View Poll Results: What are the most important sounds for you while using JSRS?

Voters
166. This poll is closed
  • The weapon sounds!

    27 16.27%
  • The vehicle sounds!

    4 2.41%
  • Environmental sounds!

    4 2.41%
  • Explosions, Soniccracks, Bullethits, the sound of danger!

    24 14.46%
  • The script features like the "distance sounds"!

    13 7.83%
  • Everything combined! The whole Mod itself is important.

    94 56.63%
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Thread: J.S.R.S. 1.5

  1. #4631
    The new PKM sound is so much better! The only problem is, it has some sort of high-pitched pinging sound in it that is bizarre. It resembles the sound of the casing hitting the ground, but it plays simultaneous with the muzzle blast and is really distracting. Anyone know what I'm talking about?

    I like pretty much all the optional sounds.


    And now that the new version is out, I can report on my distance script problems again.

    I lay down in front of an SVD sniper, 300m away, and drew his fire.

    This is what happens:

    I hear the muzzle blast instantaneously. But it is the same sound as the up-close muzzle blast, just softer, like every other soundmod.

    Then, I hear the crack, or the impact.

    And then finally, I hear the muzzle blast selected by the distance script and played with the proper delay.

    So I am hearing two gunshots! For some reason the script hasn't gotten rid of the usual sound as played by the engine.

    In a little bit I will try running JSRS with no other mods or pbos removed.
    Last edited by maturin; Jan 30 2012 at 12:51.
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  2. #4632
    JSRS Audio Developer LordJarhead's Avatar
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    Quote Originally Posted by maturin View Post
    The new PKM sound is so much better! The only problem is, it has some sort of high-pitched pinging sound in it that is bizarre. It resembles the sound of the casing hitting the ground, but it plays simultaneous with the muzzle blast and is really distracting. Anyone know what I'm talking about?

    I like pretty much all the optional sounds.


    And now that the new version is out, I can report on my distance script problems again.

    I lay down in front of an SVD sniper, 300m away, and drew his fire.

    This is what happens:

    I hear the muzzle blast instantaneously. But it is the same sound as the up-close muzzle blast, just softer, like every other soundmod.

    Then, I hear the crack, or the impact.

    And then finally, I hear the muzzle blast selected by the distance script and played with the proper delay.

    So I am hearing two gunshots! For some reason the script hasn't gotten rid of the usual sound as played by the engine.

    In a little bit I will try running JSRS with no other mods or pbos removed.
    As mentioned before I will change the PKM or I already had but no released. Its a camnoise which was in there. I fixed that already.

    To the SVD sound. The second sound you hear IS THE DISTANT SOUND. The first one you hear instantaneously. I explain this for you:

    If I set up 400 Meter distant range for normal weapon sounds (not the script) the sounds will be faded out after a certain distance. That mean, the sounds will be getting quiet after 200 to 250 meters still its totally mute at 400. So I set up 200 meters for testing purpose for the script. But then, the sounds will be faded out after already 100 meters, which means, the sound will be muted by already 180 meters BEFORE we even hear the distance sounds which is played at 200 meters. SO I HAVE TO set the sound of normal weapons to 400 or 500 meter to keep the volume before the script fades in at 200 meters. And beause of THAT, you can hear the normal SVD sound while he's shoting at you before you hear the distant sound because the BIS Delay isnt working as we all know.

    Set the sniper further away at 400 meters or even 600 or even 1000 and you will see the delay, and its working GREAT, trust me.

    So dont worry, the sound you hear instantaneously is the normal SVD sounds without an delay because of the BIS engine. I cant change that. And dont worry about the PKM, I fixed that and will update it with the new hotfix.

    Hope I could help, but if not, just be assure that the script is working. The SVD sound and the SVD_Near script sound sounds greatly the same.

    Ok see you later.

    Jarhead


    if (_ArmA3) then {if (_hasJSRS2.0loaded) then {"This is war"} else {"This is Hollywood"};};

  3. #4633
    Oh, I understand. So the script is working.

    But from 200-400m with any weapon, we have a big problem, because you hear the gun fired twice. I know I said last time that the distant sounds were too quiet, but I don't think distance script sounds should overlap with the normal muzzle blast sounds. At any given range, only one of the two should be played. If normal, non-delayed sounds are going to play (quite loudly) at 200m, there is no point making the distance script work at 200m.

    Why can't you just make the distance script play the normal '0 meters' muzzle blast, but quieter? This could work for the intermediate ranges of 200-400m.

    Other than the odd double gunshot sounds, everything is great.

    Edit: M134 working! Fuckin' fantastic!
    Last edited by maturin; Jan 30 2012 at 13:25.

  4. #4634
    About the Optional Sonds:

    I really like them! Only the M240 the PK and the RPK sounds seem a little bit strange to me since I don´t know how they sound IRL.

