do? So to start with something here is a list of some notes that came to my mind. These are the things I did so far: Various Volume changes throughout every single config file Environment sounds decreased for a more dynamic range between loud and silent sounds Explosions got tweaked a little. Mostly volume and distant tweaks Movement volume tweaks Soniccracks got decreased on further distances while close calls are stil loud Helicopters got tweaked in volume and distances Jets got tweaked in volume and distances Tanks got tweaked in volume. Vehicles have a quieter volume int and ext Wheeled vehicles got tweaked to fit the tracked vehicles volume levels Most vehicles got decreased in volume due to dynamic range Most new engine sounds got muffled a little bit to decrease high EQ sounds All weapon configs got tweaked and every single entry got changed All vehicle weapons support environmental tails now, forests, meadows, houses All weapons have distance sounds by config now Weapons have different tails and echoes wiht and without silencers Vehicle weapons have distance sounds Everything runs script free so far Using config tricks most effects of the scripted version got implemented Interior sounds, Tails and reverbs fitting their environment, distance sounds Over 400+ new sound effects got added to simulate distance-sounds and tails Super performance due to ZERO scripting No loss of performance with virtually almost the same quality All working in multiplayer Facts: 400+ new sound files, 3815 sounds in total Unpacked size around 3,4GB, over 1GB less than the scripted Packed in 4 Minutes into a 1.7GB .rar I know you have seen many of these lists before to begin with. But this time this is not a list of things that are planned, this is a list of things that got realized already :) So whats the plan now? The plan is simple. Back in the days I always build the scripted version, used all kinds of scripts and tried to build an LITE script-free version from that. Which had the big problem that it never sounded as good as the original. This time we want to try the other way around. I first build this script-free version and made it sound really good so far. I`m close to a point to say we dont NEED any scripts in future anymore. But honestly I really want to try at least a simple and REALLY small script to keep basic things going. Like distance sounds for explosions which are so far not possible without scripting. And to suppord further distance of weapons. There can still be this spot on perfection that we could try to cover by scripting. But this time, the LITE version has priority! When the LITE version (which will later be the normal DragonFyre version (Without this stupid LITE then, yes!)) is ready or "done" we will build a small script covering basic distance effects for weapons and explosions, interior explosions and maybe close shrapnel sounds and add this to the build. In the end, the plan is to have ONE version and people add the scripts by exchanging PBO`s and thats it! No two versions, no two downloads. Any download links or release dates yet? Nope, of course not :P I know that sucks. But good thing is, the current LITE build is about to be finished. I`m not even sure if there is anything I should tweak further or just release it this way. Its a way different audible feeling this time. And also I cannot say what ETA I`m aiming for. I guess this project is just alive because my life would be boring without a hobby, right? :) So I keep things going. And if everything works well the next few days AND if people are still interested in this, I guess I`ll release around November. No videos either, thats due to my laptop I`m currently working on. As I have no access to my desktop right now I have to work on a different device. And laptops dont run ShadowPlay for some reason :X So, I hope you guys are still here somewhere and I will keep you informed throughout the weeks or days how the development is going :) Thanks a lot for your time guys, LJ
  15. LordJarhead

    JSRS3: DragonFyre

    Normally thats the case. And I have a decent set of high quality speakers, no question. But I'm also not a professional having a decent studio, I have family and neighbors near by, so there is mostly no other way then to dodge to headphones, especially at the evening or even night times which is normally the time I do my sounds. And as Laxemann stated its not really the case that every player does have a nice pair of speakers or 200+ $ Headphones. So from time to time its even interesting to use cheaper headphone just to see how others experience my work. Also I said I'm not designing new sounds, I tweak configs for the existing sounds, and that can happen with the headphones and works fine so far :) Thanks, LJ
  16. LordJarhead

