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LordJarhead

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Everything posted by LordJarhead

  1. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello, Thank you all for the kind words. 😊 I'll update you soon with a video demonstrating some of the new sounds. Also I am aiming for the last couple of issues. On Steam, some people said their game crashed multiple times when playing with JSRS and flying jets or vtols. Can someone confirm that? I haven't noticed it yet. LJ
  2. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello everyone, I would like to apologize primarily for my hastily and sort of unprofessional handling of my situation. It was in no way my intention to abandon this project. The current anticipation of subscribers shows the great and constant interest in my work, and I would like to continue this. I'd just like to explain my situation and the idea as on how to continue. For some clarification: I get informed like each day about content ripped off from my work, being used in other mods I did not support or reuploaded as a so called "extended" of even "fixed" version by others. The daily inform about the stolen content is exhausting and straining. The other thing is that my efforts move slowly away from modding towards commercial business projects. Which is a really hard decision to make and a tough learning curve. Tho, lately I worked ahead of things, so I got time to chill and think about how to handle my work and this mod. Made me see clearly that I want to continue with modding, as some sort of stress release. But the anticipation by me won't be the same as of timely reasons. A good point I might can bring to your attention, is that if you are an artist, let's say a musician, it's likely that you are unable to work on two different tracks the same time. Like one is a hip hop song, the other is orchestra. You can't mix these two simultaneously and swap back and forth with them. So you need to go step by step, song by song. Same goes for my sound design. I can dig deeply into one specific idea of how a sound/game should sounds like, by watching its style, design and gameplay elements, but I can't work on two games with different sounds and styles the same time. At least I couldn't. I found out that I need some time of transition between the both in order to fully get back into one idea and style of a sound. It's hard to explain. But if I don't want both to sound the same, I need to distance myself from one to fully focus on the other. And the time in between these two is key. Earlier, when I tried that, I needed a break from sound design completely. I took a break, went and played other games, watching movies, got away from gaming at all. Took me a couple of days or even weeks to get back with the idea I needed. Nowadays the transition time, based on focused training and keeping both ideas always looping in the back of my head, takes a little more than a day. Making me to able to work on multiple projects with minimal effort to get into the other Sound design. So all that was taking a lot of time to train and maintain the technique. Might be easier for others, was a sharp learning curve for me. But I got it. So when ever I get the time off of my commercial projects I can and will spent some time back into this. I used the last couple of free hours to work myself back into JSRS, which I did not do since the last update in January, and it felt splendid to be able to have basically no rules in a non commercial project again. It's the kind of work that you don't have to worry too much about as of consequences or licenses or commercial pressure, deadlines, comparisons, QA issues and so on and on. You are the one making the decision, you go as you like. So, to capture all this in a simplistic way: The theft upset me, the commercial project grabbed me and the learning curves where horrible at first. But, and that's a big "but", I guess we can all benefit from this. My idea of clean and slick sounds are different now, I have access to some of the best libraries I can imagine, get to travel the world, meet new people, learn new things, techniques and learn about new software, and I can all invest this into JSRS at some point. Now, that I've stated what's going on lately and why sh*t hit the fan for me and I'd like to throw in a topic that we have to talk about. I need someone to help me out in the future. Mods do update, and when I want this mod to still support other mods, and ArmA3 itself, I'd have to keep track of all those things. So I'd like to give the maintaining part in different hands. Someone who's able to work on sound configs, knows about correct file patching and class updates, error fixing and all these stuff. I can probably fix most issues, but the time is my problem right now. So maybe there is someone with us here knowing something about modding, is reliable and trustworthy and loyal to ArmA and its community. If you think you're the one, let me know and send me an pm. For a final note, as I said earlier, I'd like to thank you all for the support, and I know its a bit of a back and forth with this thread. But I should have kept this open right from the beginning before I had to beg R0adki11 to open this again. Was a bit hasty and bitchy, I know that. On a good note back on the topic, as I proceed further into the sound design section and get more and more really amazing sound libraries, I was able to grab one that Squad mate its distinctive sounds from! Sonic Cracks, Explosions, heavy machine guns and cannons will surely benefit from it. I'll see if I can at some point be a bit more precisely on how the sound of the future JSRS will change! For now, thank you, hope you have a nice week, and I will be back with more! I hope I could elaborate my situation and acting a little, and hope to have you around for my future work! As a side note, you can expect my work in an upcoming CDLC project and its going to be spectacular! So even if I'm not here, I'm still around 🙂 Thank you! -LordJarhead
  3. LordJarhead

    Global Mobilization - To higher price to pay

