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LordJarhead

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Posts posted by LordJarhead


  1. Hey folks,

     

    I have a rather weird question. So I'm playing with TrackIR and floating area set up to like 50% of the slider. I have a problem when aiming down sight, lets say with a scope that is an overlay scope, so not 3D. For sniper rifles for example.

     

    Now when I move my rifle to one side of the screen (thanks to floating area) and then want to use the scope, my character moves the weapon to a different location more towards his theoretical body front, not where I was pointing my rifle at before using the scope.

     

    So lets say I standing in front of a building and aiming to my right towards a windows or something:
     

    0P4Pbiq.jpg

     

    So when I aim through my scope, I want it to stay at that window position! But this happens:

     

    HWXMVZ9.jpg

     

    Instead he aims in front towards the shed, that is in the front direction of my body. So now I have to relocate the target, costing me time and I have this huge disadvantage. This really really sucks ass and makes Floating Area less fun. Which is a shame. When I click the right mouse button, my dude should move his scope center directly to where I pointed my rifle! Not the other way around...

     

    So maybe some of you folks have an idea, know something I don't like a button I could  align to an action I didn't know about, or maybe we can sort this differently... but I really hate this problem 😄

     

    Thanks for any sort of input 🙂

     

    LJ


  2. JSRS Soundmod Update CE.19.1114:

    Fixes:
    - Fixed Missing healing sounds for self healing first aid kits
    - Fixed rocket and grenade explosion sounds. Rockets hitting vehicles are still to loud and will be played twice, ArmA related thing, not JSRS!

    Tweaks:
    - Tweaked some distances, volumes and general maintenance
    - Tweaked some new layers into the weapon sounds as part of "prove of concept work"

    • Like 4
    • Thanks 3

  3. 10 hours ago, mickeymen said:

     

    Hi @LordJarhead!

     

    Again your mod (jsrs-soundmod-version-CE.19.1114) don’t have sound for the healing animation! This already is the fourth version of your mod, without sound healing! Why is this not?
    I was hoping you noticed this problem independently, but it looks like user need to report it.

    Please fix this, it really bothers

    You could have just said something that this is broken, I don't play with the mod very often to notice such tiny things. 

     

    I'll investigate, 

    LJ 

    • Like 2
    • Thanks 1

  4. 11 hours ago, Maffine said:

    Working on it man😉I've already found a way to cancel reload, but it will always end up with the mag that is to be equipped lost. Now I've think of a way or two that can make it possible to get pass it but they are all very tricky and have to take some real testing to get it work.

    Would be cool that when you abort the reload the magazine just drops to the ground 😀


  5. JSRS Soundmod Update CE.19.1114:

    Fixes:


    - Fixed the key... again! New Key, new signatures, hope this works this time *eyes rolling*

     

    Tweaks
    - Tweaked weapon sound volume, had to bring them down as the current state distorts the sounds a lot
    - Tweaked multiple distances and volumes for various effects such as the movement, way to dominant
    - Tweaked explosion sounds were just a distorted scream without bass, kinda tried to fix them back up
    - Tweaked some of the weaopn sounds during my "its been months, let's hear how it sounds like" routine

     

    Thanks guys,

    LJ

    • Like 7
    • Thanks 4

  6. 44 minutes ago, Mohsin666 said:

    Have u fixed the cup weapons compatibility? It makes some of the cup launchers such as rpg18 and the LAW disappear

     

    I had a conversation with CUP a while ago where we pointed out these changes they've made, I am buried in work and cdlc work currently and totally forgot about this. I'll see if I can get that fixed during the next couple of days. 

     

    LJ 

    • Like 1

  7. 12 minutes ago, gogsworld said:

    That's not what the release notes say for this current version that was released after the arma update. 

     

    It stipulates that it was released to fix the arma update on signatures. 

     

    That's why it's best to point out that the fix hasn't worked. 

     

    I'm aware that arma are also testing a version that unwinds the v3 signatures and createVehicleLocal changes. 

     

    I have tried to fix the problem by signing the pbo again, after that has failed I made a new signature key even, still it failed. Nothing else I can do about it for now... 