    JSRS3: DragonFyre

    Thanks :) So I got some new audio equipment and some high quality headphones (finally) and I must say, there are lot sounds I dont exactly know what I was aiming to do there. Some weapons to pierce to sharply high pitched, I can`t really enjoy that any longer. Thats one of the problems that comes when using headphones that are not exactly neutral, do have a higher bass saturation so to speak. So with the new HP I know where to go with the sounds. The sound overall needs to be a bit quieter, weapons a bit more punchy and less sharply high pitched as they now are. The good thing here is that I kept those sounds mostly separated which means it will mostly end up with config work. I did some new sounds for environment and will take a look over the weapons. LJ
  17. LordJarhead

    JSRS3: DragonFyre

    We had an intruder on our servers, also changed the server provider lately and I gotta reupload all the content again. Not sure when I come to release it. There is currently so much stuff going here. Will keep you informed tho, of course! LJ
  18. LordJarhead

    JSRS3: DragonFyre

    Yeah and that was fixed by the update if I remember correctly. But thats what I was talking about: I did a config change for the sake of a turret sound for the MRAPs in Vanilla ArmA. It worked fine in the vanilla game, which the JSRS mod was made for. I couldn`t know it would break another mods content. And its certainly not my problem either when people mix their mods, right :) But I was accepting the fact and said back then that I will fix that on my side, so there maybe wont be any turret sounds for MRAPs but at least it wont break shit on RHS when you use both mods. End of story I guess :) LJ
  19. LordJarhead

    JSRS3: DragonFyre

    Well, mod makers DO collaborate together. In my case its LAxman, Bakerman, a docent of testers. We do communicate about ideas, bring our skillz together and put them in one mod. And this ONE MOD is not made to work perfectly well with others. The most mods goal is to change vanilla content, such as in JSRS' case. And due to the cheer amount of mods, its mostly impossible for small mod groups or even single mod makers, to look out for other mods incompatibilities with their mod. That takes time, a lot of time. The smaller LITE version of JSRS3 will be compatible with other mods mostly, but also it will just change the vanilla content, not the mods content. And just a small opinion of my own here, we had this topic way back in ArmA2 with the first JSRS releases. Mod makers most likely dont want others to just change things within their work to have a compatibility or some sort with another work. We had a few giant discussions about that in the past few years (think about what happened with Blastcore lately). So its a difficult topic actually. I can only talk about my own opinion here and I certainly dont want others to change my work or release patches of it without my permission for those types of compatibility things. :) Thats what my LITE version will be for one day. And for all the other things, RHS does have its own Sound Development that is quiet fitting the setting I guess ;) LJ
  20. LordJarhead

    JSRS3: DragonFyre

    ... and so is mine. :) LJ
  21. LordJarhead

    JSRS3: DragonFyre

    Thanks for the feedback :) The JSRS website and servers should be back online again and working. I have got an update from Bakerman as stated last week and will upload the update for you to test it. I had no chance so far to test the new script updates on a dedi server. So maybe someone is willing to do so and test things out. :) I will keep you updated ;) LJ
  22. LordJarhead

    JSRS3: DragonFyre

    Yeah we got an intruder on the server and we gotta reset everything now. Can't say when we are back on track with the website. Sry guys... LJ
  23. LordJarhead

    JSRS3: DragonFyre - LITE

    Thats good to hear, have fun :) LJ
  24. LordJarhead

    JSRS3: DragonFyre - LITE

    I wasn't aware of an issue between the mods. There are no scripts that could interfere. Also this mod only covers ArmA3 vanilla content, not any mods content. LJ
  25. LordJarhead

    JSRS3: DragonFyre

    Could possibly be your speakers setup. I know this issue from back in the days when ArmA was first released. There was a strange bug that ArmA played the dialogs only in stereo even if you were using 5.1. So you could only hear it on the left or right speaker, not on the center or the back speakers. Otherwise there is no setting really for something like that I'm afraid. Bakerman helped me out with the scripts for a way to have DF working on MP. So we are about to test things and see if it works fine now. So we can finally prepare things for the final version, and the final LITE version that is based on the scripted one, which needs to be working first obviously. LJ
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