    The whole thing behind this is to support young fresh teams entering the commercial video game development. It is a tough choice to make and you have to invest your own money to realize the product. So the prices will benefit the new teams and help Bohemia to keep ArmA3 alive while they can mainly focus on a new project but still deliver this community with fresh, maybe innovative ideas and contents. It'll support the new teams by giving them a chance and Bohemia by making some money while they don't really have any other new games to sell nowadays until their next big thing. The price is OK in my point of view and it's nothing that you have to get. Unlike any Bohemia dlc that you have to download anyways as it's part of the Plattform. This you can just ignore if you don't want it, but have it running independently if you want. It's a really great idea. This CDLC will give you some amazing products in the near future, just trust me! LJ
  4. I personally think that this cDLC is a great start and it shows that Bohemia is giving a chance to any team that is capable of producing and developing a commercial product. That there are high quality mods out there that might deliver more content is not to be argued, but this is a different process in some ways. For the commercial process you have to deliver licenses and prove that this is all your work, made from scratch or bought for commercial use. A mod can be made with stolen or copied content. RHS is big in size, but used many assets of Arma2. JSRS_Soundmod might sound good, but has many part used from YouTube or from libraries. In the commercial process all these ways are not allowed or you pay a price. And considering the size of the GM Team, I think this very first CDLC is a really well made product! Bohemia does provide the QA (in terms of functionality and other things such as political issues, signs and what not) so that the content is to their standards (not as much as quality but more importantly functionality and no duplicated content, copied mods and so on). The rest, the development, is made by the external teams. The jets DLC showed that it is possible to work with external teams and it showed the potential of outsourcing the work to others. It was a win win (win) for both, our team (Bravo Zero One) and Bohemia and the community I think. So don't be too hard on things, lads. We just got started and I'm really really thankful for Bohemia to open this door for us and help us to get a foot in the door for commercial video game production. There are many good projects going to come, I'm pretty sure 😉 Thanks GM team for you dedicated work to the German Wall history, a story that is rarely been told and used as scenario. Good job!!! LJ
  5. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    I updated my post. I`ll keep things available over Steam Workshop. Only the thread here can be closed, please.
  6. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    INFORMATION For private and professional reasons, I can not continue this project until indefinitely. In addition, the theft within our community continues and not only destroys the reputation of the original authors but also provides for problems within different versions. Therefore, I see myself forced to take this step. I ask for understanding. Thank you for years of support! It was a splendid time! I`ll keep the mod available over Steam Workshop, License and copyrights stay intact! But that wont stop the theft and multiplication of further, mixed versions that will cause problems. -LordJarhead
  7. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Thank you guys for all the nice words 🙂 New update: JSRS Soundmod - 6.19.0130 Changes: Fixes - Fixed Missing M197 Gatling sounds for RHS AH64 Apache - Fixed Wind sounds were way too loud - Fixed Wrong bikeys in some RHS Compat versions Additions - Added Ricochet Shell sounds for 20-40mm and Shell rounds Thanks, LJ
  8. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Thank you mate :) you're welcome! LJ
  9. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Well I tried to get the screamy loud cracks more audible, so I added some new distance steps (Very close) which are very screamy cracks. Also I added a little more bass to the distance (pool) sounds but kept them mostly rather flat. I kinda like them like that to be honest. JSRS Soundmod - 6.19.0127 Changes: Additions - Added Very close distance cracks (Loud, screamy) Tweaks: - Tweaked Soniccracks got one more step (4 sets of cracks per ammo type) - Tweaked Distance sounds got a bit more bass - Tweaked Increased distance volume and distance values - Tweaked Distance filter threshold Thanks, LJ
  10. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Yeah would help to clear the temp folder every once in a while :( I'm sorry for the inconvenience JSRS Soundmod - 6.19.0126 Hotfix Changes: Fixes: - Fixed Distance firefights around 300 meters were barely audible - Fixed Soniccracks were too low Tweaks: - Tweaked overall loudness of firefights LJ
  11. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    I'm trying to find a fix, hold on
  12. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    JSRS Soundmod - 6.19.0126 Changes: Tweaks: - Tweaked Explosion volume and distances - Tweaked Weapon sounds are a little more poppy - Tweaked Volumes for overall firefights - Tweaked Soniccracks to have more variants - Tweaked Weapon distance effects to have more variants - Tweaked 3D Processors for explosions and weapons Additions: - Added Wood creak sounds for moving inside wooden floor buildings - Added Tiles sound effects for moving inside tile floor buildings CUP: - Added RPK74 was not covered - Added Launchers to the covered weapons - Tweaked multiple vehicle sounds - Added New vehicle effect Thanks, LJ PS: I hear some people dont like the new updates, but I think that is with all changes and tweaks I do. Many think its an improvement, some dont. I always consider my own opinion and the highest priority. I use JSRS to maintain my skills and try new ways and styles. That means that some things will change. I hope for your understandings.
