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LordJarhead

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Everything posted by LordJarhead

  1. LordJarhead

    JSRS4 - APEX 1.2

    Glad to hear this! I was worried it's caused by my mod. Honestly I was a little stupid not testing arma without mods :X But the release of DynaSound 2 and Enhanced Soundscape has made me a little confused. I shouldn't compare my work to others, still it's my 'main competition' and it has the nose way in front of me right now and it's hard to catch up without any sort of scripting or cba :/ LJ
  2. Glad to see this being advanced! It's getting better and better :) Frohe Weihnachten :) LJ
  3. Congrats on your release! I wish you a pleasant time! Frohe Weihnachten :) LJ
  4. LordJarhead

    JSRS4 - APEX 1.2

    I wish everyone a happy Christmas time and big shiny presents :) We are currently working on a new website to get everything back on track. I made a new simple logo today and thought I share! This one is for the Facebook page, the other one is a white one for a dark background for the new website. We aim for a ready for public website by the first quarter next year, but also I'm working on JSRS! The latest 64x update threw me back sadly! For some odd reason JSRS seems to CTD when certain soundsets/shaders need to be calculated. LJ
  5. LordJarhead

    JSRS4 - APEX 1.2

    I would, yes. Tho as my time is limited and if JSRS does not really get much time, I hardly wont start another project ;) LJ
  6. LordJarhead

    JSRS4 - APEX 1.2

    I finally got my Facebook back running and the JSRS site is now back. For some who are interested: https://www.facebook.com/TheLordJarhead/ I'll try to keep track here and there and try to post more insight stuff of JSRS and surroundings. LJ
  7. LordJarhead

    JSRS4 - APEX 1.2

    Oh I didn't know that! Thanks for noticing! Then it's honestly not a problem at all :) Thanks mate! LJ
  8. LordJarhead

    JSRS4 - APEX 1.2

    Nah its ok, if they want it, no problem. I only see problems where people start reporting bugs based on the elder version, or judge my work by them! That's where I wanted to keep everyone up to date. But fairly said, there have been so many changes to the sounds and all, every version sounds different. Of course some like older versions more. LJ
  9. LordJarhead

    JSRS4 - APEX 1.2

    This is exactly what I tried to avoid hehe^^ LJ
  10. LordJarhead

    JSRS4 - APEX 1.2

    Well the mod itself works fine in multiplayer, there is some content that the player himself can decide to use our not, this content needs to be allowed by the severs (extra). So this prevents anyone to join the game that could bring content into loop that causes RPTs (reloading of weapons for example). These extra content files have their own signature. So if the admin only allows JSRS, you only can join without the extra content that tends to cause problems. This way, no rpts and no problems. Still, I guess, some admins wont allow JSRS anyways. They used to allow other soundmods or just dislike JSRS for the RPT's that have happened so they wont even give the next update a try. Which I consider as their loss. For any other questions about problems or general feedback, those are the changes I've made from the latest release on to the next update: If you have any questions to what each change/tweak/addition stays for, just let me know. LJ
  11. LordJarhead

    JSRS4 - APEX 1.2

    Oh yeah, that one... Well this is actually a deeper engine problem. I don't even think it's connected with the sound config rather than the vehicle parameters that kinda mix the wrong frequencies when you first start driving. Tho this problem is to a minimum on my end and in most situations I didn't noticed it anymore so it might be fine with JSRS. As I never really play vanilla I can't tell if this problem is still in latest dev build!? LJ
  12. LordJarhead

    JSRS4 - APEX 1.2

    So, Forums got updated and is looking good, BIS! Acording JSRS I'd like to know if there's anything else you guys have trouble with or want to give some feedback if you feel it hasn't been brought up. I'd like to collect any last problems and issues for the next build and want it to be my final build and my last for now. JSRS come a long way but ultimately I've made some mistakes and caused many problems, for example by versioning wrong and confuse people about what's the latest version. My future project will be easier to maintain and keep track about. Also I'll start looking into steam workshop and will probably use this for easier maintenance of my work. And since ArmA reached it's Apex and isn't changing much but maybe expanded further, I'll get the next release to be the one and only JSRS for ArmA3 there is. I don't want to have many different versions flying around any longer. So there should be one final and good working version for everything. As BIS really made plausible and intelligent updates in their engine I can fully ignore scripting and cba for my work to still sound great. This makes many problems solve themselves. So as I don't have an eta yet I'll hope for an release later this year or maybe for Christmas?! We'll see. So if there's anything you would like to mention, here's your last chance I guess :) LJ
  13. LordJarhead

