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LordJarhead

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Posts posted by LordJarhead


  1. INFORMATION 


    For private and professional reasons, I can not continue this project until indefinitely. In addition, the theft within our community continues and not only destroys the reputation of the original authors but also provides for problems within different versions. Therefore, I see myself forced to take this step. 

    I ask for understanding. 

    Thank you for years of support! It was a splendid time! I`ll keep the mod available over Steam Workshop, License and copyrights stay intact! But that wont stop the theft and multiplication of further, mixed versions that will cause problems.

    -LordJarhead

    • Thanks 1
    • Confused 1
    • Sad 25

  2. Thank you guys for all the nice words 🙂

     

    New update:

     

    JSRS Soundmod - 6.19.0130 Changes:

    Fixes

    - Fixed Missing M197 Gatling sounds for RHS AH64 Apache
    - Fixed Wind sounds were way too loud
    - Fixed Wrong bikeys in some RHS Compat versions

    Additions

    - Added Ricochet Shell sounds for 20-40mm and Shell rounds

     

    Thanks,

    LJ

    • Like 8
    • Thanks 3

  3. Well I tried to get the screamy loud cracks more audible, so I added  some new distance steps (Very close) which are very screamy cracks. Also I added a little more bass to the distance (pool) sounds but kept them mostly rather flat. I kinda like them like that to be honest.

     

    JSRS Soundmod - 6.19.0127 Changes:

    Additions

    - Added Very close distance cracks (Loud, screamy)

    Tweaks:

    - Tweaked Soniccracks got one more step (4 sets of cracks per ammo type)
    - Tweaked Distance sounds got a bit more bass
    - Tweaked Increased distance volume and distance values
    - Tweaked Distance filter threshold

     

    Thanks,

    LJ

    • Like 5
    • Thanks 3

  4. JSRS Soundmod - 6.19.0126 Changes:

    Tweaks:

    - Tweaked Explosion volume and distances
    - Tweaked Weapon sounds are a little more poppy
    - Tweaked Volumes for overall firefights
    - Tweaked Soniccracks to have more variants
    - Tweaked Weapon distance effects to have more variants
    - Tweaked 3D Processors for explosions and weapons

    Additions:

    - Added Wood creak sounds for moving inside wooden floor buildings
    - Added Tiles sound effects for moving inside tile floor buildings

    CUP:

    - Added RPK74 was not covered
    - Added Launchers to the covered weapons
    - Tweaked multiple vehicle sounds
    - Added New vehicle effect

     

    Thanks,

    LJ

     

    PS: I hear some people dont like the new updates, but I think that is with all changes and tweaks I do. Many think its an improvement, some dont. I always consider my own opinion and the highest priority. I use JSRS to maintain my skills and try new ways and styles. That means that some things will change. I hope for your understandings.

    • Like 7
    • Thanks 3

  5. 20 hours ago, mickeymen said:

     

    Good day LJ and  thanks for your work. Please take your time to the shots inside quarters

    Today I have version 6.19.0114 and indoor shooting sounds worse (IMHO), than older versions of your mod.

    It's quiet and unnatural now while in older versions of JSRS it sounded great

     

    Hey Mickey, 

     

    Yes I noticed that some of the weapons where too bassy but a little dull in volume. I'll have to look into that again, getting more into details. 

     

    LJ 

    • Like 2

  6. Hello everyone,

     

    I´m glad that most comments so far were positive. I'm really happy with that.

     

    @gatordev About your question: Yes, most weapons across multiple mods use the same sounds. I think it would make just sense that the CUP M16 and the RHS M16 are the same sound, as they are the same weapons. Also I can use this workflow rather quickly. I just add the weapons class from the mods weapon, tell it what soundsets it should use (Even the vanilla JSRS for ArmA3 has all the sounds, AKs, M16s, M240, DSHK, M2, all of them, even if they are not used by the vanilla ArmA3 content) and then I just have a really quick and easy coverage of a new mod but only have a single, small and clean config and dont need to upload new sounds or what ever. That's why I keep updating my vanilla JSRS to implement more and more different weapon sounds so I can cover more and more mods.