     

    LJ 

    • Like 4
    • Sad 1

  8. Hello listeners,

     

    I have update JSRS and released the JSRS SOUNDMOD - CE.19.0829 IFA3 AIO Mod Sound Support!

     

    JSRS Soundmod Update CE.19.0829:
    Tweaks:

    - Tweaked whole configuration structure
    - Tweaked many soundsets and shaders to rather inherit controllers instead of creating new ones constantly
    - Tweaked multiple volumes and distances
    Fixes:
    - Fixed some ram leaking problems
    - Fixed some performance and fps drop offs
    Additions:
    - Further improved WW2 weapon sounds for IFA3 and FOW and prepared for first release of JSRS SOUNDMOD - CE.19.0829 IFA3 AIO Mod Sound Support

     

     

    Have fun!

    LJ

    • Like 7
    • Thanks 4

  9. Hello,

     

    I've updated my mod with the discussed changes. Especially the merging of all single pbo into one big compact file has work out great. I was able to minimize the issues I had before. The versioning is called CE.xx.xxxx from now on. CE is for Complete Edition.

     

    After fixing some issues and maintaining the normal stuff I also updated CUP and RHS mods support to work as intended. Especially the RHS stuff was a bit tricky this time and I had to cut a few things out of the loop in order for it to work flawless.

     

    Another thing is the NiArms and SMA support I had before, I deleted these to timely reasons. Especially NiArms was a mess after my JSRS update and I couldn't really find back into it for now.

     

    JSRS Soundmod - CE.19.0819 Changes:

    Updated the modification to a complete file instead of its modularity. Hence the CE in the versioning for "Complete Edition".

    Tweaks:
    - New explosion sounds and minor changes
    - New Distance sounds and weapon effects got slightly tweaked
    - New movement volumes and changes to the behavior
    - Massive merging of several sound sets to reduce the stress during the game
    - Multiple tweaks around the mods structure in order to work more fluid

    Additions:
    - Added several new weapon sounds in order to support other mods (RHS, CUP)

    Cuts:
    - Due to time reasons I cutted SMA and NiArms out of my loop for now. They caused way too many issues and I couldn't find the time to fix it, so I delete them for now

     

    Thanks,

    LJ

    • Like 5
    • Thanks 6

  10. 3 hours ago, Dahlgren said:

    Should be possible yes. You can even avoid the JSRS_Soundmod_Configuration dependency by declaring some default Arma 3 cfgPatches like a3_data_f or a3_sounds_f as addonRootClass for it.

     

    Oh really? That would prevent that? Not sure whats the downside of it. I'm wondering if that would have an impact on the mod by inheriting something wrong...

     

    class jsrs_soundmod_complete_edition
    	{
    		units[] = { };
    		weapons[] = { };
    		addonRootClass = "a3_sounds_f";
    		requiredVersion = 1.60;
    		requiredaddons[] = {"a3_sounds_f","a3_weapons_f"};
    		version = "1";
    		projectname = "JSRS Soundmod - Complete Edition";
    		author = "LordJarhead";
    	};

    LJ


  11. 8 hours ago, mickeymen said:

    @LordJarhead 

     

    Tell me please, can a your player turn off specific sound from JSRS selectively?

     

    I remember the old versions of your mod, before it was modular,  each weapon sound could be turned off,  because every weapon was in the personal folder.

    But now you have combined weapon into separate folders, unfortunately,  this deprives the player of choice.

    Maybe the player can turn off some sounds? For example, if player want leave all carabines and turn off all pistols?

    Or if a player wants to disable a specific carbine?

    This is possible or not?

     

     

     

    No this is really not where I want to go. It takes way to much effort and time. And it will only cause more and more issues. It was not good back in Arma2 when I did that and it won't be any good today. Sry. 

     

    15 minutes ago, yxman said:

    thanks for the update o7

     

    noticed a crash dunno if its caused by jsrs, was playing warlords on livonia only with jsrs enabled

     

    last part of rdp before crash:

     

    0xC0000409 - STATUS_STACK_BUFFER_OVERRUN

     

    6:13:06 unable to get word:'laserdesignator' in protocol:'radioprotocolrus'
    6:13:16 Sound: Error: File: .ogg not found !!!