    The AK47 and AKM with all its derivants are another problem. The Sound is just not hard and clear enough (The optional sound is already an improvement to the JSRS standart sound) The AK74 sound is really great and I think that the AK47 should go more into that direction.
    Teach the AI how to drive. Give us supression effects for AI. Make AI ragdoll if they get hit. Give us proper animations for throwing Frags. Give us a proper wounding system. Fix the armored vests so that they don´t protect the whole torso. Give us inertia influenced movement depending on the Weapon you have. Make every weapon have a collision model so that players prefer to clean houses with their pistol instead of their heavy MG. Introduce auto lowering of the weapon if it collides with the wall. www.Brigade2010.de

  5. #4635
    Out of curiosity, were any changes made to the actual sound samples of the sonic snaps? Or was it just config stuff?

  6. #4636
    JSRS Audio Developer LordJarhead's Avatar
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    Quote Originally Posted by maturin View Post
    Oh, I understand. So the script is working.

    But from 200-400m with any weapon, we have a big problem, because you hear the gun fired twice. I know I said last time that the distant sounds were too quiet, but I don't think distance script sounds should overlap with the normal muzzle blast sounds. At any given range, only one of the two should be played. If normal, non-delayed sounds are going to play (quite loudly) at 200m, there is no point making the distance script work at 200m.

    Why can't you just make the distance script play the normal '0 meters' muzzle blast, but quieter? This could work for the intermediate ranges of 200-400m.

    Other than the odd double gunshot sounds, everything is great.

    Edit: M134 working! Fuckin' fantastic!
    I cant do it like that for now! I would have to make the script playing after 2 meters, which means I would have to rewrite over 120 configs, with almost 1000 entries and I would have to provide over 400 sounds for the script!!!!!!!!



    As you can see, there is no other way if you dont want to have a muted sound area! So thats the way it'll stay for a while. I'm sure I will completly use the script and only use the normal weapon sounds for Firstperson sounds. So we will have a complet new sound environmet and NO delay errors any more. But for now, I'm kind of busy. Many of you may not know that, but I still have kind of a real life to handle.

    Quote Originally Posted by Tonci87 View Post
    About the Optional Sonds:

    I really like them! Only the M240 the PK and the RPK sounds seem a little bit strange to me since I don´t know how they sound IRL.

    The AK47 and AKM with all its derivants are another problem. The Sound is just not hard and clear enough (The optional sound is already an improvement to the JSRS standart sound) The AK74 sound is really great and I think that the AK47 should go more into that direction.
    Since these sounds are optional, AND ONLY FOR SERVING MY OWN TASTE, we dont discuss them! That the way they are, be happy with it I like them and thats the point of these sounds. sry!

    Quote Originally Posted by maturin View Post
    Out of curiosity, were any changes made to the actual sound samples of the sonic snaps? Or was it just config stuff?
    No, I did not changed the sonicsnaps or cracks. They are awesome the way they are. Just had to fix some rocketsounds and added a muted area of around 20 seconds to each sound, so you dont hear the "woooosh" sound twice if a rocket fly's to slow.

    Jarhead

  7. #4637
    Ah, so I take it you can't configure a sound to drop from 80% loudness to 0% in a meter? A very sudden drop in the graph?

    If the BIS muzzle blast sound suddenly changed to scripted sounds, that would be better. Could you make it so there is a muted zone of 5m or something small like that?

    Anyways, it's not so bad right now, as you will only notice it when testing or fighting a sniper. I can just pretend that the doubled distance sound is an echo.

    This patch sounds fantastic, way better than 1.4 even though relatively little has been changed.

  8. #4638
    Just turned up my sound samples to 128 put on my g35 headset lasered a target for an airstrike...well all I can say is..

    http://www.youtube.com/watch?v=MFSjxni-JKc

    Cracking job mate

  9. #4639
    I have a problem, installed 1.4 then 1.41 and 1.42 patches.
    On starting the game I get the following error:
    "Addon 'JSRS_Distance' requires addon 'Extened_EventHandlers'

    then when the game is loaded I get this error as well:
    No entry 'bin\config.bin/CfgWeapons/M16A2/Single.DisplayName'.

    Only installed the game yesterday, first mod I have installed.

  10. #4640
    Quote Originally Posted by plucka99 View Post
    I have a problem, installed 1.4 then 1.41 and 1.42 patches.
    On starting the game I get the following error:
    "Addon 'JSRS_Distance' requires addon 'Extened_EventHandlers'

    then when the game is loaded I get this error as well:
    No entry 'bin\config.bin/CfgWeapons/M16A2/Single.DisplayName'.

    Only installed the game yesterday, first mod I have installed.
    Hi mate, you need to install CBA and run that too. It's a small addon that provides compatibility for all sorts of mods and more too!

    http://forums.bistudio.com/showthrea...&highlight=cba
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