     

    @Dedmen Cool, really like to hear that. Glad you guys liked it.

     

    So, to get back to the latest development, it seems that I have, against my previous statement, indeed can separate the weapons for each vehicle. So that means that we can go ahead and increase the descripted "I am in a heavy metal IFV firing the coax mg" feeling @yokhanan mentioned. I saw a video of some interior firing for some russian BTR90's which gave me a good idea of what I'm planning to recreate.

     

     

    That interior firing is exactly what I'm after! Sounds amazing with all the casings flying around in there. Will be really really hard to recreate and implement tho. First finding good sounds as a source, second to create the controllers. But I'll find a way.

     

    Thanks guys,

    LJ

     

    PS: Maybe someone knows a video of that sort of stuff I'm looking for? Would help me a lot!

    • Like 8

  7. Hey folks,

     

    thank you for the input! I hope for more to come, don't be shy people. :)

     

    @Steve 161st Yes the soniccracks, oh well. These are always a topic. I thought I got them right this time, I probably did. But the variety is just too low. They pop, zap and crack all the same somehow. Even if that's what a crack sounds like, I have multiple recordings and it's the same, they always do snap the same in a "testing environment" where the shooter concentrates to fire the exact same spot over and over again. In a firefight I believe the rounds to go in all sorts of way around the target which causes a wider variety in sounds. Hard to tell. What do you think about Squad's cracks? They sound really good but it's a question how realistic they are...

     

    @Belbo I actually did work on the explosions for Rockets/Missiles, Mortar shells and Bombs. I added this loud crack at the beginning. Also I added new explosion sounds for vehicles so you really hear that a lot of shit just got blown up and spreads all over the place. I'll upload a little video to show that new effect. I'll post it here later.

     

    @yokhanan Yes yes, those interior sounds, I know I know. It's pretty much a pain to get them right. I mean sound wise they work fine, but there is no real way to have some "interior vehicle" sounds or to use a controller that works like that. My current approach is in having the first few meters of vehicle weapons to sound like they are in a vehicle, for like 3 - 5 Meters actually. Only problem is, when you get really close to a vehicle externally you'll hear the sound as well. And the other problem is the weapon classes that are not separated for multiple vehicles using the same weapon. The M2 on an Abrams can use these effects, as the gunner is inside the tank. The Hmmwv Gunner on an M2 standing in the vehicle and obviously being "outside" the vehicle shouldn't hear them because he's outside, still this M2 is the same class as the Abrams one. So either the Hmmwv M2 sounds too interior for being an open roof vehicle, or the Abrams M2 will sound exterior for being inside. It's a mess. And no really solution yet.

     

    Still, I'll find a way to get that working somehow. BIS is going to get a new programmer for the audio department, maybe there is a slight chance we can get this man to work on these last remaining issues for the sound (Vehicle interior and that damn Gau8 sound that needs looping soundset options).

     

    And yes I can truly confirm about that UGL sound, it's just to much at the moment. Also the silencers could get a little more dynamic, more punchy but not as loud at the end.

     

    LJ

     

     

    • Like 5

  8. Hello folks,

     

    I have some sort of a summary:

    First of all, I would like to thank you, the many people and users of my work, but also apologize! My last update has brought major changes. The actual weapon sound has been drastically changed. This change came to you quite suddenly. For me, it was a kind of smooth transition as I have several weeks and months, bit by bit minor changes built.

     

    Nevertheless, I would like to use the moment to explain my (future) intentions a little:

    Last year, towards the end, ArmA did not irritate me anymore. I have dealt with other games and projects, regardless of the war genre. In mid-December, I had a minor accident and had to stay home for several weeks. To be honest, until today!

