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LordJarhead

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Everything posted by LordJarhead

  1. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    It's something I noticed myself several times already. Maybe I can increase the volume on the vanilla breathing sounds a little for the highest fatigue. Also I maybe going to reduced the "pain" breathing sounds a little, make a little pause between two of these sounds as the character cries like every half second and that's really annoyingly! LJ
  2. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    This is a problem with most third party maps. He's probably using a sound controller that works with vanilla sounds but not with JSRS'. I'm not sure what else to do as it's up the maps author to change his controller ... Is it still there? I got that array fixed which was mostly the only one I found so far... LJ
  3. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Yeah I'll separate things eventually ;) LJ
  4. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    I think I already found the problem. The weapon CAS2 for vehicles weapons caused it. There was an entry like: rangeCurve[] = {{ 000 },{ 20,1 },{ 150,0 }}; which should have been rangeCurve[] = {{ 0,0 },{ 20,1 },{ 150,0 }}; I fixed that and will upload the update in a few ;) LJ edit: JSRS Soundmod - 5.17.0807 Changes: Additions: - Added New interior firing sounds for all weapons Tweaks: - Tweaked Explosion sound volumes for Mortar and Shell impacts were too low - Tweaked Weapon firing sound volumes where too low Fixes: - Fixed Error message Config: array does not have 2 entries - Fixed CAS2 weapon sound distances had a wrong numbering JSRS Soundmod RHS - 5.17.0807 Changes: - Fixed Conflicting addon JSRS_SOUNDMOD_AK103_RHS
  5. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    @Jacali I think the wind noises might be a hint where the error message comes from. Maybe it's the environmental system or something. I'll have to take a look at things. Also I will certainly increase the volume of these explosion sounds. I find them a little low as well. Tho I was just happy to have them in-game and didn't come to tweaking yet. I'll update you asap. LJ
  6. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    It's weird as I cannot reproduce the issue. I'll have a look into it by monday I hope as I'm away for the weekend. Please stay patient, I'll get this one fixed. Maybe someone can support me, anyone having this issue can maybe look up his RPT log file and see if a certain config is named? A config file should be named or addressed. Thanks, LJ
  7. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    After my disappearance for quiet a while I was able to craft a few things together and make a little update addressing some issues and adding multiple tweaks and additions. Hope you enjoy this update! JSRS Soundmod - 5.17.0804 Changes: Additions: - Added New MG Chain/Belt noises when firing Mashine guns Tweaks: - Tweaked MX Rifle family sounds - Tweaked Explosion distance "cracking" sound - Tweaked Shortend distances for weapon firing sounds - Tweaked Closure sound effects (Preshot sound) - Tweaked Quadbike ATV High Off sound samples to be a loop - Tweaked Quadbike ATV config - Tweaked Volume of distance tails in 'houses' and 'forest' areas were too loud - Tweaked Added volume curves to multiple shaders that got cut by range only - Tweaked Close Soniccracks have no volume curve - Tweaked Soniccracks within 25 meters spatialized Fixes: - Fixed Some explosions had a wrong numbering in the cfg - Fixed Wrong entry in range target for SD Interior sounds - Fixed Multiple conflicting Addons due to compression JSRS Soundmod RHS - 5.17.0805 Changes: Tweaks: - Tweaked AK74, AK74U and AK100 Series using different closure effect now - Tweaked M249, M4 and M240 firing sounds Fixes: - Fixed Missing AK100 series Burst firing sound - Fixed Missing AK100 series Silenced firing sound - Fixed Multiple "Missing ';' at the end of line" RPT's Thanks, LJ
  8. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello everyone, I've been away for quiet some time by now after I had to take a break because of health. I'll try to head back on track as soon as possible and will, hopefully, be back by the next week or so. I've added a short Promo Sound files to my website so you can take a listen to where the new updates are heading right now: JSRS Soundmod Promo Also visit my website for more informations around JSRS and JSRS-Studios. Thanks everyone! LJ
  9. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Yes, it's a network broadcasting issue by the game itself. LJ
  10. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Actually to prevent these issues no client should use the Weapon Handling and Reloading sounds. That's why there is a second bikey to separate and outsource clients that use these sounds. On the other hand I think there is a missing cfg file I can add in the next update, so these problems should be gone. But I can't say for sure... I'll try a few things. LJ
  11. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    ArmA on an unreal engine would be cool actually. Not sure if it would work as ArmA is rather big and intesive when it comes to calculating AI. Well one day maybe hehe I'm currently working on the weapon sounds for distances. Maybe adding a little more pops and such for more indication of position and such. LJ
  12. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Yeah as I said I always read posts here. I just don't find the time to always answer ;) LJ
  13. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Thank you very much for your decent and detailed feedback. That's the kinda feedback I really missed lately. Just a 'Like' button doesn't give me constructive support and people mostly only write a few sentences when something went wrong heh. I kinda want to give the whole soundscape a higher dynamic range. More pops and indications to aware what happened where. I guess I'm on a good way but as always I'll just keep diggin' and updating. I have to admit I was a little impressed with the soundscape from the game Squad and kinda tried to implement a bit of its style into JSRS. But your feedback and opinions worth a lot to me and they went always into the development. So thanks for letting me know about your opinions. Thanks! Your Building destruction sounds are kinda troubling me right now as the desync is very off at some spots. But I'll keep diggin'! :-)) I might consider different weapon mods to be covered as well once I have JSRS kinda running smooth and when I know where to go with my latest style changes. ;) LJ
