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LordJarhead

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Everything posted by LordJarhead

  1. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    These are the issues I've collected so far: ASP 1 Kir missing sounds Tanks in idle and first person have a driving sounds Strider and other vehicles go silent after startup (First person) Pawnee Minigun burst sounds are too long All Vehicle minigun sound effects have no actual minigun sound Mk14 and other weapons produce multiple sounds indoor Addon "JSRS_SOUNDMOD_MRZR" requires addon XXX RHS Mk14 EBRRI does not have any firing sounds NIArms G36C2 and HK33A2 3 missing burst sounds NIArms Valmet RK-62 has a strange sound when being used in the woods NIArms Rheinmetall and epilator are missing sounds NIArms Burst firemode is missing sounds Anything else to that? LJ
  2. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Ok got it: JSRS Soundmod - 6.17.1026 Changes: Fixes: - Fixed Warning Message: No entry 'bin\config.bin/CfgSoundShaders.jsrs_sky_closure_soundshader' ;) LJ
  3. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    For those having problems with mod dependency: When ever you load a saved game or want to edit a mission that was saved with an older version of JSRS and you end up with messages like "Missing Addond JSRS_SOUNDMOD_GLOCK17" now you can use this: http://steamcommunity.com/sharedfiles/filedetails/?id=1181421524 This is a CFG Bundle of JSRS Patches that were used in the past that are not available any longer. Download it, use it like a mod, load your mission/edited mission and save them again and the dependency are gone. Have fun, LJ
  4. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    JSRS Soundmod - 6.17.1026 Changes: Fixes: - Fixed Missing Firemode on AS VAL (RHS AFRF SUPPORT) - Fixed Missing Firemode on HK416 (RHS USAF SUPPORT) Tweaks: - Tweaked Bush noises where too loud and present - Tweaked Frequency entries were locked - Tweaked Movement frequency randomizer to 1 LJ
  5. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    What does your RPT files say? Any hint in there? All files have the same signature as always... LJ
  6. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Quick Hotfix: Apparently there was an issue with a signature for cfg_jets. LJ
  7. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Updated all links on steam, plus added the new content: JSRS Soundmod - http://steamcommunity.com/sharedfiles/filedetails/?id=861133494&searchtext=jsrs JSRS Soundmod Weapon Handling sounds - http://steamcommunity.com/sharedfiles/filedetails/?id=863393819 JSRS Soundmod ADR 97 Official Mod Sounds - http://steamcommunity.com/sharedfiles/filedetails/?id=863391974 JSRS Soundmod RHS AFRF Sounds - http://steamcommunity.com/sharedfiles/filedetails/?id=945476727 JSRS Soundmod RHS USAF Sounds - http://steamcommunity.com/sharedfiles/filedetails/?id=1180533757 JSRS Soundmod RHS GREF AND SAF Sounds - http://steamcommunity.com/sharedfiles/filedetails/?id=1180534892 JSRS Soundmod NIA Arsenal Mod Sounds - http://steamcommunity.com/sharedfiles/filedetails/?id=1180543457 Hope I didnt miss anything. LJ
  8. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hey, not sure but I think I got them. Thing is, I had a massive framework overhaul going and things got real messy. After that I had a real hard time getting things back to normal or at least near to a state where normal was... Kinda killed the rest of my motivation... So, honestly, this is more of a sloppy update that got only test on my end. So things might go messy :/ Here's a change-log for the most important topics: JSRS Soundmod - 6.17.1025 Changes: *Massive Framework overhaul!* - Asset Categories Combined - Distribution of pools - Linking multiple contiguous CFG files - Insert SoundSet and SoundShader files - Splitting of CFG classes into several .hpp files - Summary of all weapons as well as vehicles in superior ranking - Shorter process paths - Optimization of volume and file flow - Adding several new weapon effects for third party support - Splitting RHS content into three individual modifications - NIA Arsenal in the support with (complete, with error momentarily) - Execution of minor errors and RPTs JSRS Soundmod - 5.17.0820 Changes: Tweaks: - Tweaked Indoor shell falling noises got improved - Tweaked Lim85 firing sounds got improved - Tweaked Volume and distances of soldiers gear noises got tweaked - Tweaked Distances and volume of general footsteps and movement got increased - Tweaked Overlay reflection sounds for interior firing Added: - Added New distance sounds for interior firing - Added New deploying sound effects for APERS Mine Deploying device Uploading now... LJ
  9. Hello Gentlemen, As some of you know I am porting my soundmod over to other mods. Like I covered the RHS weapons and such. Now I was further porting my mod to NIArms Arsenal, the full pack and wanted to cover the whole thing. Maybe even create some new sounds for the weapons that are neither in Arma nor in RHS, like FALs and AUGs and such. Now while porting the stuff over I tried to keep the structure to the original config so it will inherit well. But I end up with massive "Updating Base Class" reports in the RPT and that makes the mod a required mod for save games and editor missions. Which is obviously not a good thing for a simple soundmod. So here is my current config: These for example are the errors I get: 11:23:10 Updating base class BaseSoundModeType->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_honeybase/Single/StandardSound/ (original hlc_wp_AR15\config.bin) 11:23:10 Updating base class BaseSoundModeType->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_honeybase/FullAuto/StandardSound/ (original hlc_wp_AR15\config.bin) 11:23:10 Updating base class FullAuto->FullAuto, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga1carb/FullAuto/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga1carb/FullAuto/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga1carb/Single/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class FullAuto->FullAuto, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_aughbar/FullAuto/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_aughbar/FullAuto/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_aughbar/Single/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class FullAuto->FullAuto, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga2carb/FullAuto/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga2carb/FullAuto/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga2carb/Single/StandardSound/ (original hlc_wp_aug\config.bin) The original configs are here: https://github.com/toadie2k/NIArms Does ANYONE has ANY idea what the hell is going on here? I can't get this stuff to work correctly! Also the AUG weapons end up only having Full Auto mode... Any sort of help is welcome! Help me out guys! Thanks, LJ
  10. LordJarhead

