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LordJarhead

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Posts posted by LordJarhead


  1. Update v3

     

    JSRS Soundmod - 6.18.05BETA_2 Changes:
    Tweaks
    - Tweaked Soniccracks got more punch and are louder/normalized
    - Tweaked Distances for movement
    - Tweaked Drastically reduced appearence and volume of reflections - there was way to much noise going on

     

    I've updated the cracks again, might be a little bit punchier right now, so give it a try! :)

     

    LJ

    • Like 4
    • Thanks 1

  2. Yay!

     

    JSRS Soundmod - 6.18.05BETA_2 Changes:
    Additions
    - Added New distance walking sounds
    - Added New soniccrack sounds for various distances
    Tweaks
    - Tweaked Movement/Gear noises
    - Tweaked overall soniccrack appearance and volume
    - Tweaked Increased volume and distance for gear noises
    - Tweaked overall texture of movement sounds and stance noises
    Fixes
    - Fixed MBT3 Kuma sounds were odd (still is)
    - Fixed Missing Minigun sounds for AH6 Pawnee

    • Like 3
    • Thanks 3

  3. 6 minutes ago, TacticalDropBear said:

    Thank you very much LJ, you may not hear a whole not of praise... but I can assure you we all do appreciate what you're doing.

     

    I find that the sounds in a game can make or break some games, and using your mods over the years certainly have made my gaming experience much more enjoyable.


    Thanks again mate.

    Thanks mate,

     

    nice to hear that :)

     

    @All We had a discussion over at discord, I can certainly say that the RHS, NIArms and SMA sounds are still working fine with the beta! All sounds are there and they got updated as well, so go ahead and give them a good try :=)

     

    Thanks,

    LJ


  4. I wonder where all the people went? No reaction anymore as it used to be? Or is the overall interest not focused on sounds anymore? 

     

    I've added new sonic cracks and made the overall movement a bit more exciting. There are also new distance sounds for moving soldiers and the gear sounds are a little more obviously. I'll try to adapt it a liiiiitle bit to Escape from Tarkov. The cracks and snaps are more adapted to the ones in Squad tho a little lower in volume and greater in texture. 

     

    I'll update the mod during the weekend. 

     

    LJ 

    • Like 3

  5. 28 minutes ago, Zakuaz said:

    Been a long time since I used vanilla weapons, Quick editor drop n go before heading to the office.

     

    Elements: BLUFOR Fire team, 2x OPFOR fire teams and a Recon team. Empty vehicles APC Gorgon and a Tempest covered cargo.

     

    Small arms fire had some nice report, I feel the sonic cracks in some cases maybe not "fun" enough (make them louder) haha. I will do a much larger field test this evening as I really want to hear more of the vehicles and weapons.

     

    The Gorgon, way different sounding! Interesting sound and the airbrake effect I think it was?  I like it -BUT- at the moment the sound doesn't mesh well with the over all audio experience... I think it's just a little to loud maybe?  I know in 3rd person view I quickly had to fit my earplugs in.  Bottom line; It's a cool sound just maybe needs some adjusting.

     

    The Tempest, I think I like the previous Tempest sound better but again like with the Gorgon it felt a little to loud for comfort. I'm sure the sound would grow on me overtime but atm it feels to loud.

     

    I wont lie, I quickly missed not having the Enhanced Soundscape mod active.  I've used it in conjunction with your standard JSRS sound mod for some time.  I understand not wanting to use any other sound mods while testing this Beta so I'll move fwd on that.

     

    So far so good for the general running around and shooty shoot stuff.

     

    Thanks for the feedback so far, 

     

    I've been working on getting these vehicle sounds in game for quiet some time now. So the real maintenance and leveling will follow up. I fully agree tho. The whole system is very complex and the whole vehicle aspect sounds weird to me too. I have to adjust a lot of things to get where I want. But I'll keep on going. Thanks for the help. 

     

    I also agree on the soniccracks. As in another post people want them more Squad'ish... So I'll see what I can do about that. 

     

    Thanks, 

    LJ 

    • Like 1
    • Thanks 1

  6. rVQ7uly.jpg

     

    Hello listeners, 

     

    now "what's this all about" you might wonder. I decided to make a separated mod for the "just in case" situation. Let me tell you why:

     

    JSRS Soundmod Beta is an advanced and not "one hundred percent" stable version of the main modification (JSRS Soundmod - 6.18.0417). The focus here is on the best sound quality, which was implemented with the help of new mechanics and ideas. This is not a multiplayer tested version. However, it can be played in multiplayer with risks, the key required for it and all signatures are included.