    During this time, I've focused more on other games and played Insurgency Sandstorms. And the sound infected me. It was brutal, loud and somehow horny! But since I do not like the gameplay and always feel ArmA as my GoTo game, I tried to emulate the sound of Sandstorms a bit. Of course, that worked well, I think I met it quite well. Of course, it should not sound identical. Just something similar. But, (and that's a big but!) since ArmA does not really fit into the genre of Sandstorms at all, and the gameplay is much slower and more tactical, I have to say that the two topics do not go well together.

     

    Therefore, and I hope for your understanding here, I would like to try a kind of symbiosis. I know that the sound of Squad is pretty much the benchmark in realism and warfare. Therefore, I would try to adjust the new sounds a bit for the player's near environment (first person, close battles, the reflections, etc.) and to lean the distance combat to something like Squad. I will focus more on real videos and try to get the ArmA2 feeling again. The CUP update helped me a lot to get back to the "old days" I missed so much, and I feel right back in the "ArmA ban"!

     

    So, to list an overview of what the changes mean:

     

    1. Player weapon sounds are loud and have strong reflections. Bass heavy but with more dynamics.
       
    2. Distancing battles are replaced by new sounds and more "pop" sounds and less bass to produce.
       
    3. All weapons converge at a distance in so-called pools. This means that all M16 / M4 rifles will become the pool "M16 family" and each of these weapons will use the M16 pool sounds. This achieves several things: The performance increases a bit and the weapons can each use multiple sounds instead of just one and the same. That's how we achieve more diversity.
       
    4. Explosions are still loud and bass heavy. I try to add more "cracks" as you know from videos. When the rocket hits and there is a scratching crash before the actual bass comes. Very cool.
       
    5. Vehicles will probably remain so, only changes would be adjustments to the volume and possibly new distance sounds.
       
    6. The Soniccracks should also get more variety, less scratching and a bit more bass. There are more differences in volume and orientation.

     

    I have been trying many of these topics for days now and I am actually quite satisfied with the results. But I'm curious about your opinion in the first place. What do you think? What kind of wishes do you have? What bothered you or did not work, tell me! I would be very grateful for a few nice words (You know, these written things you just read here), the like button you may ignore :)

     

    Thanks folks,

    LJ

    • Like 11
    • Thanks 1

  9. New update>

     

    JSRS Soundmod - 6.19.0114 Changes:
    Tweaks

    - Tweaked multiple vehicle driving sounds and volumes
    - Tweaked Rocket and missile sound effects
    - Tweaked Vehicle weapons interior firing sounds

    Update JSRS Framework with hundrets of new sounds for upcoming compat mods like CUP and RHS vehicle sounds

     

    LJ

    • Like 4
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  10. 20 hours ago, kerozen said:

    The new sound fit really well!

     

    Is JSRS CUP ever going to be a thing or is it unlikely? 

     

    Currently working on it. Weapons are all working so far it seems. Sitting on vehicles now, not sure if I ever gonna do all of them or just the basics. Will see. Gonna drop CUP latest next week and see to it that RHS should also have covered vehicles

     

     

    • Like 5

  11. 5 hours ago, GordonWeedman said:

    I think there's a bit too much of the metallic effect, it almost overpowers the gun itself.

    Furthermore, the M4A1 and AK74 from RHS don't have reload sounds, and there are probably more, and many RHS guns also don't seem to have any sound reflections/echo/reverb.

     

    I think I got that fixed by updating all compats. Works all fine on my end

     

    4 hours ago, laxemann said:

    Had a quick listen - damn brother, that's a huge improvement you did there, I really like what I heard so far :don16:

     

    Thank mate, glad you like it :) 

     

    8 minutes ago, Maj Ray said:

    @LordJarhead The new version of JSRS has a dependency on ASR_AI3_Skills and ASR_AI3_CFGWeapons. Can you please fix this?

     

    Yeah I used that for a mission dependency and forgot to take it out of the mod. Should be fixed!

