Known Issues with 4.0:
New grenade sounds are a bit quiet unintentionally - Fixed for 4.1
VAL/Sup-9x39 is too loud for other stalkers - Fixed for 4.1
This JSRS Port completely overhauls all the gunshot sounds with new assets.
New Distant Sounds. New stereo first person sounds. 8 layers of audio for each weapon. Variable sounds for each guns for more variety. New Explosion Sounds.
RECOMMENDED: Moddb.com
Next version is 5.0 and is still WIP. Available here: Moddb.com
For Low-end PCS try this: I made a max performance mode that will be included in the next update: Drive.google.com
4.0 Changelog: (Full changelog in zip)
4.0 7/10/2022
-New grenade explosion sounds
-New PM(Makarov) Sounds
-New bullet fly-by cracks with a different style (optional, old set is marked "Old")
-New sounds for close/mid range for a bunch of guns (100-200 meters range)
-New metal impact sounds and body/player bullet impact sounds.
-Reduced number of sound files playing per NPC by about 50%. No Change for player, or first person effects. This will resolve issues when there are huge firefights are going on and the framerate will tank. This does mean there is a reduction in variation for gunfire from NPCs, but xray just cannot handle it.
-Adjusted AI detection distances for all gunshots. Generally its 100m for pistol calibers, 150m for 5.56/5.45 200 for 7.62 and 250-300 for snipers. Suppressors reduce detection distance by around 35-50%. Reduced detection distance for NPC fire (Not Player) a lot from what it was before which will hopefully help fix companions running off to attack where they hear distant gunfire.
-Adjusted the bass values and volume of NPC gunshot effects
-Suppressed Weapons are more audible from mid range (100-200 meters) and less audible from further away. (300+)
-Completely re-done the falloff distances for gunfire sounds. I scaled it down and removed a few steps for optimization and to scale it better for stalker's smaller maps. Should be easier to pinpoint gunfire and anything past 150-200m will fade out way faster, but still be audible from pretty much any distance at a low volume.
Modified Files: Almost all audio files adjusted in volume and configuration
All files in the "Sound_Layers" folder in configs
Base.ltx if using impacts and cracks (Part 2)
Huge thanks to beats for his assistance and making an excellent take on the same idea!
Is it possible, to merge the sounds fro BaS and JSRS and let all the guns use the JSRS sounds? Some of the sounds from the guns that were added with Nov 29th BaS updates are very weak..
Was ist possible to remove the supersonic crack from the 9x39 rounds?
I was really happy the see the update to your mod, can´t wait to try it out later!
Currently not possible, what I wish is to be able to only play super-sonic cracks if the bullet is actually super-sonic but its all or nothing without engine changes.
New update! Pog! :D
I have to remove the new tracers patch?
Oh, old version will work, I forgot to include an updated version. It'll be in 4.1, but the previous version will work
Hi, can i use it now, or need to wait patch for EFT reposition and Blindsides ?
did you do the sound for the Ash 12.7?
It wasn't changed from previous versions, but all guns have new sounds compared to vanilla
For 4.1: (Next Update) I will focus on revamping shotguns completely, and making a low-end version so the mod no longer needs an SSD.
I'm currently playing the game with JSRS 3.0 and about 120 add on mods. Does anybody know if it is safe to install this on top of my JSRS 3.0 install or will it interfere with all of the addon's that have patches for JSRS 3.0? For example, mods like B&S or EFT reposition?
I guess I'm just not sure if I should wait until I start a new game and do an entire new mod installation or if I can safely add it on to a current game with JSRS 3.0 and other mods installed. Will this play nice with mods like B&S or do we need to wait for new patches from those mod makers?
So you can if you copy over ONLY the files in the Sound_Layers folder and everything in the "sounds" folder, only those were edited and should be mostly unchanged by the patches but I can't say for sure without trying it myself
Thanks Solarint, I'll make a backup install and copy just the sound layers folder and sounds folder. I'll let you know if I run into any problems. I'm looking forward to the new shotgun sounds. Particularly, silenced shotguns have no bass/chest punch in version 3.0. I've always liked your work in soundscape as well but silenced weapons just don't have any *** in your JSRS mods of the past.
