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LordJarhead

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Posts posted by LordJarhead


  1. Spoiler

     

    On 1/3/2022 at 2:44 AM, flyingsaucerinvasion said:

    I'm making a sound mod. 

     

    I notice that the game uses different sounds for an artillery shell explosion depending on how far away the explsion is.  Does anybody know how this is done?  I see nothing in the config files that seems to indicate any variability over distance.


    Making sounds in Arma is quite simple once you understand the system. 

    For each weapon firing mode or ammo explosion there is a parameter called "SoundSet yxz". That defines what sort of soundset is applied to what specific situation. Soundsetexplosion is for all explosives the one parameter that defines what set of sounds you want to use if that ammo type explodes.

     

    SoundSets use a bunch of SoundShaders which are basically little groups of sound files. And each group of these soundfiles you can give specific values, like what volume, what distance, what environment (like weapon tails only on forests or interior and such). So:

     

    A3_SoundMainScheme.jpg

    This is the base structure. Let's start at the bottom and pretend you have 3 different sound files, a close explosion sound, a medium distant explosion sound, and a really far distant explosion sound. We name these "Close_1.ogg", "Medium_1.ogg" and "Far_1.ogg". 

     

    Now that you have these three files, all of these need to have the same audio settings, like 2 channel, 48khz, .ogg format. They need to be the same in order to run in a single set of sounds, otherwise the game's engine is unable to mix these sounds together in a single mix. We come to that later.

    Let's create your Shaders:

     

    
    class CfgSoundShaders
    {
    	class MyClose_Explosion_Shader
    	{
    		samples[] = 
    		{
    			{ "MyMod\Sounds\Explosions\Close_1.ogg",1}
    		};
    		volume = 1;
    		range = 2000;
    		rangeCurve = {{0,1},{100,0},{2000,0}};
    	};
    	class MyMedium_Explosion_Shader
    	{
    		samples[] = 
    		{
    			{ "MyMod\Sounds\Explosions\Medium_1.ogg",1}
    		};
    		volume = 1;
    		range = 2000;
    		rangeCurve = {{0,0},{100,1},{1000,0},{2000,0}};
    	};
    	class MyFar_Explosion_Shader
    	{
    		samples[] = 
    		{
    			{ "MyMod\Sounds\Explosions\Far_1.ogg",1}
    		};
    		volume = 1;
    		range = 2000;
    		rangeCurve = {{0,1},{100,0},{1000,1},{2000,0}};
    	};
    };

    Now your first SoundShaders exist. These all can be combined in a single SoundSet that will be played if the condition is triggered (explosion). So, this is how you do the distances and have each distance sound different: Range and RangeCurves are the keys here. You see that Close has 0,1, which means that at 0 Meters, the sound is 1 (= 100% volume) audible. But at 100 meters it is 0% audible (100,0). Because the second shader medium is now 0,0, so 0% volume at 0 Meters, and 100% volume at 100 meters. (100,1). Same at 1000 meters, the medium is 0% volume and far is 100% volume. 

     

    So you hear the close explosion for 0 to 100 meters, 100 to 1000 is medium, and 1000 to 2000 meters is far. They fade into each other based on either specific rancecurves that can be pre-defined, or based on the rangecurves you create. You can go really fancy with the volumes and transitions here, like rangeCurve = {{0,0},{10,0.5},{50,0.75},{100,1},{250,0.5},{1000,0},{2000,0}}; and raise and lower volumes as you like. So that the sound is not slowly fading over distance but maybe is really loud close range and drops off pretty fast. This is what you make of it, you have all options here. 

    So, now that we have these Shaders, we want to combine them in a Set! That would look like this:

     

    
    class CfgSoundSets
    {
    	class MyExplosionSoundSet
    	{
    		soundShaders[] = 
    		{
    			MyClose_Explosion_Shader,
    			MyMedium_Explosion_Shader,
    			MyFar_Explosion_Shader
    		};
    		volumeFactor = 1.6;
    		volumeCurve = InverseSquare2Curve;
    		sound3DProcessingType = Explosion3DProcessingType;
    		distanceFilter = ExplosionDistanceFreqAttenuationFilter; 
    		spatial = 1;
    		doppler = 0;
    		loop = 0;
    	};
    };

    So what this does, is that it combines all three shaders you made and mixes them together into a single set (sound). It also contains certain values to manipulate the sounds, like a 3DProcessor that defines if the sound is stereo or mono (really basically, you can do so much more with that) and a distance filter that can also muffle sounds over distances. Because even if you have multiple shaders for different distances, it gives the sounds a little bit more realistic muffling. 

