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LordJarhead

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Everything posted by LordJarhead

  1. LordJarhead

    JSRS4 - APEX 1.2

    The Apex content will be available later this week or maybe next week ;) Yep, missed a config there it seems. Will update it with the next update. Now it comes to the big question: What's better now? Having ok sounds with a nice size and no stuttering, better performance and transaction... Or the best quality to a less frequent performance, some stuttering, worse transaction, loading times.... What do you think? I guess I should start a poll here. LJ
  2. LordJarhead

    JSRS4 - APEX 1.2

    I agree on the loudness. This seems to be a little off. The trails got cut due to performance so that had an impact either. The environment sounds are kinda the same, tho the randomly placed sfx sounds are kinda missing. Yeah don't worry, I just like contructive feedback and opinions. That's all ;) LJ
  3. LordJarhead

    JSRS4 - APEX 1.2

    Can you please elaborate that statement a little? Like what sounds exactly, is there a sound or a type of sound source (weapon, vehicle, explosion...) that stand out? I'd like to narrow it down... LJ
  4. LordJarhead

    JSRS4 - APEX 1.2

    Well that's what I did in the earlier releases so I'll redo that and will increase the overall volume a little. Also it is quiet possible to have different tails for different ammunition types based on the weapons using them. So I'll find a decent way, I'm sure :) LJ
  5. LordJarhead

    JSRS4 - APEX 1.2

    Thanks Mate. The logo was a smaller one copied from Twitter so it has a rather bad resolution. Yes I agree on that. There was rather no real reason for those flyby sounds. I'll cut them out. Oh now that's really interesting. I guess it's a thing with the new ogg file format. It might use .wss better and produce louder sounds. I'll take a deeper look and maybe make a direct comparison about the situation. Of course the weapons should stay loud. Thanks for the hint. LJ
  6. LordJarhead

    JSRS4 - APEX 1.2

    Because six might have mixed the mods and "updated" the old one. Please use the link given in the first post here, it's from my server and I can guarantee it's the correct version. Delete everything of JSRS you had before!!! LJ Ps: anyone a word to the logo I made?
  7. LordJarhead

    JSRS4 - APEX 1.2

    No Problemo. Glad you figured it out:) LJ
  8. LordJarhead

    JSRS4 - APEX 1.2

    No, the 1.4 RX build is for the latest ArmA 1.60 stable branch. The Apex content will be in the final release. The next version will be just JSRS APEX as I want to go simple for once ;) LJ
  9. LordJarhead

    JSRS4 - APEX 1.2

    There you go, no mod has been loaded. There ist a problem somewhere else. Is your ArmA maintained by steam? You have it in the steamApps/common folder? How do you start your ArmA? Best way to start is by the launcher. There you select the mods and it should be working. LJ
  10. LordJarhead

    JSRS4 - APEX 1.2

    But is there a mod icon in you main menu when you start ArmA? And is it in the list under Settings/Expansions/JSRS? LJ
  11. LordJarhead

    JSRS4 - APEX 1.2

    Yes, I don't do this right now. O can't give any support for the old RHS sound pack. I will at some point eventually, I promise. But right now, things around JSRS are more important to me. Well that's one of the reasons this is an RC version. Yes I wanted to correct myself yesterday but didn't came to it. Well you were talking about the audible soniccrack on silenced weapons which is realistic, but because of the limitation that there would be no difference what kind of ammo you use. I wondering if there even is sub sonic ammo in the game actually... I think it's not. So basically I could kinda tweak things a little. The SD sounds are not really final yet. I'll tweak them further out eventually. Thanks for giving feedback. LJ
  12. LordJarhead

    JSRS4 - APEX 1.2

    Oops, Not again :( will take a look... It surely is a limitation there. The engine does not make a difference between normal and subsonic ammunition. In case you use subsonic ammo there would still be a crack audible. That is not supposed to happen. And the soniccracks doesn't work realistically in ArmA. They are only audible if you are in the line of fire, but they don't produce an crack if you are not in that line. Sry but that's just the way it is with ArmA... Well I'm sry to hear that. Can't please everyone I guess ;) LJ
  13. LordJarhead