     

    Here is an issue from the feedback tracker:

     

    Here is a reddit thread where a user was dealing with the similar issue


    https://www.reddit.com/r/armadev/comments/3yg2i2/arma_3_unusual_exit_code_0x0000409c_status_stack/

    Might be worth checking it out and giving it a shot
    tl;dr version
    Backup and clear %localappdata%\Arma 3\ and Documents\Arma 3
    Reinstall the game completely

     

     

    Not sure if that's any sort of help but I doubt JSRS might be the reason... 

     

    Hope that helps, 

    LJ 


  12. 31 minutes ago, gatordev said:

     

    Honestly, I never really got that to work correctly in the past anyway, so I'm fine with one big addon.  When I have tried to disable something, it usually ends up giving me errors in the editor.

     

    I can't play Arma without your mod, so it's always good to hear you're continuing to support and upgrade it!

     

    Yeah, about that. You might run into a lot of these issues with saved missions once the mod updates. Because of having one config file, all the others will vanish, obviously. So as their class names. For example: JSRS_Soundmod_Cfg_Air_Vehicles, JSRS_Soundmod_Cfg_Environment, JSRS_Soundmod_Cfg_Movement, JSRS_Soundmod_Cfg_Soniccracks and JSRS_Soundmod_Cfg_Weapons and a more will all be packed to one JSRS_Souncmod_Configuration.

    So, missions saved with the current JSRS verion might cause an dependency in your mission file from one of these CFG files. And these wont exist after the update.... so, you see where we are going? 😛 I can make a Dependency Fix Mod after the update for this case maybe!


  13. 5 minutes ago, Dedmen said:

    I never did that, and noone of the people in my unit that run JSRS did either.

     

    What I worry about tho is, what about compat mods stuff? They will still stay seperate right? Because putting them into the complete package wouldn't work as not everyone has all mods clearly.

     

    The compact mods need their config files updated to the new locations and patching. But they work separately as they did before. That is not a problem. 

     

    Thank you for the reply, 

    LJ 

    • Like 1

  14. Hello @bs195n,

     

    I made new sounds for the T55 if I remember correctly. But I did not had any chance to maintain the CUP support so far. I see if I can do that any time soon. The other two issues with the Zu23 and MG3 are not intended and I'll have to get that fixed! 🙂

     

    @RZNUNKWN Thank you for the feedback 😉

     

    I'd like to start a poll here. I have the following idea:

    I'd like to make a JSRS Soundmod Complete Edition. Its basically the same as the current JSRS version, but it will be packed all together in one/two PBO files. One big configuration file, one big sound file container. The reason for that is that I can simply find duplicated classes as I do have them now (Bullet_Base is called by CFG_Sonic cracks and CFG_Explosions, CFG_Bullethits) and I could combine them all together. I hope to be able to fix some issues in where people are unable to hear other players or even their own weapons. Also I want to shrink down the sound-sets and shaders used by the weapons and pack more shaders into single sound-sets. Which means less voices the game used up by each shot.

     

    15 voices max. at once, one soundset is one voice. A soundshader is a soundfile (or more) for example shot_close_1.wss. A weapon in JSRS currently uses up to 4 sets/voices per shot. MX_Shot, Tails, Shake, Shells. After tweak it would only use 2 because I can easily pack MX_Shot, Shake and Shells into one Set instead of three and would only have MX_Shot and Tails. It would increase the performance slightly and would be a perfect solution for a final version of the vanilla ArmA content.

     

    To better explain this I want to quote @laxemann from Discord:


     

    Quote

     

    For the record and if people read this: You might have heard of a so called "voice" limit - this is basically the max amount of sounds that can be played back (In the game, per sound class.... depends on the context).

     

    In ArmA the soundShaders are mixed into a soundSet and only the soundSets equal one voice. So you could mix 15 soundShaders into one soundSet and would only use one voice. 15 soundShaders in 15 soundSets use 15 voices.

     

    Why don't we bundle everything into one soundSet? A good question!

    Stuff like stereopanning, filters or the "direction" of a sound (soundShape) can only be applied to soundSets, not soundShaders.

