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LordJarhead

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Posts posted by LordJarhead


  1. 5 minutes ago, Muckducky1 said:

    Have you had a chance to look into this? 

    Yeah I did but as always, Arma limits my moves there. I can only have one sounds for it and it must suit all situations. I think I need to further try it to see if I'm getting anything better in game but I cannot make any promises on that.

     

    LJ


  2. 6 hours ago, Alex2k said:

    We've really enjoyed JSRS with support for RHS and NIARMS for many months now.
    Do you plan to cover the MG3 and MG42 in NIARMS and/or the new MG42 in RHS as well?

    Also, the 3-burst mode on the AEK from NIARMS seems to have its default sound.

    Thanks for the great work, it really adds something!

     

    Thanks for the feedback :)  Yeah I will update my work with some decent MG42 sounds, soon. After I got RHS working so far, I will focus on NiArms and SMA again!

     

    2 hours ago, mickeymen said:

    JSRS SOUNDMOD 6.18.0820

    I have no sounds when player changing positions(between erect / crouch / prone) Also no any sound at movement crawling. 

    Somebody has these problems also?

     

    Thanks for the heads-up, Mickey. I will see to fix these issues.

     

    LJ

    • Like 2

  3. So I update JSRS_Soundmod and the RHS compat. Here is the general changelog:

     

    JSRS Soundmod - 6.18.0820 Changes:
    Tweaks

    - Tweaked All silenced weapon sounds got tweaked
    - Tweaked Volume of direct reflection while on meadows got lowered
    - Tweaked Almost all weapon reloading sounds got reworked
    - Tweaked Movement on solid surfaces more audible
    - Tweaked Reloading sounds are sounding more metallic
    - Tweaked Separated RHS compat configs in all for variants (AFRF, USAF, GREF, SAF)
    - Tweaked All RHS compat configs got overhauled
    - Tweaked Massive Soniccracks overhaul (Finally new field recordings)

    Additions
    - Added Weapon shaking sound effects when firing
    - Added All weapons got new silencer sounds, more different weapon types added
    - Added New Soniccrack sounds based on field recordings
    - Added New Reloading sounds for SMA weapons
    - Added New sounds for warhead launchers
    - Added New reflections for launchers
    - Added New BiKeys for RHS compat (jsrs_soundmod_rhs_compat.bikey)
    - Added New sounds for M590 (Shot, Reloading, and Pump) (RHS)
    - Added New proper sounds for the Type115 ARX .50
    - Added New sounds for GMG20, GMG40, and MK19 (RHS)
    - Added New DSHK sounds (RHS)
    - Added B_12Gauge_Slug to compat

    Fixes
    - Fixed Updating base classes for SMG01 and PDW2000
    - Fixed Compat updating base classes for RHS weapons
    - Fixed GMG20 and GMG40 were using the wrong sounds
    - Fixed Some reloading sounds were not synced (incl. RHS)

     

    On a further note, I had the chance to learn a lot about ammunition, different calibers and passing bullet sounds (Cracks, Snaps and so on). I was all wrong with my approach in JSRS and I had to rethink my decisions and creations. I worked out a new way to produce a correct sound, always having an eye out for the realistic bullet behavior for each bullet and caliber.  So with this update, I want to show you my new approach to realistic bullet snaps, I really hope you like it. All sounds come from a high-quality library and own field recordings.

     

    Besides that, I tried to get in contact with RHS (PuFu) and see if we might be able to work out the issues that we have with RHS in combination with JSRS. I try my best to get it working. Today I present you my latest development in which I made good progress. Most issues should be fixed, at least all Updating Base Class reports got fixed (Besides the one that I don't get at the moment) and I separated the SAF and GREF mods into two individual mods. So go ahead and give these a try :)

     

    RHS AFRF SUPPORT Sounds
    RHS USAF SUPPORT Sounds
    RHS GREF SUPPORT Sounds
    RHS SAF SUPPORT Sounds

    • Like 5
    • Thanks 5

  4. 12 minutes ago, Dedmen said:

    Had that too last weekend. I couldn't hear my own weapon. Didn't even think of JSRS being the problem. I thought I broke something on my end which happens quite often ^^
    Missing sounds should be logged to RPT right? I think it was a RHS weapon. Maybe I still have the RPT laying around, probably not though. I'll remember to write down the weapon and ammo names next time it happens.

    In most cases it is more of an broadcast issue than a missing sound or a wrong file path. One time everything is fine, next round a different client joins the game, something goes wrong, no logs what so ever... This is really a problem no body can properly describe a reason for nonetheless have a solution... A solution besides disabling JSRS_Soundmod completely which would fix it I guess. 

     

    LJ 


  5. On 13.8.2018 at 7:22 PM, Devastator_cm said:

    Hi LJ,

    in the past there were issues with your RHS mod in dedicated. Are the issues solved? Is it working now fine with dedi like your base mod?

    Hello, 

     

    I can't say for sure. There are still problems I believe. People report of being unable to hear certain weapon sounds. I'm still trying to figure that out. That's mostly a difference in mod lists by different clients on the same server. 

