Arma 3
Blastcore Murr Edition(TT Version)
170 Comments
0-0 11 Jul @ 1:49pm 
ZETA X ZONE

I have already downloaded the previous version, which was before the update) I will use it)

And so, I did not have problems with the frame rate from the effects of bullets hitting) The frames drop from explosions of armored vehicles, but not from bullets hitting)
ZETA X ZONE 11 Jul @ 1:23pm 
Thank you for your work TT, ur amazing:steamhappy:
ZETA X ZONE 11 Jul @ 1:23pm 
@0-0 it is better now, however obviously in-order to have something run more performance friendly there has to be a sacrifice. If you look up bullet hit and get the original version that may help your case but this has saved a lot of issues performance wise. :steamthumbsup:
aleshaliyan 11 Jul @ 4:54am 
i love your work
0-0 11 Jul @ 4:34am 
@TT


It's so bad now...
I understand that you like aviation and bomb explosions... but for example I used the mod precisely because of the bullet hits. And now they look very bad.
Please, can you give a link to the previous version of the mod?
Or maybe you will release them as an additional mod, similar to the long smoke?
TT  [author] 11 Jul @ 2:13am 
@ZETA X ZONE

I’ve noticed this issue as well and have made optimizations accordingly.
ZETA X ZONE 10 Jul @ 3:50pm 
Hey please add a option to adjust the "Bullet Hit" Effect, it causes lots of frame drops during gun fights.
Octopuss 10 Jul @ 8:10am 
same issue with Valken
Valken 10 Jul @ 2:35am 
When running this mod on the YAAB mission with only Vanilla or DLC/cDLC, I sometimes get this error "cannot open object ca\misc\fuelcan.p3d". It only happens when this mod is loaded.
TT  [author] 8 Jul @ 10:32pm 
@Mrakos

It's already implemented — the shockwave effect. But for small bombs, it's not very noticeable. Try testing it with a 2000lb bomb. (The effect on infantry isn't great — they just get pushed back a little, then die.)
TT  [author] 8 Jul @ 10:30pm 
@HappyRooster007

It's not. Please make sure to thoroughly read the mod’s description page.
Mrakos 8 Jul @ 10:21pm 
@TT - Great mod! Can you add setForce to the explosions, like the Kaboom mod tried (but failed to do)? Explosions should send objects flying, or at least move them a little...
Sheliz 8 Jul @ 9:09pm 
Is it possible to make the explosions from S.O.G. Prairie Fire compatible?
0-0 8 Jul @ 7:54pm 
TT

Thanks for the new bullet effect on the walls)
Korol Jab 8 Jul @ 6:47pm 
Thanks for the quick fix and the dependencies removal:FIA:
Love your work
HappyRooster007 8 Jul @ 2:41pm 
@TT

But this isn't too realistic when 250lb bomb have same damage value like 2000lb bomb.
TT  [author] 8 Jul @ 8:54am 
@All

I removed the dependency on JSRS and added crater effects — hope you enjoy!
TT  [author] 7 Jul @ 10:15pm 
@HBAOplus

I've checked it — skipWhenMissingDependencies = 1 causes the entire config.cpp to not load at all if any required dependency is missing. In my case, if JSRS is missing, then none of my own sound configs get loaded either, which is not what I want.
Valken 7 Jul @ 9:55pm 
@HBAOplus - TT posted on discord others can make the patch as he is not going to do it but you have to resign everything to ensure it works including his longer smoke addon (I think).:

"12:40 AM]TT: Anyway, let me first tell you how to modify it:

Locate the {LINK REMOVED} file in my mod, and in the CfgPatches class, remove the "jsrs_soundmod_2025_Beta" entry from the requiredAddons array.
Then do the same thing in the {LINK REMOVED} file.

Once that's done, repackage the files, delete my signature files, and re-sign them. That should allow the mod to pass server verification."
HBAOplus 7 Jul @ 7:09pm 
Can you please use this command to reduce mod dependency?
skipWhenMissingDependencies = 1;
// Optional. If this is 1, if any of requiredAddons[] entry is missing in your game the entire config will be ignored and return no error (but in rpt) so useful to make a compat Mod (Since Arma 3 2.14)
https://community.bistudio.com/wiki/CfgPatches

I mean you can make new compats, set required addon as Blastcore Murr Edition(TT Version) and JSRS2025, and in the cfgsound part, make your sound definition override JSRS' ones.