    JSRS4 - APEX 1.2

    Yeah I've seen it. This kinda thing destroys the modding community a little ... No respect for the authors will. But well... I'll use the workshop eventually I guess. Makes updating the work easier and I don't need to bother about shitheads anymore distributing stuff under my name that might only cause problems. We'll see... LJ
  14. LordJarhead

    JSRS4 - APEX 1.2

    Well the whole movement system got changed and the old system got deleted, which is the one I used. So... I'll go through the update currently and transfer my mod to the new movement system. LJ
  15. LordJarhead

    JSRS4 - APEX 1.2

    Yap, that happens since the last big update or so. The sound controllers for updated which say where which sound should be played. It should be easy to fix and I'll get to it eventually. LJ
  16. LordJarhead

    JSRS4 - APEX 1.2

    Yeah probably an updating base class issue. Do you play on Dev build or stable? Would be interesting to know if the Tigris is different on those two builds. Will be fixed with the next update. LJ
  17. LordJarhead

    JSRS4 - APEX 1.2

    ArmA3 on stable runs faster and smoother on my end with this new build. LJ
  18. LordJarhead

    JSRS4 - APEX 1.2

    Hello, I've been ignoring things here lately due to some other projects and RL stuff. So my process with the next update is more than slow. But I'll have something eventually. Considering the long timeout I've gathered some interesting additions, tweaks and fixes for the last version and updated my build frequently. Main focus was put on additions for something new I was thinking about a long time ago. So here is a short list of things what I did so far. If anything has a problem with their current version of JSRS and ArmA3, maybe you'll find your solution in the fixes. Also I can`t and wont say when I can release this. Many of the things I want to implement are really time consuming and take a lot of time that is currently reserved for other things. Here are my changes for fixes, additions and tweaks. Fixes are clear I guess, additions are meant to add new things that has not been in the last build while tweaks are old things that got changed or improved. Fixes: - Fixed Added requirement for JPEX_GlobalFilters and JPEX_Framwork to vehicle weapons - Fixed Missing required addons update list for CTAR rifles - Fixed CMR/DMR07 had no JSRS sounds - Fixed SMG now have a superclass called Rifle_Short_Base_F - Fixed Missing AI firemode supports for DMRs and Rifle_Long_Base_F weapons - Fixed Wrong entry "meadow" for CfgWeapons is not a controller - Fixed Missing Mk1 EMR weapon sounds when AI uses it - Fixed Missing firemode for AI on MMGs and MK14 - Fixed Relocated shell interior sound cfg entries into the jsrs framework cpp - Fixed Missing sound exhaust4.wss for MARID APC - Fixed Missing tail systems for some vehicle weapons Additions: - Added CDS2 to the build Calculated Distance Simulation - CBS2 is a new way of separation of sounds, based on distances to the camera. The system got updated and redesigned to finally find its way back into JSRS. Build from the ground up, this simulation from DragonFyre is now more flexible, powerful and dynamic. It separates distances from "mainranges" into "subranges". Each mainrange has a calculated distance given which the subranges are separated for. The simulation works for both weapons and vehicle weapons. The mainranges are calculated into 3x1 steps. Close, Mid and Far ranges and the pools. The first three steps have subranges devided by 2. Close and Close2 and so on. Each subrange has 8 samples. The distances for each subrange is calculated and simulated by a sinus curve based on real life data. The distances work hand in hand with volume curves, 3d processor and processor curve and filters build for the new technique. - Added New weapon interior shooting sounds for peformance reasons (Watch for separation in the tweaks down below) - Added New Tails for all vehicle weapons They used some old tails from an older JSRS version. Now they'll suit the handheld weapons a bit more. - Added New Volume curves - Added New 3D Processors for weapons and tails - Added Newly created LowPass Filters - Added New Distance Filter FreqAttenuation for all weapon sounds Bunch of testing went into these new global filter techniques from CBS2. They came out pretty cool. Smooth transition between loud close sounds and low far sounds. - Added New BiPod down and up sound effects Still not workign for all of them. Pretty tricky getting them to work. - Added New Frequency Randomizer for all weapon and tail sounds So not every single shot comes out sounding the same. - Added Shell interior sounds for various APEX weaopns like AKM and AKSU74 ect They were missing! - Added Replaced all stances/handling sounds with new/better samples - Added New gear noises Really proud of them. I mixed the old ones with some new detailed samples. - Added New closure effects for all weapons, seperated by type and calibre - Added New set of explosion sounds for 20 - 40mm HE Rounds Tweaks: - Tweaked Distance separations got enhanced - Tweaked Seperated close range sounds for Interior and Non-Interior to prevent limitation Pretty tricky, much work and some thinking brought me to this idea. It's basically a separation for the close shot sounds that mostly the player or really close other units will trigger. The interior echo is not an extra soundlayer or soundset anymore, its a complete new standalone sound mixed in the sample. Which makes the game play only one sound instead of multiple when being interior. Better performance, no limitations and no stuttering sounds anymore! - Tweaked Cleared all tail sets and used a pool of shaders for mutliple weapons - Tweaked Lowpass filters and 3D Processers for all weapons and explosions - Tweaked Cleared weapons cpps from multiple unnecessary repetitions Some where full of stuff, many still are. There is a reason to clean them up! - Tweaked Volume and ranges of shell interior noises from 5 to 15 meters at 50% volume They were way too loud for a way to short distance. - Tweaked Weapon sound volume close range - Tweaked Movement sound volume gear - Tweaked Lowered suit fabric sounds volume while moving Tweaks all around the movement were made. - Tweaked Closure volumes to match EQ levels high/low freq Weapon firing in first person is more detailed with a slightly louder click noise. - Tweaked Deleted unused tail_houses entries and function for all weapons for better performance There were many old soundsets put for use but they wheren't audible enough or just used space and output didn't worth the resources. - Tweaked Added more audible tails for distance firefights outside of houses/forests controllers Is the firefight in a village, town, a forest or in the open, the tails will tell! - Tweaked Shorter distance seperations for weapons and explosions Close firefights are close, everything else need to sound further away. This gives a better feeling about close dangers and further away threats. - Tweaked Cleaned Config files and deleted trashy entries or not needed classes Some entries were leading to dead pools, some were triggered but not used to play a sound, others would just play muted files. Some noises that couldn`t be heared have been earased as well. - Tweaked Movement sound samples and error fixing - Tweaked Movement gear volumes and distances, same for stances If there are any questions (Beside ETA or Steam Workshop release) just ask away. I'm happy to answer them (Or try at least). Also I'll try to get a video up for some showcase but really can't much time for this project lately. :( LJ
  19. LordJarhead

