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. #5071
    Hey JH, seems i have stumbled upon a bug that would come from JSRS:
    Using ACE, whenever i use a HuntIR round, i hear what would be a grenade explosion, and i guess it's wrong. Has it been reported already?

  2. #5072
    Jarhead, can you add AK sounds proposed by me as optional?
    Please!

  3. #5073
    Dude, he already told you about that. C'mon.

  4. #5074
    First Lieutenant Tonci87's Avatar
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    Quote Originally Posted by J-Guid View Post
    Jarhead, can you add AK sounds proposed by me as optional?
    Please!
    No he can´t and he won´t, Stop asking.

  5. #5075
    Second Lieutenant Kremator's Avatar
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    Quote Originally Posted by J-Guid View Post
    Jarhead, can you add AK sounds proposed by me as optional?
    Please!
    By all means make your own sound mod. LJH has said that he won't as they are fine in his opinion. Request there is closed.

  6. #5076
    Thank you for making this great mod Jarhead!
    The game is so immersive with this sound mod!
    Especially when playing online. Actually hearing the rest having fire fights. Those fire fights sound so much better now. I can just sit still and listen to the great sounds.

  7. #5077
    This mod is, like, totally radical! Cool beeeaaannnssss

    No really, love it! Nary a sound that doesn´t feel good to me. The only one I find odd is the grenadelauncher thump. Otherwise, this is a massive, massive improvement over Arma 2s default sounds.

    Thanks a lot for your hard work
    Altis: ALTernate ISland?

  8. #5078
    Chief Warrant Officer mrcash2009's Avatar
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    @Jarhead ...

    I am unsure if you have ever thought about this part of the game and its minor, but can be irritating ..

    - If you can find the config, would you ever consider adapting walking sound (which seems to be just one generic footstep sound) to all civilians? I am on a mission with Ambient civvies, and the clumpy clip clop footsteps (they project quite loud at distance) would be nice to have a replacement if its just some softer ground footstep audio from them. They still seem vanilla so I assume yours doesnt touch that at the moment.

    - I still find the door shut/close audio of vehicles loud and projects quite far over the map (a bit of a give away when boarding vehicle fairly far away), now im unsure if this is actually engine bug to report, or a sound mod config setting, can anyone else confirm?

    And really cosmetic, I dont know if you mod has done this already or its just general ambience, but animals IE dogs, chickens, livestock, have you ever found the config to change them to something a little more interesting? If you have then I may have missed it so ignore this part (really would be not that important in the grand scheme of things).
    Last edited by mrcash2009; May 22 2012 at 12:59.

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  9. #5079
    JSRS Audio Developer LordJarhead's Avatar
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    Author of the Thread
    Quote Originally Posted by mrcash2009 View Post
    @Jarhead ...

    I am unsure if you have ever thought about this part of the game and its minor, but can be irritating ..

    - If you can find the config, would you ever consider adapting walking sound (which seems to be just one generic footstep sound) to all civilians? I am on a mission with Ambient civvies, and the clumpy clip clop footsteps (they project quite loud at distance) would be nice to have a replacement if its just some softer ground footstep audio from them. They still seem vanilla so I assume yours doesnt touch that at the moment.

    - I still find the door shut/close audio of vehicles loud and projects quite far over the map (a bit of a give away when boarding vehicle fairly far away), now im unsure if this is actually engine bug to report, or a sound mod config setting, can anyone else confirm?

    And really cosmetic, I dont know if you mod has done this already or its just general ambience, but animals IE dogs, chickens, livestock, have you ever found the config to change them to something a little more interesting? If you have then I may have missed it so ignore this part (really would be not that important in the grand scheme of things).
    Can you maybe tell what civilians specifically? Takistan, Chernaruss? Are they maybe added with another mod? Because on my side my Civils have my footsteps for sure, but I will change those generic footsteps you talking for sure when I can reproduce them

    Yah those Door shut/close sounds are just adressed in configs and there they are given with certain sound range. So this range is objectively far to high. I will make an extra door.pbo and door_c.pbo or something like this and try to cover all door shuts of all vehicles to get tweak/fix this.

    I have covered some animal sounds but they are getting played randomly over the whole map. I can try to give each animal theire own sounds when I have some time mate. Not sure if this will change/bring a lot of immersion since mostly you not walk up to animals to "listen to them" I guess

    LJ

  10. #5080
    Warrant Officer Slatts's Avatar
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    thought i might suggest this for missile sounds mainly when you're under them, around 50 seconds

    http://www.youtube.com/watch?v=wXQp8-uJSQo


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