I had seen CUP Reload Rework did this to ensure his own reload sound will not be overridden by sound mods (JSRS2025, AMZ & Sigsounds). It's a small mod (1.3MB), and its config.cpp are not in binarization format, can eaily be checked.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/3252930199
Valken 7 Jul @ 9:56am 
Everything is working on a windows server with key signatures enforced for admins.
Stevelo [EG] 7 Jul @ 8:37am 
@Valken i actually did that, and i think thats maybe the problem? linux servers cant run with uppercase letters in modfiles. butmaybe something gets broken when the names are all lowercase?
Valken 7 Jul @ 8:34am 
@stevelo Try to use a tool to rename the files to lowercase as I heard Linux had this issue.

I ran it on Windows and with verifySignatures = 1 or 2 in the server.cfg and it worked.
TT  [author] 7 Jul @ 8:26am 
@All

I created a Discord server for discussion, since our conversations were getting too long and started to overshadow the comments and reviews that players actually want to see.

🔗 https://discord.gg/GbXFXVAm
TT  [author] 7 Jul @ 8:12am 
@R. Gonzalez @Hanss

This means JSRS MOD (or any other sound mod) could be loaded before or after the sound portion of this mod. If JSRS MOD (or any other sound mod) loads after my mod’s sound definitions, their config may override mine, causing some sound effects to no longer match what I intended.

By requiring JSRS MOD as a dependency, I can at least ensure players won’t load other sound mods, and my dependency entry helps prevent these conflicts.
If I remove this dependency, the issue becomes possible again — and I’m very conflicted about whether I should do that.

Can’t you just modify this mod yourself? I can show you how to do it.
TT  [author] 7 Jul @ 8:12am 
@R. Gonzalez @Hanss

Adding JSRS MOD as a dependency is not completely useless.
In previous versions, I specifically designed different sound effects for the 250lb, 500lb, 1000lb, and 2000lb bombs. These sounds do not require any sound mod to function.

However, if I remove the dependency on JSRS MOD, there's no way to ensure that the sound configuration part of this mod will load after JSRS MOD is loaded. At that point, the mod loading order depends entirely on how Arma 3's mod loader handles it — and its behavior is not predictable.

Please refer to my previous comment above for the rest of the content. ⬆️
TT  [author] 7 Jul @ 7:38am 
@Valken

The smoke patch resigned. So the old blastcore.pbo and warfxe.pbo files are no longer an issue, right?
Valken 7 Jul @ 6:48am 
@TT

I just re-ran my server tests with verifySignatures = 1 and 2, and it would allow the client to connect with this mod, but NOT the smoke mod.

If I launch the server without loading ANY server config, using ARMA default server settings, it DOES allow the smoke mod to be loaded and connected.by the client. I probably forgot to click this option during one of the test.

So for now, I believe you only need to repack the smoke extension mod with addon builder, re-sign it and we can test it with verifySignatures enabled.

BTW: I am on Windows, not Linux.
Hanss 7 Jul @ 6:38am 
I agree 100% with R. Gonzalez. JSRS is not obvious (I use other things myself). Thanks for the previous work, but let this great mod be compatible with it, but not sewn to it.
R. Gonzalez 7 Jul @ 6:29am 
@TT

My friend, can I be honest? You really shouldn't use another "quality of life" mod as dependency...

For you, it may be "obvious" to use JSRS, but Arma community is diverse and wide.... There TONS of reason that servers / communities don't use this or that "obvious" mod.

In the same way, there is no ACTUAL need to have a sound effect bended on your mod... Blastcore takes care of visual. Period. IF people want to add the sound, they will do so by other reasons.