  14. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    The vehicles are currently not covered, yet. They will have a decent sounds and will be loud enough :) LJ
  15. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Update is uploaded: JSRS Soundmod - 5.17.0705 Changes: Tweaks: - Tweaked Soniccracks were changed drastically - Tweaked Bullethits got updated with zipp/whizz sounds - Tweaked Soniccrack Wizz sounds got removed - Tweaked Arty Mortar incomming sounds - Tweaked Shell fly over sounds - Tweaked Bullet sub sonic and super sonic sounds got separated - Tweaked Distance sounds using mono sounds - Tweaked Bullethits now have additional zipp/wizz sounds on further distances - Tweaked Mortar Shell incomming sounds have been improved Additions: - Added New Soniccrack sounds for close, medium and far distances - Added New Bullethits and Bullet FlyBy sounds - Added New sounds for walking on interior surfaces (No High Heels any more!) - Added New ATV Quadbike engine sound effects Fixes: - Fixed RPT jsrs_soundmod_p_weaponsounds\shot\ugl\mid2 (3).ogg not found !!! - Fixed RPT jsrs_soundmod_p_vehiclesounds\tires\grass_ext_all.wss not found !!! - Fixed Shells caused a long fly over sound after they exploded already LJ
  16. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Ok so here's how I addressed the issue: Bullets flying with supersonic speed cause Sonic-cracks, loud crackly noises, the close Cracks are around 0 to 10 meters, followed by medium distance cracks and thuds from 10 to around a 100 meters followed by low volume distance cracks and thuds in the distance. These cracks, Close, Medium and Far are separated by caliber size, close cracks are separated by 6x5, 5x56, 7x62 and so on, while medium are just separated by regular sizes and bigger sizes like .50 or 20mm and so on. Very far cracks does not have a separation. Bullets flying with subsonic speed cause the Bullet Fly By sounds, not as loud as cracks, just a regular "shhhziiipppsshhhh" kinda sound. Its heard from 0 to around 100 meters but the volume drops drastically after a short distance. Bullets hitting things now also cause these "zippy" and "whizz" kinda "ping peng" sounds, a sound that tells a bullet hit something and then went of flying around, so ricochets actually. These sounds does not appear as often as normal bullet-hit sounds. The more bullets hit something close to you the higher the chance to hear them obviously. The ratio is around 4/10 ricochets and 6/10 normal bullet hits. Some of them cause a loud noise that can be heard over very long distances, like flying and screaming shrapnel so to say. All in all I went away from the Hollywood effects, considered realistic bullet behavior and I think it came out really well. You are actually able to try it out later as I'm currently uploading the new update! LJ
  17. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    I didn`t knew the game differs in one direction or another, I thought it would use both the same time. Cheers mate :) LJ
  18. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    I'm going to improve the sounds and see if I can get things a bit more realisticly and consider the whizz sounds applied to bullethits and maybe subsonic ammo only. I'll find a decent way! LJ
  19. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Woah... I didn't thought about getting that much negative feedback. It was more a quick setup to see how things sounds and all. I thought it was kinda cool but I guess you are right. Only problem would be the limitation that does not allow me to address a super or sub sonic bullet flyby. I guess I'll need to figure something out to get you back on the boat. Maybe I can address the whizz and zipp sounds to the bullethits... I wanted to create a little sound feeling such as Squad had. I heard wizzing bullets all the time but the engine does allow it on the other hand hehe Don't you guys worry, I'll get things back on track ;) LJ
  20. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    It's probably a Mud surface sound that you hear. I'd need to check if the hesco barriers have that surface controller set it if it's a different thing. I guess it's based on muddy surfaces and my sounds might not really fit the same situation. When I think about mid I thought about a wet sand surface. I'll get that fixed ;) Thanks for the cool feedback ;-) LJ
  21. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Sry for you guys having so much trouble with frequently updating lol LJ
  22. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    JSRS Soundmod - 5.17.0630 Changes: Tweaks: - Tweaked Wind noises were too bassy - Tweaked Framework volume maintenance - Tweaked New explosion volume tweaks - Tweaked Close shots are louder, distance shots are quiter now - Tweaked Reduced vehicle weapons volumes on further distances - Tweaked Increased Debris sound raduis Additions: - Added Many new explosion effects - Added Complete new explosion system - Added Zipp/Wizz and Close-By bullet effects for close passing bullets - Added New debris sounds for vehicle explosions Fixes: - Fixed RPT ".volume': Missing ';' at the end of line" in Framework JSRS Soundmod RHS - 5.17.0630 Changes: Tweaks: - Tweaked Changed M21 from 7x62 to 5x56mm framwork sounds - Tweaked M4 firing sounds I'm more focusing on JSRS currently for updating the base platform for RHS and other content. LJ
  23. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Daily updates and maintenance makes it impossible to use regular external links apart from the Steam Workshop. LJ
  24. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Two new updates for JSRS and RHS Support: JSRS Soundmod - 5.17.0619 Changes: Additions: - Added New Sounds for reflections based on Caliber and not weapon type Tweaks: - Tweaked 3DProcessors for small arms have a shorter radius - Tweaked Wepon sounds had a too present tail noises apart from the tail system - Tweaked Small SMGs preshot timing was too long - Tweaked GlobalFilters - Tweaked Weapon sounds now have a greater dropoff after the shot JSRS Soundmod RHS - 5.17.0619 Changes: Fixes: - Fixed AK100 series was missing a sample LJ
  25. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Yikes, forgot about these. Thanks man. Fixed! JSRS Soundmod - 5.17.0613 Changes: Fixes: - Fixed Multiple RPT entries frequencyRandomizer': Missing ';' at the end of line - Fixed RPT entry delay': Missing ';' at the end of line LJ
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