     

    Important to know is that for each sort of sound you should have a specific sound set. Like for weapons firing, you have the initial firing sound but also the tails. You don't want the weapons firing to be Stereo on further distances, but the tails should be because they reflect from the surroundings and shouldn't be mono. So you'd need to make two sets with each different 3DProcessors, you can't mix that in one set. 

     

    No, to make this set play on an explosion, you need to pick an ammo class like 8Rnd_82mm_Mo_shells:

     

    
    class CfgAmmo
    {
    	class 8Rnd_82mm_Mo_shells
    	{
    		soundSetExplosion = {MyExplosion_Soundset};
    	};
    };

     

    The inheritances are missing, so I just put it really basic down here, writing all this out of my head rn^^ 

     

    Now your soundset is defined for when an 82mm Mortar Shell is exploding. That means the explosion calls your SoundSet, the SoundSet calls your three shaders, and based on distances to the camera is defining the muffling, volume, and 3DProcessing, the 3 SoundShader define which one is bearable based on the distance to the camera.

     

    That is roughly the idea of the whole Sound thing, nothing magical^^ There is also an documentation that can be very helpful: https://community.bistudio.com/wiki/Category:Arma_3:_Sound

    And one little tip I can give you when you start modding: Don't shit on people's work! You don't say that some mods are "poop" or "suck". We are all here doing this stuff for free and sharing it along, be grateful someone gives you his time and efforts to make our favorite games more enjoyable. 😉

    LJ

     

     

    I just realized this is regarding Arma 2... oh boy, nevermind, won't work then^^

    • Like 1

  2. 4 hours ago, GordonWeedman said:

     

    Speaking of inheritance issues, when RHS added their RPK-74M they changed some base classes, so now the RHS AFRF compat breaks the RPK-74M and it uses PKM boxes instead of RPK/AK mags. I don't know if you were already aware so I figured I'd tell you to make sure.

     

    No, not really. To be honest, I've been completely absent for a long time so I have no idea what changed during the last two years. 

     

    I might be close to release a completely new JSRS mod, maybe including VFX as well, so that will give me the chance for a fresh start instead of catching up old tracks. 

     

    LJ 

    • Like 10

  3. On 10/6/2021 at 2:14 PM, cyprus said:

    @LordJarhead It looks like after the recent CUP update the BMP-1 main cannon does no damage for either shell type when the JSRS CUP Weapons Mod Sound Support is enabled. The cannon works fine with just CUP on. I haven't noticed any other weapons working improperly with JSRS on, but I haven't tested exhaustively.

    Here's a couple screenshots demonstrating the issue:
     

     

    Hey,

     

    Well, that seems to be some Class / Inheritance issue going on. It would need further investigation. thanks for the hint! 


  4. On 7/20/2021 at 11:17 AM, coffeeshock said:

     

    I am not asking for perfection, but suppressed JSRS sounds (the shot itself including bolt) used to sound more realistic in general in an older version, CE.19.0822 iirc (RHS JSRS mod). I know of at least one private mod where this is already a thing, so it's possible especially since echos (from the shooters pov) already exist for all non-suppressed shots and I am still conviced that this already existed in that earlier version (unsupressed M4s, M16s etc also sounded more realistic in general), I was very disappointed when all these sounds were changed again and the echo was gone.

     

    It is sometimes hard to stay on road with all the content, like main, DLC, CDLC, all the most used mods. And I end up going always the same road - I start with the main game and think "I need to cover the DLC as well, and the mods... oh maybe the CDLCs, too?" and it ends up being a giant project pretty fast. So, I’d like to go a different approach maybe.

    Now that Prairie Fire got released, I got some more free time lately. Maybe I can dig back into it and get some of that lost realistic approach back into it.

