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Everything posted by LordJarhead
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Added that already to my list same pages ago. I know about this and have to check whats the actual problem there. No one has planned that so far. No worries. Probably mixed the mods? This new release cannot be mixed with any other/older one. You have to delete all the old content or the whole folder and add this new mod to it. This is NOT an update, this is a new release, a new mod! Might have missed the change to mention... Then something would be weird with your game I guess. Maybe the load order, maybe the way you load your mods. Or maybe, as stated, the mix of both mods. No, there is no way to do so. That's what the lite version is made for which will be released during the next week ;) Yeah, noted :P Weird indeed. I'm not sure if PlayWithSix has just updated the old RC release, because YOU CANNOT MIX the both mods. This is a new mod. I hope they didn`t do that because then all the PlayWithSix JSRS content would be fucked up... This "hollywoodish feeling" wasn't kinda planned, this is just what I got from my shooting session. This feel of firing weapons, the immediate feedback of sound from all surroundings. All that experience went into this mod. Yeah, the balancing is a bitch heh. Its hard, especially for modders, we have to change something in the config, get the game started, test it under various conditions to make sure it all works well and get back out of game, change it again maybe. Then step up to the next vehicles... of like 40. And after you did all that 40 times you have to compare all the vehicles ingame... and you realize you can start from scratch with the whole stuff again lol I did not test this mod with other mods. I dont have the time for that. Also, if I would support a mod, other mods want support either. Thats not fair. I just produce JSRS for ArmA3vanilla+cba, thats it. Back in the days it was ACE because... well it was ACE, everyone was using it anyways. But nowadays I'm staying with my old vanilla ArmA3 and get that b*tch to sound good. :D You shouldn't run L_ES with DFyre as both mods would kinda do the same plus add more scripting to the game, makes it even slower. Thats also a reason for the double explosions as you mentioned. Its probably a performance reason as the script cannot detect the explosion quick enough to spawn the sound in the exact same time. With the new scripts it will be way better. As said, this is just an SP release so you people have at least SOMETHING to use, as the old JSRS RC4 wasn`t working anymore. The rest is noted! No, no more video requests please... Noted. Thats a willed sound effect kinda giving a feeling of buildings/rooms, electricity and air conditioners. We are in 2035, so every building has one. Should be... I kinda like that noise. Exactly! Thats the biggest f*ck up that ever happened if you ask me and there is absolute NO reason for that to happen. I dont even know HOW this can happen. Its an internal issue as the configs are not able to have any control over this. I mean, if the sounds would get lower by each shot in a certain amount of time, I would have get it, like a feature, maybe even liked it. Like how an MG start with a loud BANG and goes to a BANGBangbangbagbabababa somehow. Would be an awesome feature.. But this is just bananas man. I have looked over the thread during the last few days of HELL here in germany (40 degrees Celsius, 107 Fahrenheit) and was considering each post and reading them all carefully :) I'm very happy to hear mostly, apart form those (Let me say) minor issues, that this mod comes along so great so far. I'm thinking since release on how to increase this quality and furtherly update it. And I surely have some new things to do and add already. Nonetheless the mentioned issues are top priority right now, such as the new scripts to be finally implemented and cover all the features we need. The problem is, we need a new script that is client side only, works fine on Multiplayer Mode, doesn`t broadcast shit, spams no RPT's during dedi server runs, gives distant explosions, firefights, surrounding soundscapes and tails, echos, shrapnel close explosion effects, inroom effects, inroom shell sounds, interior vehicle hit effects, first person (interior camera) effects for vehicles, .... uhm.... yeah and some others not even I can think of right now. And this must work all fine without any kind of performance loss. You can imagine the amount of time and energy that has to went into that script :P So, here is the current to-do list again of things that got posted and the feedback I got: -ZEUS MODULE artillery sound didnt work (exept maybe the 230mm but sound littely muffled for me) -MB-T Kuma 120mm Cannon missing impact sounds -GBU rounds are very muffled, no distant effects, to short -AH-99 Blackfoot Asraam-Missile missing impact sounds -MI-48 Kajman Scalpel-Missile missing impact sounds -A-164 Wipeout Macer AGM-Missile missing impact sounds -A-164 Wipeout Falchion-22 AAM-Missile missing impact sounds -AMV-7 Marshal stuttering engine sound -MRLS impact sounds to quiet -RPG-32 impact sounds to short -Vehicle balancing -Helicopter distance tweaks, further notability -Building humming noises a bit to loud/present -New scriptings -Performance issues, causing double explosions -Awarness of not mixing both mods must be mentioned -Updating base class Turrets->, by dfyre_v_w_strider\config.bin/CfgVehicles/MRAP_03_base_F/Turrets/ Have you deleted all the older files first as this mod is a new release and CANNOT be mixed with the old RC4 release. This is important and its probably my fault to mention heh, please let me and others know. In that case, you would have to re-upload I guess :(
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Well, if you HAVEN`T removed it so far, why dont you test it then :) Let others know what happens. LJ
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Jesus guys, Are we done yet? After months of complaining that the old RC4 is not working, you complain about the long time before this version arrives, and now we have another discussion about what? A freaking free to use, always available and maintained free of charge service? Like Louis CK once said: Why are we expecting it to be perfect all the fucking time? We are not contributing or helping or anything... Now let's please get back to the main topic here: all the little issues and problem I missed :P LJ