    The classic are weapons: You want the shot to be positional/mono at a distance while the reverb tail should fill out the stereo spectrum a bit more even over distance. Because the panners can only be applied to soundSets, we'd need two soundSets here.

     

     

    On the down side, and  that's the reason I hesitate, you cannot choose what parts of JSRS you want to use anymore. So you cannot disable Bullet-hits, Sonic cracks, vehicle sounds, movement and what not because its all in one configuration file. Now is the question what people want, a customable version, or the other. Also the download size for each update would increase to 1gb as you have to download the PBO file again every time if I add new sounds (not if its only config work with patching and error fixing).

     

    Please let me know your thoughts. I made a complete edition already and might upload it to steam WS so you can test it as a beta maybe?

     

    Thanks,

    LJ

    • Like 2

  15. Hello community,

     

    just saying Hi! Seeing my subscriber rate going still up and JSRS still being a popular mod, so thank you very much for bearing with me! 🙂

     

    On 6/5/2019 at 8:25 AM, redarmy said:

    Just chiming in here,probably completely unrelated,but when i remove the mod from my load order and load a scenario i made,with a faction i made(made the faction/mission when JSRS was laoded),i get config errors upon reloading the mission with JSRS disabled.

     

    In my modded faction PBO there are references to JSRS_air sounds 

     

    Probably an issue in the Air_Sounds config that causes any sort of "base class" of a vehicle to be updated. And when you try to load the mission again, it says "Hey, this vehicle got updated with something last time, now its different, I need it back to be updated". To be honest: That should not have happened. So I'm sorry if that cause any issues with your missions. I'll try to locate the issue and see if we can solve it!

     

    On 6/30/2019 at 3:32 PM, Titus Groan (Titus Groan Gaming) said:

    JSRS Soundmod is by far the best, most immersive sound mod for ArmA 3. I am so grateful for the excellent work Lord Jarhead has put in over the years. I use it all the time, especially on scenario playthroughs. Combined with Enhanced Soundscape it is the perfect package for dramatic, realistic weapon, vehicle, webbing, movement and environmental audio experience. Also, I'd like to mention how impressed I am with the compatibility mods JSRS has created for other weapon packs: NI Arsenal, SMA, RHS and CUP. I think CUP was the most recent and that made a huge difference with the amount of weapons and vehicles available.

     

    I was wondering if there is or will be an Iron Front compatibility mod coming in the future.

     

    Thanks again for making my game experience so much better and more enjoyable. If it wasn't for the wonderful modding community, I wouldn't be playing ArmA 3 as much as I do. Scenario creators, survival mods, weapon and vehicle mods, terrain creators, game mechanic mods, AI mods, Sound mods, Units, Environmental mods. The list goes on.

     

    Keep up the wonderful, creative, improving work, ArmA 3 creator community. BI may not appreciate you (except to let you fix their messes), but we do. All the best.

     

    Well I am currently fully occupied with work and can only work on JSRS and modding in general from time to time. So I try to invest the rest of my limited freetime for maintaining my mod and keep the new DLC's covered in it. I'm not sure I can come up with a new coverage of another mod. The work is too much. I'm sorry! I tried to fully cover CUP and that was quite the adventure^^

     

    @here

    I am about to update JSRS Soundmod in order to integrate the changes made by enoch/contact DLC. The MX should work again in the new update and I made some minor tweaks for performance reasons. My last update is 7 months ago and I sadly made many changes to the sounds of weapons and explosions in the meantime and believe it or not, I don't know what have changed. I just forgot^^ So when this update rolls out, many things might sound different to you now. In my opinion, as usual, it should not get worse heh 🙂

     

    JSRS Soundmod - 6.19.0728 Changes:
    Fixes

    - Fixed MX Weapon sounds changed by enoch/contact dlc
    Additions
    - Many new sound effects, many updated or changed completely since the last 6 months. Especially soniccracks, weapons and explosion sounds!

     

    Thank you everyone and have a nice Sunday 😉

     

    LJ

    • Like 5
    • Thanks 10

  16. Hmm, you have any informations in your RPT file right before the crash? Could be turret sound related. 

     

    Maybe try disabling the JSRS_Soundmod_Air_Vehicles_CFG.pbo file and try again. That would disable all helicopter / jets sounds. Tho this kinda sounds like some sort of workload issue, utilization issue... 