     

    Also I update the jet sounds for the vanilla (old) jets, Wipeout, Buzzard and Neophron so they fit together with the Jet DLC sounds. You should check them out and have some nice flybys! :)

     

    LJ

    • Like 1

  12. Hello,

     

    fist update for 2019, I'm still here!

     

    JSRS Soundmod - 6.19.0109 Changes:

    Tweaks
    - Tweaked most land vehicle volumes for interior and exterior sounds
    - Tweaked some of the helicopter volumes
    - Tweaked all weapons firing sounds to sound more bassy, metallic, modern FPS shooter like - Very drastic changes!
    - Tweaked open field weapon firing reflections
    - Tweaked all weapon firing volumes and distances
    - Tweaked 3D processors for more environmental awereness
    - Tweaked Vehicle weapon firing sounds for more interior feeling when the camera is inside the vehicle
    - Tweaked Increased audible silenced weapon distance
    - Tweaked Interior weapon firing silencer volume
    - Tweaked Increased bullethit sounds volume and audible distance

     

    Additions
    - Added New environmental weapon firing reflections for urban and forest areas
    - Added AD97 into vanilla content
    - Added New interior vehicle firing sounds (Being in first person)

    • Like 10
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  13. Just now, mickeymen said:

    Hm, does the sound of building destruction not work just like it does for vehicles explosions? 

    I remember that before, I saw that in JSRS the sounds of explosions for different distances had personal files.

    For example, for explosions of vehicles at different distances, personal sound files that corresponded to the special ranges:


    Close_Distance
    Medium_Distance
    Far_Distance

     

    If Arma not uses of multiple audio files for destruction at different distances for buildings, then I can understand why it has the same file at any distances :/

     

     

    Now I understand you and this is a good update!

     

    No it does not work like in soundset classes. It actually looks like this:

     

    class cfgsfx
    {
    	class destrhouse
    	{
    		sounds[] = {"destrhouse1","destrhouse2","destrhouse3","destrhouse4","destrhouse5","destrhouse6"};
    		destrhouse1[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_1.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhouse2[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_2.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhouse3[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_3.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhouse4[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_4.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhouse5[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_5.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhouse6[] = {"jsrs_soundmod_snd_environment\sounds\house_collapse_6.ogg",6.3095737,1,150,0.1,0,0,0};
    		empty[] = {"",6.3095737,1,150,0.1,0,0,0};
    	};
    	class destrhousepart
    	{
    		sounds[] = {"destrhousepart1","destrhousepart2","destrhousepart3","destrhousepart4","destrhousepart5","destrhousepart6",};
    		destrhousepart1[] = {"jsrs_soundmod_snd_environment\sounds\house_part_1.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhousepart2[] = {"jsrs_soundmod_snd_environment\sounds\house_part_2.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhousepart3[] = {"jsrs_soundmod_snd_environment\sounds\house_part_3.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhousepart4[] = {"jsrs_soundmod_snd_environment\sounds\house_part_4.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhousepart5[] = {"jsrs_soundmod_snd_environment\sounds\house_part_5.ogg",6.3095737,1,150,0.1,0,0,0};
    		destrhousepart6[] = {"jsrs_soundmod_snd_environment\sounds\house_part_6.ogg",6.3095737,1,150,0.1,0,0,0};
    		empty[] = {"",6.3095737,1,150,0.1,0,0,0};
    
    	};

     

    • Thanks 1

  14. 1 hour ago, Jacali said:

    Hey,

     

    I'm having problems with the latest update. I cannot open some of my missions which include mostly independent forces.

     

    "The scenario requires content which is not installed!"

    "JSRS_SOUNDMOD_RHS_AAF_GREF_WEAPONS"

     

    I'm running:

    JSRS SOUNDMOD

    JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support

    JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support

    JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support

    JSRS SOUNDMOD - RHS SAF Mod Pack Sound Support

     

    I have tried to uninstall JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support and reinstall it but that doesn't seem to do the trick.