     

    With this beta version I want to test certain mechanics and new features. In addition, many changes have been made (over 1500 new or revised sounds) which can have a greater impact on the multiplayer area. It should also be noted that all JSRS modifications (NIArms, RHS support etc...) that require the JSRS Soundmod main modification can cause problems but should work mostly!!! (for now!). Also you should not run this beta with any other version, offshoot or addition of JSRS Soundmod.

     

    Download:

    JSRS Soundmod Beta v1 on Steam

     

    The BIKEY alone

    Discord Group for bug report

     

    For those who want to try, the side modifications should work fine with the beta:

    Quote

     

    If the beta is not causing major problems and it runs smooth mostly, all components of this beta will be transferred to the main modification and all other minor modifications (NIArms, RHS support etc...) will be adjusted accordingly, so that a normal game flow is achieved.

     

    Now lets take a brief overview at the changes compared to the main modification. The change log below does not look very extensive, but the many details hide under bigger tasks. For example all vehicle sounds got reworked, revised or exchanged. Also all, and I mean ALL weapon sounds got revised or exchanged by new ones. In the end, a total of 1690 sound effects went through my DAW. So here is the changelog :


    JSRS Soundmod - 6.18.05BETA_7 Changes:
    Tweaks

    - Tweaked Soniccracks and bullet snaps got improved
    - Tweaked Overal explosion volumes and distances
    - Tweaked Explosion reflections for forests, houses and meadows
    - Tweaked Overall movement sounds, volume and distances
    - Tweaked Movement sounds for various surfaces got improved
    - Tweaked Overall nature soundscape got tiny tweaks
    - Tweaked Each surface has a different volume, forest or grass is way louder than solid road or even a carpet
    - Tweaked Running through bushes cause louder sounds now
    - Tweaked Vegetation noises are now way more random
    - Tweaked Silenced weapon firing got improved
    - Tweaked Handheld weapons cause louder and sharper reflections
    - Tweaked Improved weapon tails when in the open
    - Tweaked Explosion debris is more precise to where the explosion appears
    - Tweaked Overall distance weapon sounds to better spot the location of the shooter
    - Tweaked All weapon sounds have a sharp atteck curve, more popping sounds
    - Tweaked Click before the shot got improved and slightly displaced
    - Tweaked Some reloading sounds where too loud

    Fixes
    - Fixed Mortar explosions were too loud
    - Fixed Some explosions caused sound stuttering
    - Fixed Birds react to weapon firing and warfare
    - Fixed NormalEXT surface was using wrong surface movement sounds
    - Fixed Some thunder noises where way too loud

    Additions
    - Added New debris sounds for explosions
    - Added Close explosion shockwave sounds
    - Added New sounds for running through bushes, foliage
    - Added New crawling sounds
    - Added New wind sounds for low and high wind speeds
    - Added New tiny details to silenced weapon firing (weapon shaking)
    - Added New reflection sounds to handheld weapons
    - Added New vehicle attenuation filters and 3d processors
    - Added New shorter weapon closure sounds (tiny click before shot)

     

    JSRS Soundmod - 6.18.05BETA_6 Changes:
    Tweaks

    - Tweaked Explosion sounds on variuos distances, increased punch and volume
    - Tweaked Added distortion to short explosions and made them way louder
    - Tweaked Overall punchier reflections for explosions
    - Tweaked Overall rain appearance, heavy rain is needs highest rain value

    Additions
    - Added New debris sounds for 'houses' areas
    - Added Revised vehicle debris sounds
    - Added New thunder sounds

     

    JSRS Soundmod - 6.18.05BETA_5 Changes:
    Tweaks
    - Tweaked Framework got updated with new stereo panners
    - Tweaked All explosions cause a shockwave sound when close and in direct sight (WIP)
    - Tweaked Huge explosions cause a drastic echo reflection and a huge explosion tail for giant distances (WIP)
    - Twealed Increased Volume for all explosions
    - Tweaked Reloading volumes

    Fixes
    - Fixed Some explosion volumes where over the top

     

    JSRS Soundmod - 6.18.05BETA_4 Changes:
    Tweaks
    - Tweaked Soniccracks in medium distances got improved
    - Tweaked Overall movement volume and gear noises
    - Tweaked Gear sounds while running was too loud
    Fixes
    - Fixed Missing distance crawl sounds
    - Fixed Close MK18 firing and distance firing were out of sync
    - Fixed Varsuk MBT03 went silent after start up