     

    LJ 


  6. 34 minutes ago, Armagedonas said:

     

    No other mods conflicting and using vanilla maps. I can get zero wind at sea level but at the same time when gaining elevation wind starts sounding aggressively loud.

    Ah ok, I got that.... thanks for the hint. I can already see my issue!

     

    Thanks for the heads up,

    LJ

    • Thanks 1

  7. 22 hours ago, Armagedonas said:

    Can the player somehow tweak some of the sounds levels so that they reach to a personal comfort?

     

    For example I find wind way too loud even with it set at zero.With the wind so loud i can't enjoy the rest of your masterpiece sounds and makes me tired after 5 minutes of gameplay :(.

     

    Appreciate all the responses

     

    Hmm that sounds odd. Because I can completely mute my wind noises when being on wind level 0 and 0 overcast. Maybe your mod got a little mixed up or you play with another addon/user made map?

     

    6 minutes ago, Potato210 said:

    Hi i got two questions:

    -Does a server needs to be running JSRS too to hear the ambient sounds like wind?

     

    -Are those kind of ambient sounds restricted to vanilla maps only?

     

    1. No, this mod is client side and the does not need to do anything else than allow the mod for clients to join with it.

    2. They are not restricted, they are open and cover the vanilla map assets. If a user made map uses those vanilla assets and sound setups, it will use the JSRS ones.

     

    Hope I could help,

    LJ


  8. 5 hours ago, mickeymen said:

    LJ Thanks for the updates.

    I have long wanted to ask you why in your mod there is no sound for swimming, both on the water surface and under the surface (diver)?

     If this is not problematic for you, please add these sounds to your amazing mod. 

    Hey Mickey, 

     

    Oh I didn't even notice that. I'll have a look at it :) 

     

    LJ 

    • Thanks 1

  9. 4 hours ago, Maj Ray said:

    I'm seeing errors such as these pop up in my server's RPT after the latest JSRS update:

    Is this due to the server not running JSRS? We whitelist certain versions of JSRS via ACE whitelisting.

    It's because of the reloading sounds for weapons. You need to deactivate the JSRS Soundmod extras bikey to prevent any clients with jsrs reloading sounds to join the server. Otherwise you would have to take this in account 


  10. JSRS Soundmod - 6.18.0726 Changes:
    Tweaks
    - Tweaked Explosion sounds got a little sharper
    - Tweaked Movement sounds volume got a tiny increase
    - Tweaked Crawling sounds volume got increased
    - Tweaked Tiny details on reloading sounds

    Fixes
    - Fixed Pbo that contained config files contained both, .cpp and .bin

    Additions
    - Added New sounds for the weapon Phalanx AA
    - Added New explosion sounds to  UXO cluster ammo

    • Like 3
    • Thanks 1

  11. Hello listeners,

     

    Update time!

     

    JSRS Soundmod - 6.18.0718 Changes:

    Tweaks
    - Tweaked Rain sounds got lowered a little
    - Tweaked Weapon volume on distances
    - Tweaked Environmentsounds lowered
    - Tweaked Overall dynamics
    - Tweaked Weapon volumes and explosion dynamics
    - Tweaked Movement sounds lowered, dynamics, more details

    Fixes
    - Fixed Error: File: jsrs_soundmod_snd_air_vehicles\sounds\mq12_falcon\int_main.wss  not found !!!
    - Fixed Error: File: jsrs_soundmod_snd_land_vehicles\sounds\engines\mbt_02\mbt_02_low_ext.ogg  not found !!!
    - Fixed Error: File: jsrs_soundmod_snd_weapons\sounds\shot\skyfire\close2_2.ogg  not found !!!
    - Fixed Error: File: jsrs_soundmod_snd_air_vehicles\sounds\shared\\gear_up_in.ogg  not found !!!
    - Fixed Error: File: jsrs_soundmod_snd_weapons\sounds\shot\closure\cannon_reload.ogg  not found !!!
    - Fixed Updating base class Rifle_Base_F->Rifle_Short_Base_F, by jsrs_soundmod_cfg_weapons\config.cpp/cfgweapons/pdw2000_base_F
    - Fixed Updating base class Rifle_Base_F->Rifle_Short_Base_F, by jsrs_soundmod_cfg_weapons\config.cpp/cfgweapons/SMG_01_Base
    - Fixed Missing Bipod sounds (JSRS Soundmod Reloading Sounds)

    Additions
    - Added New movement sounds for wet surfaces during raining or humidity
    - Added New sounds for random noises during movement (Slide, stone hit, branches crack)
    - Added New explosion sounds for rockets
    - Added New echo sounds for firing and explosions
    - Added New sounds for Bipods (JSRS Soundmod Reloading Sounds)

     

    This is a rather big update and does a few major changes on the overall sound feeling. So please send in any sort of feedback!

     

    Separated Reloading sounds from main mod, again!