    Hello,

     

    please try this: https://steamcommunity.com/sharedfiles/filedetails/?id=1181421524

     

    1. Disable all JSRS Soundmods / JSRS Addons
    2. Only load the JSRS Dependency Fix Addon
    3. Load the mission, your game or whatever you were doing where you got stuck because of missing JSRS
    4. Save the mission / game again
    5. Exit game, disable the JSRS Dependency Fix Addon
    6. Restart game, everything should be "JSRS Free" from now on

     

    LJ

    • Like 1

  15. 5 hours ago, mickeymen said:

    I did not understand what you meant when you said it - "I noticed I barely hear this noise cutoff anymore", but now I checked it and to be honest, I do not see any special differences :/

     

    I did 2 tests:

     

    1) test with Charge Assambly:

     

    I installed two explosive devices inside two houses and drove in the car at a distance of 100-150 m. When I detonated the explosive devices, the sound of the building crash was just the same as we hear at more shorter distances, but only more quiet.  This is a sound of sharped distruction + glass ringing sound. It seems to me that when a building collapses, the building destruction sound at distances more 150 meters must have a different sound source, in this cases please try using special distant sounds (less sharped and significantly longer due to echoes) I want to say that muffled near-destruction sounds are not suitable for this purpose.

     

    2) Test with artillery fire:

     

    I put myself and my ai-subordinate(mortar gunner) on top of the hill and ordered my ai-subordinate to shoot at home in nears city from a distance of approximately 300-400 meters. When one building was destroyed I did not hear any sound from the collapse of the building in general!

    Only the sound of an artillery hit was heard and then silence.

    It seems to me that the sound from the crash of the building must be heard at great distances and should be longer than the sound of one artillery hit.

    Probably  this sound should be noticeable for the audibility of the player, minimum within a radius 600-800 meters,  at JSRS it is always lost at the big distances, for this reasons, so already I have long asked you to create this features.

     

    It was just my humble opinion,  on the whole your mod will always be the best for me :f:

     

    Well again, ArmA has a limitation here. And I don't know if there is a soundset solution for this but currently, the only way is to have one set of sounds that needs to suit every situation and distance. That's what it is right now. So either you hear it that crystal sharp over long distances or you won't hear it at all after a 100 meters or so.

     

    What I meant what that the sounds don't cut off anymore after a couple of seconds. The sound samples play to the end. Before it was the sound that got cut after 2 or 3 seconds.

     

    LJ


  16. On 23.8.2018 at 10:46 AM, mickeymen said:

     

    Thank you
    I would like to add that your mod sounds better and better. The new version is a holiday for all users. It really makes ArmA much better

    New sounds of movement along the asphalt are magnificent,
    Shot and Hit from the RPG is just a delight,
    Personal sounds for different weapons with supressors add variety,

    Sharper explosions are better,

    It is possible to enumerate further and  urther...

    Thank you so much for this progress!

     

    Thank you for this, Mickey :)

     

    On 23.8.2018 at 10:48 AM, mickeymen said:

    Perhaps this is due to the surface (Virtual Reality) on which the character of the player is located. If possible check all surfaces, maybe somewhere else this will not work

     

    Yeah, I noticed several different surfaces doing that. I'll have to take a look into it.

     

    My next update is going to have some heavy impact on how the weapon sounds, I'm wondering if that gets good feedback. I added more distortion and volume and punch to some, but mostly metallic character noises. 

     

    Btw, Mickey, building destruction seems to finally work correctly, right? I noticed I barely hear this noise cutoff anymore. 

     

    Oh and btw guys, I spend your donations :D For JSRS-Studios I spent around 1000$ to sonniss.com and boomlibrary.com library to get the best sort of libraries and use them for my work. Also a shout out to Louisa and Pierre from boom for the support and to help me out so well, you guys rock!

     

    LJ

    • Like 4
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