I play tested it for about 6 hours with no problems. I can hear the difference in distant gunfire, everything seems stable.
Nothing has changed with the weapon sounds i dont no why, i followed all the instructions i tried JSRS P.2 - Cracks + Impacts Patch - NEW and OLD has it to do with the old game i have no answer.
read the changelog, the sound of the weapons does not change as such
oh i rly thought the weapon sounds changed like in this video Youtube.com
for some weapons especially for the ISG assault rifles and the ak104 alfa it sounds rly good in my opinion. But thx for the reply dude. Really love the stalker mod community<3
Damn dude, the new distant gunfire is sweet. And holy ****, the new frag sound is ******* meaty! Love it! You've somehow improved upon perfection.
Thank you! The grenade sounds are actually quieter than they are supposed to be, so it'll be better in 4.1 which will be coming out soon.
Awesome! Can't wait!
Wow, a beautiful mod so far but, are my wood collision sounds bugged? When I hit anything made out of wood with my knife, I hear a very "wet" "fleshy" sound.
Thats odd, I'll see what could be causing it. Is this something new in 4.0 compared to the previous version or is it your first time using it?
This is my first time modding anomaly, and nothing seems to have conflicts with your mod (in MO2 ofc)
hi , can you help me with this error
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_ak47_sounds'. Please attach [*.ini_log] file to your bug report
stack trace:
What other addons are you using?
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привет! совместимо с Blindside ?
точнее после обновы патч актуален?
i believe that i'm not the only one who want to ask you if you can make a patch with Blindside. I really love your sound mod thank you
Any chance anybody still has a saved version of 3.6?
Yep, Drive.google.com
Thank you.
Is this potato friendly?
I mean.. Toaster oven friendly?
I had to play with 0.2 (yeah not 0.25) population, 350 alife distance, had to manually tweak every weapon so they don't cast smoke and light when shooting, so I can have some playable fps on gunfights (15 fps)
I have a celeron n3350 (2 cores, 2.4GHZ max) and 8 GB of RAM (I managed to connect an ssd via USB 3.0 and it's.. Eh.. Ok)
Should this mod work ok? Or should I use the cheap version without the layers?
Any plans on adding bullet casing audio?
Mod causes some serious stutter,even in small gunfights
I'm encountering a bug where my game crashes whenever I pull out a melee weapon. Any idea what could be causing this? I only notice this when I have your mod enabled.
Also, love the content Solarint! Please help me work through this, it's ruined 2 playthroughs for me now, and I seriously love having your mod enabled.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...r mods/anomaly-1.5.1.2\gamedata\scripts\bind_crow.script:46: attempt to index global 'knife_manager' (a nil value)
Any thoughts on what would be causing this? I know it probably isn't related to your mod, but you're far more experienced than I...
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fantastic mod, but the pump shotguns all using the same sound files is rather depressing, is there any way to change this or add my own guns like the ks-23 to the config?
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When I equip the torch, it would play a nightvision sound. Actually plays a nightvision sound for anything in the detector slot, how can I fix it?
That might be Beefs NVGs, if you're using it. He assigned some keys manually (check his readme) that might layers sounds you weren't expecting. I got something like that.
It crashes my game. Am i the only one here?
update it for 1.5.2 will it work on it or not
Help me pls, when i modding gun sounds myself i get weird sound ranging problem when far shooting seems like its very close. I`m only replacing one single shoot sound.
If the sound files are .ogg format they contain metadata that's usually used by mod programming. If you've replaced a file, chances are it doesn't contain the right data.
Love the mod but is it just me or the LMG sound is really soft ?
It's not currently upgraded for 1.5.2. Just wait..
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How do i download this using MO2? Whenever I try to install it (right click and click install new mod) i find the JSRS and it just keeps opening the file when I click open instead of installing it. I tried installing it manually but Im too stupid to do that and I dont want to **** up my game
friends, how can this modification be adapted to other stalker projects - except for the anomaly?
can you suggest a way
I'm new to this business
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