    JSRS SOUNDMOD - 6.18.0718 Additional Weapon Handling and Reloading Sounds

     

     

     

    JSRS Soundmod - 6.18.0718B Changes:

    Fixes 
    - Fixed Warning Message: No entry 'bin/config.bin/CfgSoundShaders.jsrs_close_step"run_soundshader'.
    - Fixed Warning Message: No entry 'bin/config.bin/CfgSoundShaders.jsrs_close_step"walk_soundshader'.
    - Fixed Warning Message: No entry 'bin/config.bin/CfgSoundShaders.jsrs_close_step"sprint_soundshader'.

     

    • Like 3
    • Thanks 3

  12. 2 hours ago, cpt.ghost said:

    this is just awesome everything is well done except medium cracks ( big and medium ) i can't lie i hate it and i wish a new set ( louder more punchier ) other than that this mod is just charm  

     

    Honestly? I hate them too :D it's gonna be my next one ;) 

     

    1 hour ago, mickeymen said:

    good release, but the autocannon of most aircraft does not have a sound.

     

    To-199 Neophron, A-164 Wipeout, Black Wasp (both version), A-143 Buzzard, Y-32 Xi'an VTOL - they all have no autocannon sound

     

     

    Oh Ok thanks for the info Mickey, much appreciated, buddy! 

     

    30 minutes ago, Lothear said:

    Many, many thanks for the update, LJ.

     

    Your welcome mate :) 

    • Like 1

  13. 9 hours ago, Lothear said:

    I am sorry, JR, but I'm gonna throw one more issue into the mix. :icon_biggrin:

    With AFRF support mod the AI shoots the PKP semi-auto 95% of the time, removing the support mod ai shoots full auto as it is supposed to.
    Tested in editor, singleplayer mission, only RHS USAF, AFRF, JSRS and JSRS AFRF support mod were loaded.

    I hope I've included all the details this time. :icon_biggrin:

    Thanks.

    L

     

     

     

    Shite, won't get better :) I'll have a look at this later tonight. Thanks for the heads up. Any more issues you guys can think of? So I can start at all things together. 

     

    Who knows when I can find the time to fix things again heh

     

    LJ 


  14. 15 minutes ago, Lothear said:

    In my case it's all solo content ;) And it may very well be only happening in singleplayer only. The other person I noticed it was happening to was also only bullsh*tting in the editor.

    OK we came pretty far with this I guess. Its the JSRS RHS USAF addon, it's based on pistol classes and only appears on the same client that runs the addon. So I guess I'm able to sort that out. :) 

     

    Thanks Jobo and Lothear for help ;) 

     

    LJ 


  15. 22 minutes ago, yokhanan said:

    Yeah we run all of them, including GREF. I'm wondering if maybe with the Escape mission there's some sort of ai scripting that is keeping it from happening. Next session we play and try another mission, I'll keep an eye out and ask the others to as well. :smile_o:

    It's weird that it is not showing up on your add-ons list. And these additions are not run on the server I guess but the AI is running on it. So I can sort that out. I guess that you, Lothear, are playing solo or on a LAN server? That would mean you control the AI and the JSRS additionals are affecting the AI. 

     

    LJ 


  16. 1 hour ago, Lothear said:

    So far I can confirm M9, 1911 and Glock.

    Edit
    And also the handheld GL.

    So all the pistols from USAF.
    Rifles seems fine as long as they have non-USAF secondaries.

    Ah OK. Thanks. I'll have a deeper look when I get back from vacation. Thanks for all your help with this :) 

     

    LJ 


  17. 2 hours ago, Lothear said:

    LJ, I believe it must be the pistols. I did some testing (with just RHS, Project Opfor, Cup terrains, and JSRS and its support mod) and I noticed that even with vanilla rifles (Spars 16s), if the unit had an RHS pistol, they switched to them.

    This reminds me of this (http://feedback.rhsmods.org/view.php?id=3971).
     

    Ah OK that's a good hint. So can you specify what pistol exactly? I think I've seen a Glock or something?! 

     

    LJ 


  18. 8 hours ago, Lothear said:

    I see. I hopped into the game to test it again. What I can say for sure is that it only happens with USAF pistols, not AFRF. There was (still is in 4.5) a bug in RHS:USAF that made AI use their secondaries, but that was rather rare.  I obviously know very little about modding so I cannot tell whether the support mod could make that behaviour more prominent. All I can tell is that other RHS support mods make no problem at all and without the USAF one it works as it is supposed to.
    Quite mysterious so far, isn't it? :icon_biggrin:
    Thanks, LJ.

    It really is a mystery to me, yes haha ? I double checked all the entries in the config, I build most from ground up. I deleted everything that was unnecessary as the inheritance took care of it anyways and I got rid of any sort of base class updates, even minimized any sort of error message I could think of. And still this shit happens. 

     

    One thing that makes me wonder is that you, Yokhanan, seemed to have no problem at all, so what's the difference between the two of you? So maybe it depends on the secondaries thay have? Or maybe it's depending on the primary weapons. Do they switch all the weapons? I just seen M4a1, Mk18 and maybe some Hk416s got switched... 

     

    LJ 

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