     

    JSRS Soundmod - 6.18.05BETA_3 Changes:
    Tweaks
    - Tweaked Soniccracks got more punch and are louder/normalized
    - Tweaked Distances for movement
    - Tweaked Drastically reduced appearence and volume of reflections - there was way to much noise going on

     

    JSRS Soundmod - 6.18.05BETA_2 Changes:
    Additions
    - Added New distance walking sounds
    - Added New soniccrack sounds for various distances
    Tweaks
    - Tweaked Movement/Gear noises
    - Tweaked overall soniccrack appearance and volume
    - Tweaked Increased volume and distance for gear noises
    - Tweaked overall texture of movement sounds and stance noises
    Fixes
    - Fixed MBT3 Kuma sounds were odd (still is)
    - Fixed Missing Minigun sounds for AH6 Pawnee

     

    JSRS Soundmod - 6.18.05BETA_1 Changes:
    Tweaks
    - Tweaked Movement volume for footsteps
    - Tweaked Weapon tails distance and volume
    - Tweaked Helicopter exterior volume where too loud
    - Tweaked Lowered general volume and texture for most ambient sounds
    - Tweaked All weapons got reworked / exchanged
    - Tweaked All vehicle noises got reworked
    - Tweaked Combined all air vehicle sounds
    - Tweaked Combined all land vehicle sounds
    - Tweaked Overall volume and normalization
    - Tweaked Combined all warfare sounds (Cracks, Snaps, Hits, explosions etc...)
    - Tweaked Combined all cfg files into several big ones to prevent lagging
    - Tweaked Added new layers to mechanical parts of weapons
    - Tweaked Added new pop sounds for distance weapon sounds
    - Tweaked Combined all weapon sounds into one big file
    - Tweaked General revision and maintenance

    Additions
    - Added A few hundred new distance warfare sounds
    - Added Offroad vehicle sounds
    - Added Truck_01, Truck_02 and Truck_03 vehicle sounds
    - Added New reloading sounds for all weapons (JSRS_Soundmod - Realodingsounds)
    - Added New sounds for all vehicles
    - Added New sounds for all weapons
    - Added New sounds for amphibious vehicles in water

    Fixes
    - Fixed Missing bullet-hit/whizz sounds

     

    So, what's gonna be next: Well, I'd like you to be my tester! And I'm sure many of you would love to do that. So I thought I would publish a big beta version of this mod and let it go on the masses.

    The point is: I built this mod together in a few weeks. Under certain circumstances, the game may not indicate any errors, as in this current state! So of course I have several options now: I could test EVERY SINGLE SOUND in the game, listen to it and check for bugs, I could test ALL sounds in multiplayer mode or run everything on a Dedi server and so on... Or I just let you do it! :)

    Therefore, I have published this mod so that you can put it through its paces! The main focus should be on these things:

     

    1. The General Weapon Mechanic - How does they all sound, does everything work, does anything make any problems?
    2. The vehicles - After the conversion to the soundshader system all vehicles were revised. How do they sound, what are the volumes and the individual distances?
    3. General gameplay - What are the general volumes in the game? Is the movement loud enough? Are there any annoying noises, does something not work that might have worked before?

     

    If you stumble across a couple of issues, errors, crashes, annoying sounds, bugs, flys, whatsoever... let me know! You can easily post your (Of course constructive, nice and friendly :P) feedback here in the thread! Or in the Discord Group I want the other main JSRS thread to be untouched by this here. So lets keep it simple and lets separate the two, shall we? As said, once everything seems to be fine and sorted, all the content goes over to the main mod and all side mods will be adjusted accordingly!

     

    Now have a nice day and have fun!

     

     

     

     

    Some minor informations:

    Copyright © 2018 by LordJarhead.

    JSRS Soundmod and JSRS Soundmod Beta (this modification) by Dennis Kahl (LordJarhead) are licensed under ARMA PUBLIC LICENSE NO DERIVATIVES (APL-ND)

    Read More under https://www.bohemia.net/community/licenses/arma-public-license-nd and beta

     

     

    Be supportive. If you like my work, maybe you would like to support it? Every cent donated goes back into the project! 