     

    Had like 100 vtols yesterday flying behind each other in a cycle for 30 minutes straight just cycling. No issues. Tho the action of gunner movement seems to be odd for a reason. I might try again today with multiple helicopters engaging things. 

     

    Thanks for your input! 🙂

     

    LJ 


  17. 3 hours ago, laxemann said:

     

     

    Welcome back, dude!

    And regarding the ctd: That's interesting - We're having the same issues with Iron Front, but for us it's only tanks.

    Afaik you're using ogg files and I use wss, so it can't really be encoding-related, must be some veeery specific config thingy the engine can't handle.

    Forwarded multiple reports to BI but no luck in finding anything so far.

     

    Let's keep eachother informed!

    Will do, mate! I'll take a look at this today and report back if I can find anything. 

     

    Thanks, 

    LJ 


  18. 11 hours ago, yokhanan said:

     

    Been playing in Liberation and also Antistasi. Hadn't really noticed any, but I'll try again with the team. Is the bug report strictly for vanilla vehicles or jsrs support of rhs vehicles too?

     

    Hey Jobo, 

    the ctd happened with vanilla jets/vtols as far as I know. And my support for RHS vehicles was and is very limited. I do CUP vehicles tho but no one mentioned any issues there. 

     

    Thanks for testing. Let me know what you find 🙂

     

    LJ 


  19. Hello, 

     

    Thank you all for the kind words. 😊

     

    I'll update you soon with a video demonstrating some of the new sounds. Also I am aiming for the last couple of issues. 

     

    On Steam, some people said their game crashed multiple times when playing with JSRS and flying jets or vtols. Can someone confirm that? I haven't noticed it yet. 

     

    LJ 

    • Like 9

  20. Hello everyone,

     

    I would like to apologize primarily for my hastily and sort of unprofessional handling of my situation. It was in no way my intention to abandon this project. The current anticipation of subscribers shows the great and constant interest in my work, and I would like to continue this. I'd just like to explain my situation and the idea as on how to continue.

     

    For some clarification: I get informed like each day about content ripped off from my work, being used in other mods I did not support or reuploaded as a so called "extended" of even "fixed" version by others. The daily inform about the stolen content is exhausting and straining.

     

    The other thing is that my efforts move slowly away from modding towards commercial business projects. Which is a really hard decision to make and a tough learning curve. Tho, lately I worked ahead of things, so I got time to chill and think about how to handle my work and this mod. Made me see clearly that I want to continue with modding, as some sort of stress release. But the anticipation by me won't be the same as of timely reasons.

     

    A good point I might can bring to your attention, is that if you are an artist, let's say a musician, it's likely that you are unable to work on two different tracks the same time. Like one is a hip hop song, the other is orchestra. You can't mix these two simultaneously and swap back and forth with them. So you need to go step by step, song by song. Same goes for my sound design. I can dig deeply into one specific idea of how a sound/game should sounds like, by watching its style, design and gameplay elements, but I can't work on two games with different sounds and styles the same time. At least I couldn't. I found out that I need some time of transition between the both in order to fully get back into one idea and style of a sound.

     

    It's hard to explain. But if I don't want both to sound the same, I need to distance myself from one to fully focus on the other. And the time in between these two is key. Earlier, when I tried that, I needed a break from sound design completely. I took a break, went and played other games, watching movies, got away from gaming at all. Took me a couple of days or even weeks to get back with the idea I needed.

     

    Nowadays the transition time, based on focused training and keeping both ideas always looping in the back of my head, takes a little more than a day. Making me to able to work on multiple projects with minimal effort to get into the other Sound design.

     

    So all that was taking a lot of time to train and maintain the technique. Might be easier for others, was a sharp learning curve for me. But I got it.

     

    So when ever I get the time off of my commercial projects I can and will spent some time back into this. I used the last couple of free hours to work myself back into JSRS, which I did not do since the last update in January, and it felt splendid to be able to have basically no rules in a non commercial project again. It's the kind of work that you don't have to worry too much about as of consequences or licenses or commercial pressure, deadlines, comparisons, QA issues and so on and on. You are the one making the decision, you go as you like.