    JSRS4 - APEX 1.2

    Are you sure you installed it correctly? Because that WAYYYYY over the top for being a normal problem, and of course there are some weapons silent, like... MOST of them it seems :o I guess you made a mistake somewhere down the line of installation. Download the 1.4 RC from the first post here, delete ANY old files, AddOns or content of JSRS you had, and drop the new @DragonFyre folder into your main ArmA folder. Open the launcher, go under mods, add mod folder, select @DragonFyre, start and have fun :) Thanks for the nice words :) Yeah I've seen them as well. They shouldn't be present on the main/stable branch, which this mod is designed for currently ;) Hey mate, so basically this is what I would do: Delete all Reload, Dry, Firemode and explosion activate/deactivate sound entries out of the CFG's. Pack it, have it a complete mod without these sounds, works fine in MP without further problems. Then I'd add all deleted entries into a new CFG and pack it under a new signature, so that these sounds are present again, but people with this extra tool cannot join a server that doesn't want to have them as those are "supposed" to neither work with the server side files that would be needed. Any how, I don't really like the first idea, as this would just cause confusion again why there is a separate download again :o LJ @Foxhound: Thank you! You are the best my friend! ;) and thanks to R0adkill11 and ineptaphid for keeping track over things here recently :)
  14. LordJarhead

    JSRS4 - APEX 1.2

    Maybe you can pin point the weapon causing it. If there is no sound, check you RPT file and look for missing file messages... Should be an .ogg file missing from a drafonfyre_P_ folder .... LJ
  15. LordJarhead

    JSRS4 - APEX 1.2

    People should check the front page as that's the one containing the informations on how to install the mod. ;) LJ
  16. LordJarhead

    JSRS4 - APEX 1.2

    With recent developments you can base your weapons in many rifles besides the mx. And the MX is not really well for recoil inheritance maybe. Well they all have their SD sounds, but I would take a look at the sd mx and see if I can kinda reproduce it to other weapons a little. It's still RC release, so there is plenty of room for feedback and suggestions people ;) I will name the final not 1.4 but JSRS DragonFyre APEX as I did with the Eden update. But let bohemia development Apex a little further for now so I can be sure I don't have to update the mod again. Although, the updates are small with the new file format by now :D LJ
  17. LordJarhead

    JSRS4 - APEX 1.2

    Never, you can never expect anything, just be surprised when somethings released. ;) LJ
  18. LordJarhead

    JSRS4 - APEX 1.2

    So I edited the front page for a little better understanding. Hope things are clear now. LJ
  19. LordJarhead

    JSRS4 - APEX 1.2

    Its not needed basically but they should be compatible. But JSRS doesn't require CBA by the way... Either loud footsteps in 3rd Person or really quiet ones in 1st Person. Its a ArmA thing how it controls the sounds from 3rd to 1st person view... sadly. LJ
  20. LordJarhead

    JSRS4 - APEX 1.2

    guys, I said multiple times that the new system is very small! Yes it's under 1 gb. Still it's all I got, it's the whole mod. So once again: Download 1.4, delete everything from JSRS you had, put the mod files in, which are less than a gb in size, and start playing. The size of this new version was one of the main development reasons... And the changelog even said: - Added new OGG file format - Tweaked mod size due to decoding So yes, everything is fine with the mod being less than 1gb in size! ;) LJ
  21. LordJarhead

    JSRS4 - APEX 1.2

    Oops, i forgot that. Just delete all the old files and just use these as a fresh reinstallation. LJ
  22. LordJarhead