    JSRS Soundmod Replacements

    I have already found the problem but there's no real solution for it. Thanks to @das attorney who gave the following and interesting diagnosis: I can only say the same, its not the answer anyone wanted to hear... LJ
  11. LordJarhead

    JSRS Soundmod Replacements

    The classes outside the Replacment config are given. I have: class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class cfgWeapons { class Pistol_Base_F; class Rifle_Short_Base_F; class Rifle_Base_F; Btw, this is the complete config: LJ
  12. LordJarhead

    JSRS Soundmod Replacements

    Like this: class hlc_rifle_aug: hlc_aug_base { class Single: Single { class StandardSound: BaseSoundModeType { soundSetShot[] = {"JSRS_aug_Shot_SoundSet","JSRS_aug_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM","JSRS_ALL_DIST_TAIL"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JSRS_aug_Shot_Silenced_SoundSet","JSRS_aug_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM_SILENCED"}; }; }; class FullAuto: FullAuto { class BaseSoundModeType{}; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JSRS_aug_Shot_SoundSet","JSRS_aug_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM","JSRS_ALL_DIST_TAIL"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JSRS_aug_Shot_Silenced_SoundSet","JSRS_aug_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM_SILENCED"}; }; }; }; before that I load class hlc_aug_base: Rifle_Base_F { class Single: Mode_SemiAuto { class BaseSoundModeType{}; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JSRS_aug_Shot_SoundSet","JSRS_aug_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM","JSRS_ALL_DIST_TAIL"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JSRS_aug_Shot_Silenced_SoundSet","JSRS_aug_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM_SILENCED"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType{}; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JSRS_aug_Shot_SoundSet","JSRS_aug_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM","JSRS_ALL_DIST_TAIL"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JSRS_aug_Shot_Silenced_SoundSet","JSRS_aug_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM_SILENCED"}; }; }; }; Just as in the original config. LJ
  13. LordJarhead

    JSRS Soundmod Replacements

    Yeah it's really great getting something back from the community after all these years^^ lol
  14. LordJarhead

    JSRS Soundmod Replacements

    Yeah, cool. Ok that one was obvious after you pointed it out, I made have missed that. It works now. But for others it doesnt. For example: This is my config: class hlc_rifle_auga1carb: hlc_rifle_aug { class FullAuto: FullAuto { class StandardSound: StandardSound { soundSetShot[] = {"JSRS_PP2000_Shot_SoundSet","JSRS_PP2000_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM","JSRS_ALL_DIST_TAIL"}; }; }; class Single: Single { class StandardSound: StandardSound { soundSetShot[] = {"JSRS_PP2000_Shot_Silenced_SoundSet","JSRS_PP2000_Shell_SoundSet","JSRS_FRAME_CALIBER_7X62MM_SILENCED"}; }; }; }; This is the original: class hlc_rifle_auga1carb: hlc_rifle_aug { class FullAuto: FullAuto { class StandardSound: StandardSound { soundSetShot[] = {"augcarbine_Shot_SoundSet","augcarbine_Tail_SoundSet"}; }; }; class Single: Single { class StandardSound: StandardSound { soundSetShot[] = {"augcarbine_Shot_SoundSet","augcarbine_Tail_SoundSet"}; }; }; Still I get these: 12:28:46 Updating base class FullAuto->FullAuto, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga1carb/FullAuto/ (original hlc_wp_aug\config.bin) 12:28:46 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga1carb/FullAuto/StandardSound/ (original hlc_wp_aug\config.bin) 12:28:46 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga1carb/Single/StandardSound/ (original hlc_wp_aug\config.bin) What the heck??? I dont see why it does that... :/ LJ
  15. LordJarhead