    Patreon or PayPal

    END USER LICENSE AGREEMENT:

    Arma Public License No Derivatives (APL-ND)
    APL-ND.png

    • Like 10
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  7. 2 hours ago, .kju said:

    no one here participating is also against change per se, yet the two core issues are:

    1) sadly too often something changed is in a worse state than before - and usually the dev team just moves on to other things leaving the community trying to work around those new problems

    2) unlike to before the A3 team/decision makers went the path of reduction of possibilities with their design changes leaving the community with no more options to find solutions on their own

     

    *applause*

     

     


  8. I wish they'd do something about that. But well, Bohemia has concluded with the topic, that's what Ondrej said. I'm not sure they'll start digging again because of something that should have been fixed 17 years ago. And that's basically what ProfTournosel just said: "It looks like the end of lot's of discussions on the forum". The forums kinda dead anyways btw :P

     

    Bohemia is focusing on a new project with a new engine and I'm hoping for all these problems to be a historical chapter of the series once A4 arrives :) But that will have to be seen, whenever that is...

     

    LJ


  9. 14 hours ago, spanishsurfer said:

    OFPS is having major signature issues with JSRS sound mod. It's my fav mod hands down and unfortunately we had to pull the keys for the main mod and enhanced movement due to an error that comes up in the Arma Launcher that says "Server can't transmit all data; some allowed mods might be missing or their signatures not recognized"  as soon as we pull the keys, it shows green on the launcher....we add them back in, it shows red and the error comes up. Anyone have any advice? Thanks

     

    I'll look into it when I get back. Might be a signature problem as some old signatures went into the latest updates.

     

    Also, I might have to disable some feature or at least decrease the amount of activities for when it comes to multiplayer...

     

    LJ

    • Thanks 1

  10. 6ckNC05.jpg

     

    Hello listeners!

    After more than three months abstinence and my inactivity within the community, I am now trying slowly to get back into the running process. After the release of the new DLC for ArmA3 and probably the last major update of the game, I will now devote myself to a bigger task: the vehicle sound design!

     

    Due to the Tank DLC and the implementation of a new framework for vehicle sounds, I am partly forced to create a new framework and adapt it to my sound effects. The process is quite complex, but is largely limited to coding. New sound effects are not necessary. Nevertheless, I would like to set the task of creating a new kind of sound and immersion in order to give the final touch to what is probably the final game!

     

    This requires new effects, new ideas have to be transposed and tested, and everything has to be tuned to a normal level in terms of volume and flow of the game. That's also why I removed all land vehicle sounds in my last update to JSRS Soundmod. The other reason was the accumulation of errors and misrepresentations, the mixture of JSRS and vanilla sounds, and the resulting chaotic situation to separate the individual elements.

     

    Now, my primary task is to create a new design, a simple design, one that's easy to manage and maintain, and one that creates a fluid, smooth sound at the end. There are many adjustments necessary. Every single vehicle requires the utmost attention and must be tested in various situations. Because at the end not only a good sound should be created, but also one that works! Because as well as Bohemia does with their last DLC, my next big update will be my last for ArmA3.

     

    I think there will be a great successor for the series, so I'd like to focus on that as soon as possible. JSRS Soundmod will not stop though. I will continue to work until the last bug or issues has been resolved. This will take time, it will take weeks and months, but in the end a final product should be ready to play!

     

    So make yourself ready and stay tuned, there's gonna be a massive update ahead! I hope you all enjoy JSRS Soundmod and have a good time!

     

    Thanks for reading,

    Dennis - LordJarhead

    • Like 27
    • Thanks 8

  11. On 26.3.2018 at 10:40 AM, laxemann said:

     

    Noone prevents you/us from creating our own formulas that work.

     

    That was not my point. It had no good impact/result on the sounds, so why the update?

     

    Making new formulas that work might be easy for you, but that will probably stop newcomers from entering the modding scene as it seems to complicated ... but what ever, that's just my opinion. 


  12. What kinda bugs me the most is the current development when it comes to vehicle sound configs. Before we had some easy to understand structure like this:

     

    frequency = "0.4	+	((rpm/	4500) factor[(1000/	4500),(2800/	4500)])*0.95";
    volume = "1*engineon*campos*(thrust factor[0,1])*(((rpm/	4500) factor[(1000/	4500),(1300/	4500)])	*	((rpm/	4500) factor[(3000/	4500),(2000/	4500)]))";

    And today I looked into the configs to find this stuff:

     

    frequency="1 -  (0.09 * ((abs(latSlipDrive)) factor [0.01,0.15])) * (1 + 1 * (((1-0.75) * (speed factor [0, 30]) + 0.75 * (rpm factor [800,	3600])) + 0.2*((abs(speed)) factor [0, 2])*((abs(speed)) factor [0, 2]) - 0.2*((abs(speed)) factor [2, 6]) - (2800 - 800)/(3600 - 800)))";
    volume="engineOn * 1 * 1.5  * (((1-0.75) * (speed factor [0, 30]) + 0.75 * (rpm factor [800,	3600])) + 0.2*((abs(speed)) factor [0, 2])*((abs(speed)) factor [0, 2]) - 0.2*((abs(speed)) factor [2, 6]) factor[(1200 - 800)/(3600 - 800) + (((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800)) - (1 * ((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800))))/2, (2800 - 800)/(3600 - 800) - (((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800)) - (1 * ((2800 - 800)/(3600 - 800) - (1200 - 800)/(3600 - 800))))/2]) * (((1-0.75) * (speed factor [0, 30]) + 0.75 * (rpm factor [800,	3600])) + 0.2*((abs(speed)) factor [0, 2])*((abs(speed)) factor [0, 2]) - 0.2*((abs(speed)) factor [2, 6]) factor [(3000 - 800)/(3600 - 800) - (((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800)) - (1 * ((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800))))/2, (2800 - 800)/(3600 - 800) + (((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800)) - (1 * ((3000 - 800)/(3600 - 800) - (2800 - 800)/(3600 - 800))))/2])";

    WHAT THE....

     

    I mean, does this get cleaned up or is it supposed to stay? Because neither the vehicles sounds any better this way nor any modder will ever understand this crap I'm afraid :D ... you start making modding impossible at some point and modding is the only thing that makes people stay with ArmA....

     

    LJ


  13. Can we now stop this stupid discussion? 

     

    Yes you don't like it. Others do like it. That's normal. And JSRS is in constant change. Because I don't let it rest, for good. I would never stop improving myself and my work, that's my hobby. If you want things to stay that way I'd have to stop modding... 

     

    People like this and hate that, that's normal. Now it hit you and you are upset but honestly, no one else seem to care much about that change?!?! So I really don't change things to peoples liking anymore, mate. I'm way past that point and certainly never want to go back to that. The community has changed and I adapted and honestly don't care enough anymore to listen to other people rather than my own opinion or taste. 

     

    LJ 

    • Like 5
    • Thanks 1

  14. 13 minutes ago, Lothear said:

    I thought the same until I tested it without JSRS and the problem disappeared. It sure is not a problem of AI behaviour but faulty weapon config, though.

     

     

    LJ, I can provide you with a test mission if necessary.

    Thanks.
     

     

     

    It would be cool if you know what weapons are involved, exactly. Long range weapons, OK, but what exactly. Like, only USAF or the Russian AFRF as well? Or even some weapons from the GREF, SAF? 

     

    LJ 


  15. JSRS Soundmod - 6.17.1222 Changes:

    Tweaks:
    - Tweaked New MX Sounds for firing have changed - see Fixes
    - Tweaked All weapon sounds got revised for correct stacking in the audio engine - No more independently working sounds in distances resulting in multiple pop of only one shot

    Fixes:
    - Fixed MX Weapon entries were mixed up
    - Fixed Wrong inheritance for jet sounds
    - Fixed SoundSet.frequencyRandomizer': Missing ';' at the end of line
    - Fixed CAS1 Main Cannon sounds restored to (not correctly working) sounds
    - Fixed AAF Buzzard were missing all engine sounds - still heavy WIP

     

    By this update I wish you guys great holidays and a pleasant time with your loved ones! Thanks for all the support this year and I hope to see you all in 2018! 

     

    -LordJarhead 

    • Like 12
    • Thanks 1

  16. 1 hour ago, mickeymen said:

    And what kind of arguments do you have?

     

    Yes John, tell us... what are your arguments of liking something? You can't like something if there is no evidence! LOL

     

    Just calm down, Mickey, there has been a mix up in the config entries. The MX was using the AAC sounds for SMA weapons mod. Tho as John said, after I realized the issue, I started to like the new sounds^^ But you are right, the AAC sounds are made for a different type of weapon and I will maybe make a mix up of the two. Personally, I FRIGGIN HATE my MX rifle sounds, the old ones that you like so much! I hate them, I did before, I do now and I will always do because I can' get used to that weapon... to me its... like a toy gun, not by sounds, I mean by look or the way it is... its just ... weird. I cannot get a feeling for this weapon like I do for real weapons that really exist. I dunno... 