    My personal problem is digging back into the situation in and around JSRS and how it’s currently working. At this point, making a new sound mod from scratch is far more simple, and less time consuming. The base mod is always the same and fairly simple to set up.

    Maybe you guys have some wishes that we could focus on and have another JSRS beta going that we can experiment with.

     

    Thanks,

    LJ

    • Like 12
    • Thanks 2

  5. 44 minutes ago, ducphuli said:

     

    Hello, are you free to accept me as a disciple, I want to make a separate sound mod for AK 

     

    I'm sry, I'm not able to help you with that as my time is pretty limited. 

     

    There is a Sound Design 101 from Megagoth1702 that might give you all the needed informations to get started. There you'll be helped with all your questions, I'm sure 🙂

     

     

     

    LJ 

    • Like 1

  6. 6 minutes ago, ducphuli said:

    Now I know why the sound of the AK series is broken, it's from the new version on steam, people review the mod "JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support" 

     

    I'll be honest, neither have I updated JSRS_Soundmod, nor the RHS compat files in a long, long time. So RHS might have had multiple updates along the road that are not covered by JSRS anymore. The sound is not broken, it just goes back to vanilla / RHS sounds. 

     

    If I ever find the time, I'll need to redo the whole concept of the mod and the compat files. It's a big problem to dig into this mod right now after a year or more working on other things. With better configuration files and a more advanced solution than what I did back then. 

     

    LJ 

    • Like 1

  7. 8 hours ago, ducphuli said:

     

    Thanks for the reply, I am currently using these mods.

    I like to hear the AK-103 firing when "JSRS SOUNDMOD" is activated.But when activating 2 mods " JSRS SOUNDMOD - RHS AiO Mod Pack Sound Support +  JSRS SOUNDMOD - Reloading Sounds", the sound is no longer that of the AK-103 sound as before + there is no longer the sound of bullets breaking the wind.

     

    Not that it would worth anything, but I would try loading the JSRS RHS Compat files after RHS. However, the load order shouldn't play a role as the file patching does that for you. I can't really put the finger on it what seems to be the issue here. I would suggest disabling the Reloadsounds if these cause the issue for you.

    8 hours ago, ducphuli said:

    I bought the additional DLC "Arma 3 Creator DLC: S.O.G. Prairie Fire" the default sound you make is awesome.

     

    Haha, thank you very much; enjoy it. 🙂

     

    3 hours ago, Valken said:

    I have to admit the sonic cracks from both JSRS and SOGPF are off when I use 3D positioning sound or stereo. I cannot tell the direction of the shots. I can with Dynasound 2.0 or ESS loaded.

     

    Also, I would request mortar or light artillery strikes to include the "whistle" sound when the shell/warhead is arriving near the target like this:

     

    For example, I can hear it in CUP and it helps with the immersion.

     

    Regarding JSRS: There is always a discussion about whether you can pinpoint a shooter's location based on a sonic crack or not. In my experience, you can not. The bullet passes, and you'd pinpoint the shooter's position when you hear the shot in the distance.

     

    If you like to give feedback for the new Creator DLC, please consider visiting our community and report any suggestions, feedback, bugs there: https://community.sogpf.com/

    • Like 1

  8. On 5/8/2021 at 10:59 PM, ducphuli said:

     

    Thank you author, Can you help me, I am new to playing and know your sound mod.
      I activated the mod "JSRS SOUNDMOD" which sounded very good, but when activating the mod "JSRS SOUNDMOD - Reloading Sounds", the sound of the gun sounded worse, there was no distant sound when firing bullets. Is this a bug or a feature? 😯


    That surely was not a feature and sounds more or less like a bug to me. I haven't really updated JSRS in a long time now. What mods are involved besides JSRS?