     

    So, to capture all this in a simplistic way: The theft upset me, the commercial project grabbed me and the learning curves where horrible at first. But, and that's a big "but", I guess we can all benefit from this. My idea of clean and slick sounds are different now, I have access to some of the best libraries I can imagine, get to travel the world, meet new people, learn new things, techniques and learn about new software, and I can all invest this into JSRS at some point.

     

    Now, that I've stated what's going on lately and why sh*t hit the fan for me and I'd like to throw in a topic that we have to talk about. I need someone to help me out in the future. Mods do update, and when I want this mod to still support other mods, and ArmA3 itself, I'd have to keep track of all those things. So I'd like to give the maintaining part in different hands. Someone who's able to work on sound configs, knows about correct file patching and class updates, error fixing and all these stuff. I can probably fix most issues, but the time is my problem right now. So maybe there is someone with us here knowing something about modding, is reliable and trustworthy and loyal to ArmA and its community.

     

    If you think you're the one, let me know and send me an pm.

     

    For a final note, as I said earlier, I'd like to thank you all for the support, and I know its a bit of a back and forth with this thread. But I should have kept this open right from the beginning before I had to beg R0adki11 to open this again. Was a bit hasty and bitchy, I know that.

     

    On a good note back on the topic, as I proceed further into the sound design section and get more and more really amazing sound libraries, I was able to grab one that Squad mate its distinctive sounds from! Sonic Cracks, Explosions, heavy machine guns and cannons will surely benefit from it. I'll see if I can at some point be a bit more precisely on how the sound of the future JSRS will change!

     

    For now, thank you, hope you have a nice week, and I will be back with more! I hope I could elaborate my situation and acting a little, and hope to have you around for my future work!

     

    As a side note, you can expect my work in an upcoming CDLC project and its going to be spectacular! So even if I'm not here, I'm still around 🙂

     

    Thank you!

     

    -LordJarhead

     

    • Like 21
    • Thanks 14

  21. The whole thing behind this is to support young fresh teams entering the commercial video game development. It is a tough choice to make and you have to invest your own money to realize the product. So the prices will benefit the new teams and help Bohemia to keep ArmA3 alive while they can mainly focus on a new project but still deliver this community with fresh, maybe innovative ideas and contents. It'll support the new teams by giving them a chance and Bohemia by making some money while they don't really have any other new games to sell nowadays until their next big thing. The price is OK in my point of view and it's nothing that you have to get. Unlike any Bohemia dlc that you have to download anyways as it's part of the Plattform. This you can just ignore if you don't want it, but have it running independently if you want. It's a really great idea. 

     

    This CDLC will give you some amazing products in the near future, just trust me! 

     

    LJ 

    • Like 1

  22. I personally think that this cDLC is a great start and it shows that Bohemia is giving a chance to any team that is capable of producing and developing a commercial product. That there are high quality mods out there that might deliver more content is not to be argued, but this is a different process in some ways. For the commercial process you have to deliver licenses and prove that this is all your work, made from scratch or bought for commercial use. A mod can be made with stolen or copied content. RHS is big in size, but used many assets of Arma2. JSRS_Soundmod might sound good, but has many part used from YouTube or from libraries. 

     

    In the commercial process all these ways are not allowed or you pay a price. And considering the size of the GM Team, I think this very first CDLC is a really well made product! Bohemia does provide the QA (in terms of functionality and other things such as political issues, signs and what not) so that the content is to their standards (not as much as quality but more importantly functionality and no duplicated content, copied mods and so on). The rest, the development, is made by the external teams. 

     

    The jets DLC showed that it is possible to work with external teams and it showed the potential of outsourcing the work to others. It was a win win (win) for both, our team (Bravo Zero One) and Bohemia and the community I think. 

     

    So don't be too hard on things, lads. We just got started and I'm really really thankful for Bohemia to open this door for us and help us to get a foot in the door for commercial video game production. There are many good projects going to come, I'm pretty sure 😉

     

    Thanks GM team for you dedicated work to the German Wall history, a story that is rarely been told and used as scenario. Good job!!! 

     

    LJ 

    • Like 8
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