     

    Just wait for the next update but be sure that these MX sounds will be gone in future for sure! I personally think that these sounds are my weak spot... I can do make every weapon sound exactly like I want but this one... I dont know. And to be honest it should have the BEST sounds, as that's the "main weapon", the benchmark of the user will always start the game using an MX (Vanilla game). Its like the M16 in Operation Flashpoint, its the first thing we all fired^^

     

    LJ

    • Like 3

  17. JSRS Soundmod - 6.17.1218 Changes:

    Additions:
    - Added New Jet sounds got added - WIP

    Tweaks
    - Tweaked Gau8 sounds got changed, not really working great because of missing SoundSet system
    - Tweaked Cannon sounds for Blackfoot and Kajman
    - Tweaked Interior vehicle weapon sounds were too loud

    Fixes:
    - Fixed RPT "Sound: Error: File: jsrs_soundmod_snd_helicopters\sounds\shared\\gear_up_in.ogg not found"
    - Fixed Sevaral RPTs "Missing ';' at the end of line"
    - Fixed Missing Cas01 cannon sounds
    - Fixed CTD after Kajman firing main cannon

    • Like 7
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  18. Hello, 

     

    I have a rather odd request for the development. It seems that the 'new' soundset system is not available for gatling weapons such as the 20mm Blackfoot cannon, the 30mm Kajman or, and that's the greatest disappointment, the CAS1 plane main cannon, the Gau8 so to say. 

     

    Currently they still use the old soundbegin parameters that allow no controllers or any sort of parameters controlling the sounds. And that's a real shame as the weapons sound weird, does not work with distance filters or 3d processors and such. And not distance sounds. When ever soundsetshot is applied to these weapons, they are muted without any rpt... They just don't work. 

     

    In that case we can not create good sounds for that type of weapons. I know it might be a performance reason but with the controllers that are connected to Soundsets we can limit certain things and make it performant enough. 

     

    LJ 

    • Like 6

  19. 17 hours ago, kartaviy said:

    Hey LordJarhead, I have a request for you. Can you make a small gift to me. I can not figure out how to set up individual sounds for a separate surface. For example, I want to change rocket explosions for metal. Link  In Arma 2 it was much easier

     

    There is no such option, at least no in the new sound system. The old one separated between each sort of material (wood, Stone, Metal and so on) but the new one has just "SoundSetExplosion" and that handles everything by controllers, and there is no such controller to separate materials. At least not that I know.. There is a list with current controllers and where they get applied. https://community.bistudio.com/wiki/Arma_3_Sound:_SoundControllers

     

    2 hours ago, SuicideKing said:

    Hello! Really been enjoying JSRS, adds much more flavour to the game.

     

    However, I have some feedback:

    • The volume inside the vehicles (or at least, the gunner seat) when they're fired is way too loud. Could this be reduced, please? (levels similar to the vanilla game's audio would be nice i think)
    • RPT had this error for all helicopters that I tried: 0:18:34 Sound: Error: File: jsrs_soundmod_snd_helicopters\sounds\shared\\gear_up_in.ogg not found !!!
    • The game ended up crashing while i was in the Kajman. Didn't generate any crash dumps, and the RPT seemed to not hold any clues. Was only running JSRS. See video of the moments preceding and up until the crash:

    I admittedly haven't tried reproducing it, so it could be a random thing.

    If you rewind a few minutes then you can see what i mean by the vehicle turret noises being too loud from inside.

     

     

    These errors can be tweaked. The last CTD is probably caused by the looping sounds of the gatling cannon. Do you play in 64bit? That might also have an impact. I get these things tweaked asap.

     

    LJ

    • Thanks 1

  20. 7 hours ago, Macser said:

    I'd still find some space for a quick mod session

     

    Same here, but I believe that it is more of my personal relax therapy that I need to calm down. Because I can forget time, trump, ISIS, money, health or job or what ever is bothering me, because I'm "busy". I mod, I'm not playing, so I need my mind and thoughts to concentrate and focus on it, otherwise I couldn't create something. A game where I only need to hold a button down and aim for something that's moving, that's not really relaxing of any sort... But being creative, creating something that's worth sharing, and having a thought like "I did something today, I created something" makes me more happy than playing stupid games for endless hours and ask myself where the time went...

     

    8 hours ago, krycek said:

    In Internet age it's like we're sumerians.

     

    Hehe yeah thats right. I kinda feel like an old timer sometimes just to see there are people that "serve" these forums for way longer, so I'm kinda like the new generation kiddy I'm so furious about hehe

     

    LJ

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