    JSRS4 - APEX 1.2

    I asked the PWS team already to delete all the other mods and just keep this one in the loop but seems like they didn`t. And as always I told everyone to check THIS topic what version is the latest and the one you should use... LJ
  20. LordJarhead

    JSRS4 - APEX 1.2

    Yop... Auto correction of my phone *eye roll* LJ
  21. LordJarhead

    JSRS4 - APEX 1.2

    Apex is a complete new mod that sounds entirely different and both should never be mixed or used at the same time. Also dragonfyre is outdated already.LJ
  22. LordJarhead

    Config Problems

    Got the weapon problem solved. I missed the "A3_Weapons_F_Mark" on the required addons list. Tho the BiPods still dont seem to work even if I added the "A3_Weapons_F_Mark" too... hmm. LJ
  23. Hello, I wanted to cover all the weapons of ArmA, APEX included. So my configs for like the MK14 looks like this: class CfgPatches // Copyright © 2015 by LordJarhead. 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/. { class JSRSAPEX_Mk14 { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; requiredAddons[] = {"A3_Sounds_F","A3_Weapons_F","JPEX_FrameWork"}; version = "1"; projectName = "JSRS APEX"; author = "LordJarhead"; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Rifle_Long_Base_F; class DMR_06_base_F: Rifle_Long_Base_F { class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_SoundSet","JPEX_MK14_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_Silenced_SoundSet","JPEX_MK14_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_SoundSet","JPEX_MK14_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_Silenced_SoundSet","JPEX_MK14_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; }; class srifle_dmr_06_camo_f: DMR_06_base_F { class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_SoundSet","JPEX_MK14_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_Silenced_SoundSet","JPEX_MK14_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_SoundSet","JPEX_MK14_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_MK14_Shot_Silenced_SoundSet","JPEX_MK14_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; }; }; Problem is, I get updating base class RPTs. 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_mk14 7,62 mm\config.bin/CfgWeapons/DMR_06_base_F/ Why tho? Its exactly the same build up as the vanilla config... Same goes for all the other DMRs kinda: 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_cyrus 9,3 mm\config.bin/CfgWeapons/DMR_05_base_F/ 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_mk-1 emr 7,62mm\config.bin/CfgWeapons/DMR_03_base_F/ 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_mk14 7,62 mm\config.bin/CfgWeapons/DMR_06_base_F/ 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_navid 9,3 mm\config.bin/CfgWeapons/mmg_01_base_F/ 17:31:48 Updating base class Rifle_Base_F->Rifle_Long_Base_F, by jsrsapex_w_s_spmg .338\config.bin/CfgWeapons/MMG_02_base_F/ The MMG's have a problem for some reason... vanille the weapons are Rifle_Long_Base and still this "updating base class" happens... I see no solution or reason... And the EMR is having vanilla sounds when the AI is using it... heres the config: class CfgPatches // Copyright © 2015 by LordJarhead. 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/. { class JSRSAPEX_Mk1EMR { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; requiredAddons[] = {"A3_Sounds_F","A3_Weapons_F","JPEX_FrameWork"}; version = "1"; projectName = "JSRS APEX"; author = "LordJarhead"; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Rifle_Long_Base_F; class DMR_03_base_F: Rifle_Long_Base_F { class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_SoundSet","JPEX_EMR_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_Silenced_SoundSet","JPEX_EMR_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_SoundSet","JPEX_EMR_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_Silenced_SoundSet","JPEX_EMR_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; }; class