    JSRS4 - APEX 1.2

    Thank you very much for the awesome support my friend! :) Also, good timing: I just uploaded the 1.4 build I had running. This is an RC and should be tested before we call it a FINAL. I know there might be still some issues left, but give it a shot. Its a full build, delete all old files, its all in there! The new size is because of the new decoded file format I'm using. Feedback would be nice! (I mean feedback, like comments, not just clicking on the Like Button here :P) Download: JSRS3 DragonFyre EDEN 1.4 RC (Full Build for first new framework testings) Installation: Put the @DragonFyre folder from the mod into your main ArmA directory. You need the 1.0 full version which is a rather big download. Put that into you Arma directory, then download 1.2, do the same and overwrite any existing files, then do the same with update 1.3. After that, you go into your Arma launcher and choose mods and select the @DragonFyre folder in you Arma directory. Done. Changelogs: JSRS3 DragonFyre EDEN Version 1.4 RC: - Added sounds for RGN Mini Grenade - Tweaked reloading sound volume/distance - Tweaked Closure effects for various weapons - Tweaked Framework reflector sounds - Added new Tank engine sounds external - Tweaked explosion/thud sound effects - Tweaked snap sound distance/volume - Tweaked SD weapon sound effects - Added soniccrack snap effects to various ammunition - Tweaked explosion sound effect muffler - Added Server Side Files for JSRS public server support - Tweaked debris noises for 20mm/30mm/40mm HE/AP rounds (performance) - Tweaked Gatling Cannon 20mm distance - Fixed removed tails from 20mm/30mm/40mm HE/AP rounds (performance) - Tweaked body hit sounds volume lowered - Tweaked volume and distance for grenade bouncing sounds - Fixed AP 30mm, 120mm shells caused explosion sounds - Tweaked snap and crack volume and distances - Tweaked global snaps louder in forests/on meadows - Fixed updating base class issues - Tweaked MX rifle sounds - Tweaked soldier movement volumes and distances - Tweaked helicopter gear and hydraulic sound volume - Fixed wrong Sniper Bolt Action sounds - Added new Flare launcher sounds - Tweaked REFLECTOR SOUNDS volumes - Fixed missing REFLECTOR SOUNDS on MX Full Auto Mode - Added new OGG file format - Tweaked mod size due to decoding - Fixed missing sprint sounds on concrete surfaces - Fixed .wss sound entries in cfgs - Fixed missing sound files - Fixed wrong numbering in environment cfg - Fixed missing tree wind sounds - Fixed missing houses wind sounds - Fixed error message "helicopter landing sounds missing" - Tweaked handheld weapon handling sounds in cfgs (Reload,Dry,Firemode...) - Increased performance and faster transaction of sound files - Tweaked mod loads faster - Fixed updating base class MXC_Rifle
  23. LordJarhead

    JSRS4 - APEX 1.2

    Only if I switch from monthly to uniquely. Other than that there is PayPal donations if you want to support. Thank you btw, really cool mate :) LJ
  24. LordJarhead

    JSRS4 - APEX 1.2

    My assumption is that all communications to all parties happen through the server only. At least that's how I understand the situation. C2C is probably not the case as every client first is connected to the server. Everything that happens there is covered by the sever, not by the clients. It might be differently if the sever is lathe client, like you start your own non-dedicated server and have a client direct connected to it.After all, I can't really say for sure. As I heard the spamming also appears in client rpts that did not use JSRS. But I'm sure that's because the server had the error and broadcasted it around for everyone, which is a basic automatic function for issue reporting. When you tell me these rpt spams stopped and are gone, also keeps the network traffic down, this seems to be the solution finally... And I'm glad that this might finally be the guy for the everlasting problem since day 1. But I'm almost certain that there is no excess C2C as soon as the server rpt spam stops, as there is no real C2C traffic, there shouldn't be any actually... Don't know... Well could you test the server side file? Did is help at all? If so, things are clear and we have the solution... And to be honest, what fruity Rudy said about the admin who doesn't want to upload the files as there "might" be problems... That's actual bullshit, sry. Why not trying? Of course the server broadcasts the problems to all parties to tell everyone that there was a problem present. So all clients get the issue. Of the server stops posting issues, there shouldn't be any error reports in the non-JSRS user clients as well... At least that's my assumption. LJ @S3Savage also in the link you posted, it says that DynaSound doesn't have these problems either so they are supposed to be fixable... Which is wrong as well, DynaSound doesn't HAVE those sounds. I asked Lax and he said he has no reloading sounds, no dry or firemode switch sounds, neither any satchel activating effects. Of course there is no problem then, because it's just bid sounds that everyone have anyways... If nothing helps, the only solution would be to delete the JSRS sounds out of the mod... Or provide them as an extra download with a different key for it so if you want to use the sounds you can in sp but you can't join the server that only allow JSRS wihtout the reloading sounds and so on...
  25. LordJarhead

    JSRS4 - APEX 1.2

    A full version contains all the files and contents of the mod, so basically it is the mod. The updates are there for these Full versions. So you need the updates to... update the mod. When 1.4 is available every other download gets deleted and the new full version is the only you'll need. So basically you could wait for the weekend when I release 1.4. And that's the only download you have to make then. No updates, no extra downloads, no difficult bullsh*t :) LJ
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