    LJ

    • Like 1

  9. @sammael The thing is that all sound files are combined in the main JSRS mod, and all compat files for RHS or other mods are purely configuration files; hence the compat mods are just tiny in size. In the compat files, I only define what soundset weapons or vehicles should use; the JSRS main mod contains all soundsets and shaders in its configuration file to keep things combined and not scattered. This way, you can have only one big configuration with all settings and parameters and don't need to do this for every compat mod. Because every soundset needs settings like Filters, processors, and attenuation or volume curves, and you'd have to make these every time if they weren't combined in one file that all compat configs rely on. I hope that makes sense 😄

    • Like 2

  10. Hi everyone,

     

    It's been some time since I got to work on JSRS. I see all of your problems, and I know that there is so much that needs fixing. I'm just thinking about stripping JSRS down to the basics of guns and explosion sounds to get rid of the issues and start from the ground up. As it is, JSRS is a cluster fuck of files and configurations that would take days for me to understand and fix the problems you are facing. So I might start with a new beta version to finalize JSRS, work out the issues with you guys, and make it ready for its very last release.

     

    LJ

    • Like 11
    • Thanks 3

  11. 2 hours ago, mickeymen said:

     

    Hey moderator, here you are completely wrong!
    Always and always the best template for Arma3 mods - is realism! Can you argue with that?

    Any mod seeks to recreate realistically certain things in the game Arma3, there is no doubt about it.

    Check out the most popular mods for Arma3. All of them are trying to somehow transfer real life into virtual reality!

    From here, If I say in first person shooting "sound seems bad and quiet, it is flat and not tasty" it means that the sound of the shooting is not realistic, not natural. 

    I have fired small arms more than once, for this reason I know what I'm talking about.

     

    Our whole life consists of comparisons and we always choose the best!

    Is that the reason why you and I choose Arma over Battlefield, COD... Also, comparing one with the other, each user chooses the mods that he considers the best and ignores the mods that he considers unnecessary ...

     

     

    You missed the idea of modding. It's not that we follow a template or guideline. "How a mod changes or supplements the game in question is only limited by the game engine's possibilities in inquiry and the creativity of the mod developers."

    We can mod in anime characters, have Halo, Aliens, or whatnot. It's always a personal preference for the mod developer. No one has to follow the rules with modding. That's the reason we tend to do it in the first place! If I want firearms to sound cartoony, I can do so. There is no one to tell me I can't.

     

    Quote

    If I say in first person shooting "sound seems bad and quiet, it is flat and not tasty"

     

    That's not what you've said. If I can correct you:

     

    Quote

    it sounds like kindergarten!

     

    suppressors are the same muddy, plastic, not natural - it does not correspond to the sound of the suppressor at all.

     

    pistols sound as if they were taken from a children's cartoon.

     

    It's a real shame...

     

    Unfortunately, JSRS doesn't make me happy anymore, rather annoying.

     

    I would really like @LordJarhead to study the sound of NIArms and make his sound similar to this.

     

    I think now you need a major overhaul, just listen to some friendly advice. (Like WTF??)


    try to do something like this minimum.


    sure I've heard that it messed up NiArms

     

    More adequate - for a given period of time need to make a sound mod from I NiArms for JSRS, but not vice versa.

     

    See this? Especially this sentence: "I think now you need a major overhaul, just listen to some friendly advice" That can hardly be surpassed in arrogance and ego. To take away the nerve to say what anyone should do with their work/art. Nor I would go to James Rizzi and recommend that he paints his paintings more like Picasso did his.

     

    None of the comments made here would change your mind or view of how to constructively and adequately assess others' work, which shouldn't be your job either.

    I won't change anything about JSRS, done. If the overwhelming majority tell me that there are problems with the mod or that it sounds as horrible as you put it, I wouldn't have 360,000 subscribers with no complaints.

     

    Thanks,

    LJ

    • Like 9

  12. Oh boy, here we go again.


    The same thing happens that always happens: You compare it to other mods!

     

    JSRS is not a mod that should sound like XYZ; it's designed after my personal touch and my particular way of experimenting with sounds. That after "all these years," suddenly everything seems like kindergarten makes me doubt your objective judgment.

     

    I hope you enjoy NiArms, and it's okay if you don't like JSRS anymore. But never put the "order" one "should" do this or that with JSRS. JSRS is a free modification; it's not intended to follow your orders. It doesn't exist to please YOU. It offers an alternative, and if you like it, great, if not, then not. Nevertheless, the mod should not bend according to your ideas but rather WITH your thoughts, with constructive feedback. But not like this.