srifle_dmr_03_f: DMR_03_base_F { class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_SoundSet","JPEX_EMR_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_Silenced_SoundSet","JPEX_EMR_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_SoundSet","JPEX_EMR_Tail_SoundSet","JPEX_FRAME_RIFLE_REFLECTORS","JPEX_FRAME_NOISE_LAYER_762MM"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"JPEX_EMR_Shot_Silenced_SoundSet","JPEX_EMR_Tail_Silenced_SoundSet","JPEX_FRAME_NOISE_LAYER_762MM"}; }; }; }; }; Also I tried to give the BiPods new sounds. Tho nothings working. I made the config like this: class CfgPatches // Copyright © 2015 by LordJarhead. 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/. { class JSRSAPEX_ReloadingSounds { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; requiredAddons[] = {"A3_Sounds_F","A3_Weapons_F","JPEX_FrameWork"}; version = "1"; projectName = "JSRS APEX"; author = "LordJarhead"; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Pistol; class Pistol_Base_F ; class Rifle_Base_F; class Rifle_Long_Base_F; class Launcher; class Launcher_Base_F; class GrenadeLauncher; class ItemCore; class InventoryItem_Base_F; class InventoryUnderItem_Base_F; class bipod_01_F_snd : ItemCore { class ItemInfo : InventoryUnderItem_Base_F { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (1).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (1).ogg",1.25, 1, 25}; }; }; class bipod_01_F_khk : bipod_01_F_snd { class ItemInfo : InventoryUnderItem_Base_F { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (3).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (3).ogg",1.25, 1, 25}; }; }; class bipod_01_F_mtp : bipod_01_F_snd { class ItemInfo : InventoryUnderItem_Base_F { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (2).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (2).ogg",1.25, 1, 25}; }; }; class bipod_01_F_blk : bipod_01_F_snd { class ItemInfo : InventoryUnderItem_Base_F { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (1).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (1).ogg",1.25, 1, 25}; }; }; class bipod_02_F_blk : bipod_01_F_snd { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (4).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (4).ogg",1.25, 1, 25}; }; }; class bipod_02_F_hex : bipod_02_F_blk { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (4).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (4).ogg",1.25, 1, 25}; }; }; class bipod_02_F_tan : bipod_02_F_blk { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (5).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (5).ogg",1.25, 1, 25}; }; }; class bipod_03_F_blk : bipod_01_F_snd { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (6).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (6).ogg",1.25, 1, 25}; }; }; class bipod_03_F_oli : bipod_03_F_blk { class ItemInfo : ItemInfo { soundBipodDown[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Down (6).ogg",1.25, 1, 25}; soundBipodUp[] = {"JSRSAPEX_P_Weaponsounds\BiPod\Rifle_Up (6).ogg",1.25, 1, 25}; }; }; Ingame is no sound working (totally silent) and neither an RPT nor an error message shows up. Tho all the BiPods are an "JSRS AddOns" and are required while saving missions/editor. I dont get it... Is there anyone to help me out here? Any kind of help would be appreciated. I searched configs browsers, config viewer ingame and https://configs.arma3.ru/. Still I can't find a solution... LJ
  24. LordJarhead

    Config Problems

    So? What does this mean? What do I have to change then? LJ
  25. LordJarhead

    ~ ArmA 3 Sound Modding 101 ~

    That's what I did. I copied the exact inheritance form of all the contents... still it doesn't seem to work... Required addons seemed to fit as so far. And the space and non standard characters in files and paths never caused a problem before ... LJ
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