That being said, I strongly suggest you make this soft-compatible with JSRS, by adding a second .pbo, with those config.cpp changes, and enabling the "skipWhenMissingDependencies = 1;" on Cfgpatches
TT  [author] 7 Jul @ 4:21am 
@Valken

I don’t understand. ‘Before it was showing all of the old blastcore.pbo and warfxe.pbos. Now it should be working.’ — How could it suddenly start working? You must have made some changes, right?
Is the long smoke patch also fixed now? Even though I didn’t update anything?
Valken 7 Jul @ 4:02am 
@TT - cannot believe testing on LAN can be such a pain in the rear.

So I setup a server to force keys and it appears to be working with this mod. Before it was showing all of the old blastcore.pbo and warfxe.pbos. Now it is should be working. I just tested your long smoke and it appears to working with no key conflicts.

This is a windows server I hosted. I did not try LINUX.
TT  [author] 7 Jul @ 2:28am 
@Valken

Can you point out the filenames of these files?
Valken 7 Jul @ 2:16am 
@Tt... I noticed something... The OLD Blastcore files are not accepting your key.

Your KEY works for your files.

I think you need to UNPACK and REPACK the old BLASTCORE files, then sign it again to your new key for it accept it.
TT  [author] 7 Jul @ 1:55am 
@Valken

Good, will do.
TT  [author] 7 Jul @ 1:53am 
@HappyRooster007

It was my previous description that was unclear. I've revised it, and this time it should be clearly stated.
Valken 7 Jul @ 1:53am 
@TT working now. Please also repack and resign the longer smoke addon to this mod. Thank you!
Stevelo [EG] 7 Jul @ 1:36am 
@TT i will also check if it passes verification when i am home today including with a Linux dedicated, my conclusion from yesterday was that it still did not work with the same error as before.
TT  [author] 7 Jul @ 12:50am 
@Valken

I think you’ve hit the nail on the head. I repacked all the PBO files using Addon Builder — can you check if it passes verification this time?
Valken 6 Jul @ 11:00pm 
@TT when you were packing your own mod pbos, did you use the ARMA 3 TOOLS ADDON builder and did you click on OPTIONS and set the paths correctly? Or did you pack it with another tool? Some PBO's do not verify the keys when using outdated PBO packers.
TT  [author] 6 Jul @ 8:14pm 
@Stevelo [EG]

What conclusion did you come to in the end?
I'm also wondering whether certain tools need to connect to the internet to register the signature files, and whether the Linux server checks them online?
0-0 6 Jul @ 4:21pm 
@TT

Hi)

I have two questions)
When vehicles burn in vanilla, smoke particles are animated. And you can see the smoke shimmering. But your smoke is completely black. And it seems to me that the particles just rotate but do not animate. Is it possible to make the smoke closer to vanilla with animations?

And the second question) Is it possible to make the effect of a bullet hitting a concrete wall better?) Right now there are just a few increasing particles)
All other bullet hit effects look good.. but this one stands out))
HappyRooster007 6 Jul @ 1:21pm 
@TT
"Additionally, the damage values for these bombs have been rebalanced—now all supported 250lb, 500lb, 1000lb, and 2000lb bombs deal the same amount of damage."

Why this? Why 250lb has same damage like 2000lb?
Buzztr0n 6 Jul @ 11:55am 
@TT Thanks for the quick fix! I just checked out all the new explosions, really love how they look - especially with the differnces between for example Car & Tank explosions. One can tell you put alot of work into the update! Well done :)
Talon_Operative 6 Jul @ 11:27am 
Well, I use regular JSRS, not the 2025 one, so... sadly no :(
TT  [author] 6 Jul @ 11:25am 
@All

Relax everyone — the new version has removed most dependencies except for JSRS SOUNDMOD 2025. After over 4 hours of tweaking and testing, I managed to eliminate most of the dependencies without cutting any features. And hold on — there's no need to remove JSRS SOUNDMOD 2025, right? No matter what kind of server you're running, it’ll come in handy.
denko 6 Jul @ 10:32am 
>Please revert to the version without any dependencies.

I second this
Apricot_ale 6 Jul @ 10:08am 
Dependencies hell
Hanss 6 Jul @ 9:42am 
Why the hell are there so many dependencies?
Talon_Operative 6 Jul @ 8:05am 
Please revert to the version without any dependencies.