     

    I'm pretty tired of listening to everything that is "wrongly." It is my hobby to create sounds and not to fulfill your wishes. If you have constructive feedback, please add it to the table. But don't force me to give you what you want. Ever.

     

    Now I have become a bit abusive and apologize for it, but my patience has been used lately, not least because of the circumstances with worldwide events. JSRS has not been processed adequately on my part for several weeks and months. I am busy with more important things.

     

    Quote

    "I ask all users to compare these two mods and feel what I'm talking about."

     

    And you can save yourself something like that in the future. It's not the right thing to convince other people that someone is terrible or worse. If that's your view, feel free to say so. But please, calling each user to follow your ideas of right and wrong is beyond your judgment.

     

    Your blatant U-turn and abusive remarks also show your real character, and therefore, your loss as a user has no meaning for me. That said, I wish you a happy time (without JSRS) and stay healthy.

     

    LJ

    • Like 14
    • Thanks 1

  13. 13 minutes ago, gogsworld said:

    The only way I fixed the above was by adding the mobilisation key as well. Not that we use any global mobilisation assets on our servers but, having the extra key in there made the vanilla launcher pick up the main JSRS key. Just in case anyone else experiences similar.

    Hey, 

     

    Global Mobilization compat uses a different key, not the extra key. It uses jsrs_gm_compat_2020. If you have a different key in GM compat, delete it from your system and get a fresh install from Steam Workshop. 

     

    The extra key is for the JSRS_Reloadingsounds which are not meant to run on a server as long as the admins want a clean log. Otherwise the reload sounds will pop up in the log every time, for all clients and the server log. 

     

    This sounds like you should either repair JSRS via Launcher or delete and reinstall it completely just to be sure. 

     

    Never heard of such a problem before. 

     

    LJ 

    • Like 1

  14. Hello everyone,

     

    I hope you are all doing good and stay healthy 😉

     

    So due to quarantine and the amount of time thats now available, i've been finally doing some modding again. Also it's been a bit since my last update on this forum, I just updated the steam site. So here are the logs for the last couple of updates:

     

    JSRS Soundmod Update CE.20.0419

    Tweaks:
    - Tweaked firing sound for Zubr revolver, was way over the top
    - Tweaked firing sound for M4 rifle family (CUP and RHS)
    - Tweaked fring sounds for all vanilla weapons plus all CUP/RHS compat weapon sounds
    - Tweaked many minor tweaks all across the soundscape

    Addidions:

    - Added new sounds/cfg for vehicles of Tank DLC


    JSRS Soundmod Update CE.20.0417C:

    Tweaks:
    - Tweaked some volume values for M249, M240, AKM, AK74, SCAR and more weapons as they used a wrong layer.
    - Tweaked new sounds for DSHK and M2 50cal


    JSRS Soundmod Update CE.20.0417B:

    PBO were not signed with new key.


    JSRS Soundmod Update CE.20.0417:

    Again: New signature Key. JSRS_Soundmod_2020_V2. Admins be aware!
    (Do to some issue with the signing tools, it had my keys deleted!)

    Tweaks:

    - Tweaked small arms pistols volume and overall power
    - Tweaked Mar10 to be more powerful (SD sounds still missing the cracks)
    - Tweaked close explosion sounds have a bit more bass and sound clearer
    - Tweaked vehicle engine sounds. Tested a new idea and it came out pretty good
    - Exhanged/New engine sounds for Offroad, MWB, SUV, Van, Van_02
    - Tweaked M249 and M240 sounds, tho I'm not quite happy with the results yet
    - Made some adjustments to have a better immersion playing Old Man Scenario

    - Deleted all reloading sounds out of RHS compat files as these cause RPT logs during multiplayer


    JSRS Soundmod Update CE.20.0331:

    NEW KEY signature. JSRS_Soundmod_2020

    Fixes:
    - Fixed some weapons where muted interior

    Tweaks:
    - Tweaked some sounds and explosions

     

    Thanks to @Dahlgren we (or rather him alone) were able fix and resolve multiple loggin issues with CUP and RHS Compat files. As of current state, everything looks clean without any logs. Also I removed all reloading, dryfire and firemodechange sounds so they wont pop up in the server logs anymore.

