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About LordJarhead

  • Rank
    Warrant Officer


  • Interests
    Audio Design, fast and loud cars build with my own hands!
  • Occupation
    Audio Development

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  • Biography
    Crossing several games in the past, I found my way into the ArmA universe around 2008. Making sounds for games like Counter Strike, Half Life, Battlefield 2 and other, more casual like games, I found the perfect solution between sound-mod-ability and gameplay in ArmA. As far as the game allowed it, I recreated every single sound I could imagine, making the game to my own, personal world of sound. Sharing this little project (JSRS) was just the side effect and a gift to the community I like to play and share my time with. Audio design was the first thing I wanted to do for a living and it'll be the last thing I do before I past...

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  1. audio dlc

    It's something I noticed myself several times already. Maybe I can increase the volume on the vanilla breathing sounds a little for the highest fatigue. Also I maybe going to reduced the "pain" breathing sounds a little, make a little pause between two of these sounds as the character cries like every half second and that's really annoyingly! LJ
  2. audio dlc

    This is a problem with most third party maps. He's probably using a sound controller that works with vanilla sounds but not with JSRS'. I'm not sure what else to do as it's up the maps author to change his controller ... Is it still there? I got that array fixed which was mostly the only one I found so far... LJ
  3. audio dlc

    Yeah I'll separate things eventually ;) LJ
  4. audio dlc

    I think I already found the problem. The weapon CAS2 for vehicles weapons caused it. There was an entry like: rangeCurve[] = {{ 000 },{ 20,1 },{ 150,0 }}; which should have been rangeCurve[] = {{ 0,0 },{ 20,1 },{ 150,0 }}; I fixed that and will upload the update in a few ;) LJ edit: JSRS Soundmod - 5.17.0807 Changes: Additions: - Added New interior firing sounds for all weapons Tweaks: - Tweaked Explosion sound volumes for Mortar and Shell impacts were too low - Tweaked Weapon firing sound volumes where too low Fixes: - Fixed Error message Config: array does not have 2 entries - Fixed CAS2 weapon sound distances had a wrong numbering JSRS Soundmod RHS - 5.17.0807 Changes: - Fixed Conflicting addon JSRS_SOUNDMOD_AK103_RHS
  5. audio dlc

    @Jacali I think the wind noises might be a hint where the error message comes from. Maybe it's the environmental system or something. I'll have to take a look at things. Also I will certainly increase the volume of these explosion sounds. I find them a little low as well. Tho I was just happy to have them in-game and didn't come to tweaking yet. I'll update you asap. LJ
  6. audio dlc

    It's weird as I cannot reproduce the issue. I'll have a look into it by monday I hope as I'm away for the weekend. Please stay patient, I'll get this one fixed. Maybe someone can support me, anyone having this issue can maybe look up his RPT log file and see if a certain config is named? A config file should be named or addressed. Thanks, LJ
  7. audio dlc

    After my disappearance for quiet a while I was able to craft a few things together and make a little update addressing some issues and adding multiple tweaks and additions. Hope you enjoy this update! JSRS Soundmod - 5.17.0804 Changes: Additions: - Added New MG Chain/Belt noises when firing Mashine guns Tweaks: - Tweaked MX Rifle family sounds - Tweaked Explosion distance "cracking" sound - Tweaked Shortend distances for weapon firing sounds - Tweaked Closure sound effects (Preshot sound) - Tweaked Quadbike ATV High Off sound samples to be a loop - Tweaked Quadbike ATV config - Tweaked Volume of distance tails in 'houses' and 'forest' areas were too loud - Tweaked Added volume curves to multiple shaders that got cut by range only - Tweaked Close Soniccracks have no volume curve - Tweaked Soniccracks within 25 meters spatialized Fixes: - Fixed Some explosions had a wrong numbering in the cfg - Fixed Wrong entry in range target for SD Interior sounds - Fixed Multiple conflicting Addons due to compression JSRS Soundmod RHS - 5.17.0805 Changes: Tweaks: - Tweaked AK74, AK74U and AK100 Series using different closure effect now - Tweaked M249, M4 and M240 firing sounds Fixes: - Fixed Missing AK100 series Burst firing sound - Fixed Missing AK100 series Silenced firing sound - Fixed Multiple "Missing ';' at the end of line" RPT's Thanks, LJ
  8. audio dlc

    Hello everyone, I've been away for quiet some time by now after I had to take a break because of health. I'll try to head back on track as soon as possible and will, hopefully, be back by the next week or so. I've added a short Promo Sound files to my website so you can take a listen to where the new updates are heading right now: JSRS Soundmod Promo Also visit my website for more informations around JSRS and JSRS-Studios. Thanks everyone! LJ
  9. audio dlc

    Yes, it's a network broadcasting issue by the game itself. LJ
  10. audio dlc

    Actually to prevent these issues no client should use the Weapon Handling and Reloading sounds. That's why there is a second bikey to separate and outsource clients that use these sounds. On the other hand I think there is a missing cfg file I can add in the next update, so these problems should be gone. But I can't say for sure... I'll try a few things. LJ
  11. audio dlc

    ArmA on an unreal engine would be cool actually. Not sure if it would work as ArmA is rather big and intesive when it comes to calculating AI. Well one day maybe hehe I'm currently working on the weapon sounds for distances. Maybe adding a little more pops and such for more indication of position and such. LJ
  12. audio dlc

    Yeah as I said I always read posts here. I just don't find the time to always answer ;) LJ
  13. audio dlc

    Thank you very much for your decent and detailed feedback. That's the kinda feedback I really missed lately. Just a 'Like' button doesn't give me constructive support and people mostly only write a few sentences when something went wrong heh. I kinda want to give the whole soundscape a higher dynamic range. More pops and indications to aware what happened where. I guess I'm on a good way but as always I'll just keep diggin' and updating. I have to admit I was a little impressed with the soundscape from the game Squad and kinda tried to implement a bit of its style into JSRS. But your feedback and opinions worth a lot to me and they went always into the development. So thanks for letting me know about your opinions. Thanks! Your Building destruction sounds are kinda troubling me right now as the desync is very off at some spots. But I'll keep diggin'! :-)) I might consider different weapon mods to be covered as well once I have JSRS kinda running smooth and when I know where to go with my latest style changes. ;) LJ
  14. audio dlc

    The vehicles are currently not covered, yet. They will have a decent sounds and will be loud enough :) LJ
  15. audio dlc

    Update is uploaded: JSRS Soundmod - 5.17.0705 Changes: Tweaks: - Tweaked Soniccracks were changed drastically - Tweaked Bullethits got updated with zipp/whizz sounds - Tweaked Soniccrack Wizz sounds got removed - Tweaked Arty Mortar incomming sounds - Tweaked Shell fly over sounds - Tweaked Bullet sub sonic and super sonic sounds got separated - Tweaked Distance sounds using mono sounds - Tweaked Bullethits now have additional zipp/wizz sounds on further distances - Tweaked Mortar Shell incomming sounds have been improved Additions: - Added New Soniccrack sounds for close, medium and far distances - Added New Bullethits and Bullet FlyBy sounds - Added New sounds for walking on interior surfaces (No High Heels any more!) - Added New ATV Quadbike engine sound effects Fixes: - Fixed RPT jsrs_soundmod_p_weaponsounds\shot\ugl\mid2 (3).ogg not found !!! - Fixed RPT jsrs_soundmod_p_vehiclesounds\tires\grass_ext_all.wss not found !!! - Fixed Shells caused a long fly over sound after they exploded already LJ