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Would have been great if I checked that before the release, lol. Damn, can't even think about any problem that could cause something that weirdly as its the same game, same weapons, everything... I'll look into it. LJ
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Here are some issues we found so far: -ZEUS MODULE artillery sound didnt work (exept maybe the 230mm but sound littely muffled for me) -MB-T Kuma 120mm Cannon missing impact sounds -GBU rounds are very muffled, no distant effects -AH-99 Blackfoot Asraam-Missile missing impact sounds -MI-48 Kajman Scalpel-Missile missing impact sounds -A-164 Wipeout Macer AGM-Missile missing impact sounds -A-164 Wipeout Falchion-22 AAM-Missile missing impact sounds -AMV-7 Marshal stuttering engine sound For any more stuff, keep posting what you guys find. I will update this list troughout the thread then. LJ
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Thanks for mirroring, you guys are the best :) LJ
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There we go mates :) http://i.imgur.com/yVr3PDp.gif DOWNLOADS Download Link 1 (Mega) Download Link 2 (Mega) Download Link 3 (Armaholic) README File The links will be opened soon if they are still closed. Also there will be more later ;) Hope everything works fine. And dont forget before you even start posting: It is a SP-Only release. This means, this mod does not support Multiplayer mode for now. So thanks, LJ
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It's all iin there, the best I ever made I say :) LJ
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Well the SP release will be the same future versions, it contains all the sounds and feature that were planned but they are not working in multiplayer. That's just because the scripts only work differently causing RPTs and broadcasts sounds via network which is an absolute no go. So that's what we trying to fix with the new scripts. But this sp release will contain all the features and sounds that I planned, but just works in single player. OK? :) LJ
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We are uploading the files now to various file sharing sites, Armaholic and others. As I'm on the road right now, I will inform you with all the links later today tonight. Thanks guys, LJ
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Yes I guess you are right. And I had this idea for a long time anyways. Makes not much sense having the mod dusting around here waiting for the new scripts to be implemented. So I changed the frontpage already but just have to upload the mod to various sites. For some reason my FTP seems not to be reachable today, so I might need a different side, but I'll contact Foxhound already. So just as a little warm-maker, here is the updated frontpage features part: NEW/UPDATEDFEATURES Let me point out some new features that are working right now in this Singleplayer Release: First, all distant sounds are working. Weapons and explosions. Also the directional environment detection is working great. Combined with the new tail system created by BIS I was able to archive some real cool effects. Besides all the scripting part, the mod includes 9300 new sound effects. RC4 is a old and dusty version compared to this one. All vehicles got reworked and new mixed, finished with stereo interior sounds so you can easily pinpoint in a vehicle where the engine is located for example. Also there are new sounds for offroading and general velocity and damper effects. New jet sounds, most have seen them in the videos, are coming along great as well. The new engine, wind, speed and velocity effects add a really intense immersion towards flying a war machine like these three beauties. Tanks, MRAPS, Trucks, Cars, all got new engine sounds, tire effects, tracks effects, turning turret sounds, interior reloading sounds and many more. Driving a tank sounds like driving one now. All the MRAPS and heavy Trucks have some powerful V6 - V8 turbo diesel engine sounds so they sound as powerful as they are like. The environment got updated. A forest is sounding deep and with birds and wind in its trees. A meadow is flat and quiet, houses buzz slightly from their air conditioners. The rain is ripples on the ground, the trees, the windshield of your vehicle. The new soniccracks pitch harsh around your head, demand you to take cover and make you easily locate the shooters position. The firing sound of weapons in and outside of buildings does also allow a specific identification of the weapon. All in all, this is my absolute best sound mod I ever come up with and I'm here to share it with you guys! I really hope you like it :) But even if you do, dont hesitate to report any bugs, RPT's or general feedback. Tho, the part with the feedback is always tricky, as I mostly just go for my own feeling with these sounds hehe. Have a lot of fun guys! And I promise you it wont take forever before we can load this thing up for the multiplayer and get really started! :) LJ PS: I'll let you know when it happens :) Anyone able to share large files :P? Uploading to mega right now, but have only 10GB of sharing. Which means I can only share with 4 people max. One of them is foxhound. So that makes 3. :X
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No I was talking about the latest build of DragonFyre. The current build is not working a hundret percent and causes issues. The RC4 that is available here and on PlayWithSix, is a different script that works but does not deliver the same possibilities as the latest one. Tho since the RC4 is an old version and arma has been updated in between, most of the sounds are messed up. Believe Mr, DragonFyre normally sounds a thousand percent better. I know many are waiting for something to happen. So I will probably release the latest build with the warning that there is no multi player supported yet... LJ