  13. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello, so here is my attempt to make some more decent interior sounds for vehicles. I have to keep limitations in mind so some weapons are a bit different to handle. But in most cases it works pretty well. What do you guys think? Thanks everyone, LJ
  14. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hey Mickey, Yes I noticed that some of the weapons where too bassy but a little dull in volume. I'll have to look into that again, getting more into details. LJ
  15. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    You don't. :) I hope to be able to release an update for everything during next week. Keep me posted if you have any questions, opinions, suggestions or ideas, I'm all ears! Thanks, LJ
  16. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello everyone, I´m glad that most comments so far were positive. I'm really happy with that. @gatordev About your question: Yes, most weapons across multiple mods use the same sounds. I think it would make just sense that the CUP M16 and the RHS M16 are the same sound, as they are the same weapons. Also I can use this workflow rather quickly. I just add the weapons class from the mods weapon, tell it what soundsets it should use (Even the vanilla JSRS for ArmA3 has all the sounds, AKs, M16s, M240, DSHK, M2, all of them, even if they are not used by the vanilla ArmA3 content) and then I just have a really quick and easy coverage of a new mod but only have a single, small and clean config and dont need to upload new sounds or what ever. That's why I keep updating my vanilla JSRS to implement more and more different weapon sounds so I can cover more and more mods. @Dedmen Cool, really like to hear that. Glad you guys liked it. So, to get back to the latest development, it seems that I have, against my previous statement, indeed can separate the weapons for each vehicle. So that means that we can go ahead and increase the descripted "I am in a heavy metal IFV firing the coax mg" feeling @yokhanan mentioned. I saw a video of some interior firing for some russian BTR90's which gave me a good idea of what I'm planning to recreate. That interior firing is exactly what I'm after! Sounds amazing with all the casings flying around in there. Will be really really hard to recreate and implement tho. First finding good sounds as a source, second to create the controllers. But I'll find a way. Thanks guys, LJ PS: Maybe someone knows a video of that sort of stuff I'm looking for? Would help me a lot!
  17. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hey folks, thank you for the input! I hope for more to come, don't be shy people. :) @Steve 161st Yes the soniccracks, oh well. These are always a topic. I thought I got them right this time, I probably did. But the variety is just too low. They pop, zap and crack all the same somehow. Even if that's what a crack sounds like, I have multiple recordings and it's the same, they always do snap the same in a "testing environment" where the shooter concentrates to fire the exact same spot over and over again. In a firefight I believe the rounds to go in all sorts of way around the target which causes a wider variety in sounds. Hard to tell. What do you think about Squad's cracks? They sound really good but it's a question how realistic they are... @Belbo I actually did work on the explosions for Rockets/Missiles, Mortar shells and Bombs. I added this loud crack at the beginning. Also I added new explosion sounds for vehicles so you really hear that a lot of shit just got blown up and spreads all over the place. I'll upload a little video to show that new effect. I'll post it here later. @yokhanan Yes yes, those interior sounds, I know I know. It's pretty much a pain to get them right. I mean sound wise they work fine, but there is no real way to have some "interior vehicle" sounds or to use a controller that works like that. My current approach is in having the first few meters of vehicle weapons to sound like they are in a vehicle, for like 3 - 5 Meters actually. Only problem is, when you get really close to a vehicle externally you'll hear the sound as well. And the other problem is the weapon classes that are not separated for multiple vehicles using the same weapon. The M2 on an Abrams can use these effects, as the gunner is inside the tank. The Hmmwv Gunner on an M2 standing in the vehicle and obviously being "outside" the vehicle shouldn't hear them because he's outside, still this M2 is the same class as the Abrams one. So either the Hmmwv M2 sounds too interior for being an open roof vehicle, or the Abrams M2 will sound exterior for being inside. It's a mess. And no really solution yet. Still, I'll find a way to get that working somehow. BIS is going to get a new programmer for the audio department, maybe there is a slight chance we can get this man to work on these last remaining issues for the sound (Vehicle interior and that damn Gau8 sound that needs looping soundset options). And yes I can truly confirm about that UGL sound, it's just to much at the moment. Also the silencers could get a little more dynamic, more punchy but not as loud at the end. LJ