    I also update the vehicle sounds a bit, and I'm still playing around with some of the background noises while driving. Also I tried to cover Tanoa but for some reason there is an addon I'm missing in my CFGPatches in order to patch their sounds, so thats something for my next updates I guess. So, yeah, I think everything sounds cool and fancy as of right now, I hope you like it too, stay healthy and I'll catch you soon! 😉

     

    Thanks,

    LJ

    • Like 9
    • Thanks 11

  15. Hello everyone, 

     

    A new update for JSRS_Soundmod got released. Unfortunately my system wouldn't boot after some hardware issue and it came to the point where I had to wipe my hdd's. This is mainly the reason I decided to make a new key for JSRS_Soundmod. 

     

    Attention: NEW KEY!

    JSRS Soundmod Update CE.20.0331:
    NEW KEY signature. JSRS_Soundmod_2020
    Fixes:
    - Fixed some weapons where muted interior
    Tweaks:
    - Tweaked some sounds and explosions

     

    Some my have noticed my absence lately and I can explain that:

     

    I am very busy working on a new project and it is taking up most of my time. But it's so much fun lately and the game we are working on coming together nicely. As for my role, as lead sound designer, I am especially passionate about the sound design of the game and already very curious about the feedback we'll get. So much in advance: I never made anything quite as good as these sounds, thanks to great libraries, field recordings, good software solutions and the great help and support of our team.

     

    There is not much I can say about this game so far, or about its release, but it's gonna be really great for the Arma community! So save some bugs on the side, because this year is the one that will change your sound experience in the Armaverse forever! For any tiny bit of information we can provide to the public, I'll let you know. 

     

    Thanks a lot, and stay safe and healthy, friends! 

     

    LJ 

    • Like 24
    • Thanks 4

  16. 1 hour ago, Horus said:

    This problem is not yet solved. This is from server .rpt file and I see this errors on clients, which don't have JSRS, too:

     

    
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\spar_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\mx_sw_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\noises\rifle_zeroing_1.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\noises\spar_firemode.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\ak12_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\asp1_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\aks_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\navid_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\mx_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\navid_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\spar_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\spar_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\noises\spar_firemode.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\noises\spar_firemode.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\spar_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\navid_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\navid_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\navid_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\navid_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\spar_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\dry\spar_dry.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\spar_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\reload\akm_reload.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\noises\akm_firemode.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\noises\akm_firemode.ogg not found !!!
    Sound: Error: File: jsrs_soundmod_complete\jsrs_soundmod_soundfiles\weapons\noises\akm_firemode.ogg not found !!!

     

    Yes, and one of the clients used the reloading sounds and ArmA3 spreads this to all clients connected. That's a known issue that has no solution. It's been there since Arma2 if I remember correctly. 

     

    LJ 


  17. Well, they are not necessary, as I could probably bind them into the main mod, tho it will cause issues on severs that will automatically report the log with missing reloading sound files although they are present. It's a really weird bug and I don't know how to get this to be fixed. So I separated them from the main mod and people / server admins can decide themselves if they want people to use the standard reloading sounds or the ones from JSRS and have their logs filled with this stupid report. 

     

    I have not updated the reloading sounds in quite a while as they did not have chanced in any way. 

     

    LJ 


  18. 7 hours ago, WAR326 said:

    I'm not wish offend author mod. Actually - sounds in game depend of hardware and at every has different tastes. But indeed only me with it mod  are absent sounds reloading weapons? Other people all ok?

     

    I'm all good. I hear all sounds so far, all reload sounds are working. What other mods are involved? Did you updated this mod via steam? 

     

    LJ 


  19. 1 minute ago, WAR326 said:

    With your mod no sounds reloads weapons and also machine guns on range 100 meter hearing as the chatter of grasshoppers. The rest of the weapon sounds like plastic. Explosive grenades sounds too loud.

    Oh boy, all wrong... What a shame. I better stop bothering with updating then. Not to imagine how you must feel... I'm so sry. 😄

     

    LJ 

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