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What are the most important sounds for you while using JSRS?  

179 members have voted

  1. 1. What are the most important sounds for you while using JSRS?

    • The weapon sounds!
    • The vehicle sounds!
    • Environmental sounds!
    • Explosions, Soniccracks, Bullethits, the sound of danger!
    • The script features like the "distance sounds"!
    • Everything combined! The whole Mod itself is important.


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So far during a 11-man coop of TFOR with Dennis present, there has been no Sniper-related errors. But we'll still keep an eye out for it.

[EDIT] Alrighty, apparenty from my understanding the error is more OPFOR side than BLUFOR side--which is more than likely it didn't show for us today during the coop. But don't worry, LJ is aware of it and fixing it. So it'll be fixed. :D

Edited by Yokhanan

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Thanks matey! Just saw the both entries Sniper1_mid and Sniper1_far in the script. They should be Snip1_mid and Snip1_far, so its a tiny little problem. Its no wonder we didn't found it since only the SVD Camo is using this. The SVD has its own script sound.

I wont say anything about the "beta releasing stuff on SU" since you already said what's in my mind, John. And to be honest, its my mod, and I was so kind to put my "personal own sounds" as an optional stuff into this update. I dont care if you like it or not guys, thatswhy its optional. Just dont use it if you dont do like it. And if we talk any further about that, I will make it like ACE or FDF and implement these and say "Get used to it!". :D Would be much easier for me, trust me, hehe.

So, I will fix the script problem and will make an hotfix ;)

Thanks guys.

Jarhead

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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.

Edited by maturin

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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

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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!

Edited by maturin

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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.

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

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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!!!!!!!!

scalar.jpg

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. :o

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 :p I like them and thats the point of these sounds. sry!

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

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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.

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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..

Cracking job mate :)

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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.

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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/showthread.php?t=103871&highlight=cba

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Something that has always bothered me about JSRS is the RPK. It is essentially the same gun as the AK-74, just with a longer barrel, so why does it sound so different. It is wimpy and quiet when it should be quite close.

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Something that has always bothered me about JSRS is the RPK. It is essentially the same gun as the AK-74, just with a longer barrel, so why does it sound so different. It is wimpy and quiet when it should be quite close.

Delete the PBO or use another soundmod then ;)

Jarhead

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No one has ever made a good RPK sound. Don't you want to be first? :cool:

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Nah, I know what will happen! I will release it and everyone mean to yell around: "Bah, it sounds like that crappy YouTube video! Bleh, take my fucking advise, it sounds like this and that. bla bla bla!" NOOO Thanks!

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But everyone already likes the AK-74 sound. And if they don't they can use old ones. So it's a guaranteed win.

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that's not offensif but he say no .... and seriously we don't care about one RPK sound .... it's not like if the rpk sound is crap , no the sound is cool but different from the AK

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I agree that the current RPK sound along with the AK47/AKM could be improved if LJ ever finds the time and motivation to do so.

The RPK should sound almost like the AK74 the longer barrel does change the sound a little bit.

Here is a nice soundsample

Japanese gun porn with different angles

LJ thanks to your new optional files your Soundmod is really close to perfection.

You are almost there! :yay:

But its a blast already. the new M4 Sounds are GREAT!

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These are the voyages of the JSRS soundmod. To explore strange, new sounds. And to boldly go......right out the door!

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__________________________________________________________________________________________________

Please dont forget and see this as an warning:

Attention Community:

Unfortunately, due to the fact that individuals still cannot fathom the fact that J.S.R.S. and all the man hours and hard work put into such a project is provided as-is for free to the community and the author is not here to please every single person’s tastes and never-ending whining and purposely ignoring its creators control over his own project and how he wants it to be—this thread will now be officially closed unless an official release or hotfix needs to be released. Any bugs should be posted on the official Devheaven page to be addressed.

It is sad for us to have to make such a decision and apologize to the JSRS fans, but it has become too much of an annoyance (to put it gently) to desire even moving forward with a project when individuals purposely ignore the fact that it is for the creator of this project to decide how they want something work or sound, not anyone else and he should not feel pressured to change something just because someone doesn’t like something. This is provided for free and the author is under no obligation to please every single individual and their taste. If they do not like something, they are more than welcome to use something else. One should not feel forced—whether directly or sugar coated under praise—to go back over and over again work the author is already satisfied with just because some individual comes along and says, “I don’t like it, it should be done this way.†If any sound is to change, it is because the CREATOR wants to…period.

It is because of such selfishness that J.S.R.S. will now follow the same path travelled by other addon makers—the thread will only open to address releases and hot fixes. There will be no discussions on particular sounds and whether or not someone doesn’t like it. Such posts will be ignored and/or removed by a moderator if need be.

Once more, we appreciate knowing there are those out there that understand truly how much time and hard work goes into such a project and have come to recommend this project to others to use while playing ArmA.

And as for the rest, if you are not satisfied with any part of this project, you are more than welcome to either delete JSRS or even venture out into the world of sound modification yourselves. In fact maybe then you will truly appreciate how much goes into something like this where there are no shortcuts of purchasing soundpacks or ripping sounds from games. Maybe then such people will realize just how annoying the childish and selfish attitude they carry around the forum as if they have say over someone’s project and how the author’s work should please them instead of the person doing all the hard work, really is. It’s all hard work given to people to choose whether or not they want to use it for free. We are under no obligations to you nor is it our job to please everyone.

We know some will understand and respect this position and we thank you very much for it. And to the rest? We really could care less. Just be thankful you even got what you have for free to begin with.

Thank you.

Sincerely,

LordJarhead

Edited by LordJarhead

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