  18. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello folks, I have some sort of a summary: First of all, I would like to thank you, the many people and users of my work, but also apologize! My last update has brought major changes. The actual weapon sound has been drastically changed. This change came to you quite suddenly. For me, it was a kind of smooth transition as I have several weeks and months, bit by bit minor changes built. Nevertheless, I would like to use the moment to explain my (future) intentions a little: Last year, towards the end, ArmA did not irritate me anymore. I have dealt with other games and projects, regardless of the war genre. In mid-December, I had a minor accident and had to stay home for several weeks. To be honest, until today! During this time, I've focused more on other games and played Insurgency Sandstorms. And the sound infected me. It was brutal, loud and somehow horny! But since I do not like the gameplay and always feel ArmA as my GoTo game, I tried to emulate the sound of Sandstorms a bit. Of course, that worked well, I think I met it quite well. Of course, it should not sound identical. Just something similar. But, (and that's a big but!) since ArmA does not really fit into the genre of Sandstorms at all, and the gameplay is much slower and more tactical, I have to say that the two topics do not go well together. Therefore, and I hope for your understanding here, I would like to try a kind of symbiosis. I know that the sound of Squad is pretty much the benchmark in realism and warfare. Therefore, I would try to adjust the new sounds a bit for the player's near environment (first person, close battles, the reflections, etc.) and to lean the distance combat to something like Squad. I will focus more on real videos and try to get the ArmA2 feeling again. The CUP update helped me a lot to get back to the "old days" I missed so much, and I feel right back in the "ArmA ban"! So, to list an overview of what the changes mean: Player weapon sounds are loud and have strong reflections. Bass heavy but with more dynamics. Distancing battles are replaced by new sounds and more "pop" sounds and less bass to produce. All weapons converge at a distance in so-called pools. This means that all M16 / M4 rifles will become the pool "M16 family" and each of these weapons will use the M16 pool sounds. This achieves several things: The performance increases a bit and the weapons can each use multiple sounds instead of just one and the same. That's how we achieve more diversity. Explosions are still loud and bass heavy. I try to add more "cracks" as you know from videos. When the rocket hits and there is a scratching crash before the actual bass comes. Very cool. Vehicles will probably remain so, only changes would be adjustments to the volume and possibly new distance sounds. The Soniccracks should also get more variety, less scratching and a bit more bass. There are more differences in volume and orientation. I have been trying many of these topics for days now and I am actually quite satisfied with the results. But I'm curious about your opinion in the first place. What do you think? What kind of wishes do you have? What bothered you or did not work, tell me! I would be very grateful for a few nice words (You know, these written things you just read here), the like button you may ignore :) Thanks folks, LJ
  19. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Ok so here we go: JSRS Soundmod Cup Weapons Mod Sound Support JSRS Soundmod Cup Vehicles Mod Sound Support Please keep in mind that this is the first release, there are probably a lot of issues here and there, volume differences and such, but mostly it should work just fine. Please give it a good try and report in any issues, SP and MP as well. Thank you, LJ
  20. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    New update> JSRS Soundmod - 6.19.0114 Changes: Tweaks - Tweaked multiple vehicle driving sounds and volumes - Tweaked Rocket and missile sound effects - Tweaked Vehicle weapons interior firing sounds Update JSRS Framework with hundrets of new sounds for upcoming compat mods like CUP and RHS vehicle sounds LJ
  21. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Currently working on it. Weapons are all working so far it seems. Sitting on vehicles now, not sure if I ever gonna do all of them or just the basics. Will see. Gonna drop CUP latest next week and see to it that RHS should also have covered vehicles
  22. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    I think I got that fixed by updating all compats. Works all fine on my end Thank mate, glad you like it :) Yeah I used that for a mission dependency and forgot to take it out of the mod. Should be fixed! Also I update the jet sounds for the vanilla (old) jets, Wipeout, Buzzard and Neophron so they fit together with the Jet DLC sounds. You should check them out and have some nice flybys! :) LJ
  23. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello, fist update for 2019, I'm still here! JSRS Soundmod - 6.19.0109 Changes: Tweaks - Tweaked most land vehicle volumes for interior and exterior sounds - Tweaked some of the helicopter volumes - Tweaked all weapons firing sounds to sound more bassy, metallic, modern FPS shooter like - Very drastic changes! - Tweaked open field weapon firing reflections - Tweaked all weapon firing volumes and distances - Tweaked 3D processors for more environmental awereness - Tweaked Vehicle weapon firing sounds for more interior feeling when the camera is inside the vehicle - Tweaked Increased audible silenced weapon distance - Tweaked Interior weapon firing silencer volume - Tweaked Increased bullethit sounds volume and audible distance Additions - Added New environmental weapon firing reflections for urban and forest areas - Added AD97 into vanilla content - Added New interior vehicle firing sounds (Being in first person)
  24. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello, I agree on the wind noises, I didn`t come to test this properly. I`ll do fix that later tonight and throw in a small update for you. @Devastator_cm What exactly do you mean by stable? My RHS port works fine on my end... is there anything that has happened during my off time? (Been away from ArmA for like 4 weeks) LJ
  25. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    This sounds like a different mod. What other mods are involved? LJ
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