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To express it in some nicer words which is in the end the exact same dysfunction ( :D ): The scripts are kinda working around a good multiplayer functionality right now and we are importing a new script and switch everything back to a normal state, fully client side and MP able. And yes, the L_ES features are mostly integrated, except the echo system which caused to much fps loss back then. But it should probably work with the new scripts once they are implemented. LJ
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Great, had the same idea :) Here is a flying ship btw: http://i.imgur.com/0IZg1s7.png http://i.imgur.com/vCgSuRh.png http://i.imgur.com/iroR6oj.png
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Yes it does :P Little problems tho, the RPT Spam's a lot of these And there is no footstep sounds for your roads (tarmac as dirt roads), soldier footsteps just went silent on them. Same goes for vehicles obviously. Besides this I detected some frame loss around the little tunnel you've build, but all in all its a fine release and for your first release its not even fair to mention these, in comparison, tiny bugs :) Great job so far and its looking beautiful! Nice starting time you choose for the editor hehe. LJ
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Wow, looking really nice. I really like these small island maps. Gonna check iit out fur sure, thanks and congratulations on the release :) LJ
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Jees, you went all back there to quote that post :P Awesome :) LJ
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Is there a basic problem with the house collapse sounds in ArmA? It seems that when a house collapses on the left side, I hear it on the left speaker (obviously) but when I turn the sound continuously plays on the left speaker even if I turn 180° and the house collapse sound should be on the right now as the building is to my right. I also have the same problem with a burning wrack. Staying next to it, its on my left, i hear the fire on the left speaker, I turn around, the wrack is on my right, still hear the fire on my left speaker... is that an ArmA vanilla problem or am I miss something in my configs? LJ
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So far so good. Was able to sort out the effects that caused problems and replaced these by non-script sounds. But thats for real rare classes like the Cluster 155mm rounds that dont appear that often and have a real distinctive sound. They are loud and ugly right now, just how it supposed to sounds like :P But so far, all Arty and MRLS rounds that seemed to cause problems are fixed. Also there is no timing problem anymore. Thats from the old RC4, as stated, all different now :) I should make a video and show some progress. Will also increase the distances a bit further. Yeah right, who knows what it is... :P Thanks for the reply mate ;) Thanks Pils, been working on the values a bit, I have a little problem as I try to cover all the different ways people play the game, like with Stereo Headphones, Stereo Speakers and 5.1 speakers, so I try checking all three and adjust the values so its the best compromise between those three. Also discovered that the game plays Stereo Files way louder then Mono, I would have thought it does not, but no wonder I ran into volume probs the other day. After all, the vehicle tire effects got a bit quieter on close ranges and audible on a bit further distances. Around 2 km for a normal to fast driving car is enough, maybe a bit further for trucks and heavy wheeled APCs. Also looked over the helicopters and kinda did the same thing with them on distances. So you hear a flat, bass-less windy waving quiet noise first, that you know there is SOMETHING coming in. The closer it gets the more distinctive the sound become :) LJ
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Would you be so kind dropping your specs and ingame settings maybe? Would be interesting I guess. LJ
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The main problem would be the performance, imagine the time that would pass for a sound to travel 8 km and finally end up with the player, in that time the script has to be active. Now, these explosions would need to be really big tho and they don't appear as often as let's see a 20/30mm HE round of a helicopter or APC. So I guess it would be OK having these giant distances for larger ammunitions. Like GBU and Arty or tank shells. I will see about that as I first would need the new script implemented. LJ
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Apparently I was able to deal some really nice effects with two controllers for damperEffect and VelocityMax for vehicles causing real off road soundings when driving fast over hillocks and knolls and stuff. Kinda cool. Yeah I will have a deep look into all the MRLS weapons and Arty shells to make sure they all got their effects running. From time to time I receive problems as stated above with the timing. Thats because right before the explosion the initial projectile is deleted and replaced by actual visible one which cause the script to think the initial projectile hit something or detonated. I see how I can come up with something there. LJ
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Well these are facts based on the old RC release you use, right? I fixed most of this stuff. Tho some explosions are still a bit quiet as they are using the wrong Class from the script. Thats on my list tho. And the weapons are not flat at all, there is more bass in them as ever before, might be YouTube, not sure. I can assure there is damn good pressure on them right now :) LJ
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Guys, no jet sounds like that IRL ^^ Its just that you never heard such an effect in a game before and because of weak jet sounds over the years we all associate this noise with a jet. But if you are ingame with DFyre, you can clearly hear whats a jet and whats a approaching car, you might just have to get used to it over time. I got real quick. Tho I will still tweak some things here and there and will probably lower them a little. :) LJ
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