    JSRS Soundmod Replacements

    Oh wow, not all at once, guys! :P Seriously, no one has a clue? LJ
  16. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Started porting but ended up having a bunch of issues: Maybe someone can help. LJ
  17. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Any chance you would share your work so far so I can integrate it officially? LJ
  18. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Well if I'd cover NIArms I'd probably create new sounds for it. LJ
  19. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    You know about cofigurations? I have a problem where most weapons I cover cause Updateting Base Class rpts. Maybe you have some ideas about that? Let me know via PM or Skype if you have any time to help out. Thanks, LJ
  20. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Ah yes I know about this issues origin. I'll get that fixed by the next version. Thanks! I'd have to check NIArms first. Don't really know what it is. As the rhs support is quiet a lot of work to have no errors, I don't see where I can support another mod at the moment. But I'll definitely have a look and see. ;) Thanks Gentlemen! LJ
  21. Hello Gentlemen I have uploaded a video about the new MG3 sound effects I did earlier this week. They show the different effects for interior and exterior effects. More will come showing some distance sound effects. We would like to hear your feedback :) Thank you very much and stay tuned! LJ
  22. Updated my post with an image to show the system. LJ
  23. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    It normally shouldn't. It should stay client side. But there are problems with the reloading and weapon handling sounds. They cause to send error messages and broadcast them to all clients and server logs. That's why they are separated from the main mod. LJ
  24. Hello, I'm the sound guy for this project. I'll update this for a small info on how things are going with the new sounds and how we are going to proceed further into the development. First of all, it was important to us to set certain standards. So an independent sound for this modifications is essential for us! This gives the mod a new and independent soundscape. It is largely based on a modified and extended version of the JSRS Framwork. Nevertheless, the mod should not intervene in parts of the main game and thus function independently without restrictions in the choice of other mods and versions. This was also the reason for the elaboration and integration of a customized and independent sound structure. We want you to go with Asftor without any obligation to have others mods installed, at least from the point of view of the sound. The project contains many weapons and vehicles to be implemented during the production process. Each weapon, each vehicle will have its own recognizable sound. For the realization of these effects, we use great and also complex measures for the collection and processing. The shopping of expensive libraries is superfluous because I have already made it available in my freelancerships. The new system is based on several structures. On the one hand on the new structure of the sound control. The distances have been implemented and further steps have been taken. Where previously only three distances were distinguished, there are now six. The closest distance is the "Close shot". This is, so to speak, the sound that mainly the player will hear. This is supported by the "closure" effects, which should mainly simulate mechanical noise. Also within short range, effects such as the cartridge discharge are added. Or the noise for shots within buildings. From meter 0 on, so-called "reflectors" or "tails" are used over certain distances. These simulate the progress of the sound and give an indication of the environment in which a shooter is located. All these sounds, adapted and characterized for each weapon, are supported by new filters and processors. New controllers control the process and the embedding of several shaders in smaller soundset groups allow for a profitable performance. There will also be new systems and control options for the creation of vehicle effects. For example, it will be possible to supply different angles of vehicles with different sounds. A car from the front sounds brighter as the engine is at the front, while it sounds duller from behind, since there is the exhaust. There are also echos. A moving tank inside a city sounds different from the open field. All these controllers and filters will open up many new possibilities! I hope I could make a small taste. We will also make some videos about the sound effects in due course. I would like to point out the depth and fundamental direction of Astfor Sounds. I hope you stay tuned! Thanks for listening :) Off-Topic to everyone involved or want to be involved: Irrespective of leisure work and actual paid work, these effects will also have to be of a high quality. And paid work may be the right keyword. Many consider working on larger projects as a way to earn money quickly. But in this project, it's less about buying assets, no! Because we want to create something from our own hands. These projects, which are unfortunately threatened with extinction, can not be seen as a source of money. These projects represent more of a jumping board. A jumping board into the real and paid world of game development. Whenever someone delivers truly good and high-quality work, over a longer period of time, the chances of getting the jump into the business is much greater. And I know what I'm talking about. My jump succeeded back in 2016. And the work that is created around a mod can only be highly recommended to everyone. Only when a project is attracted everyone will benefit. The project itself also! People need to know about this project, but it does not work with propaganda or advertising, no. It must be rumbling. The people have to want it! They need to want to use it. They need to recommend it. And once a project reaches a certain level of popularity, it'll be successful and everyone who has been part of it will profit. Trust me! I know, personally, the big old good days are over. The overwhelming events in and around the modding community are over. They died a little with ArmA2 and never really started again in ArmA3. Mods only got ported, quality work lost its passion, many of us "old timers" left the field, and the generation of DayZ took its place. But we can get those times back! We can still create quality work, and we can do something new and special. I'm not saying we can bring back old times, but at least we can get back our passion for real modding content. I hope everyone is really blood and heart for this project. Otherwise it wont make sense to continue with journey with us... If anyone feels interested, passionate and really have the abilities to support this team, please let us know and we would be really happy to get in contact with you! Cheers! -LordJarhead
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