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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)
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?
I’ve noticed this issue as well and have made optimizations accordingly.
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.)
It's not. Please make sure to thoroughly read the mod’s description page.
Thanks for the new bullet effect on the walls)
Love your work
But this isn't too realistic when 250lb bomb have same damage value like 2000lb bomb.
I removed the dependency on JSRS and added crater effects — hope you enjoy!
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.
"12:40 AM]TT: Anyway, let me first tell you how to modify it:
Locate the {LINK REMOVED}/TT_Sound_Patch.pbo/config.bin 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}/WarFXPE.pbo/maincore/config.cpp 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."
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
I ran it on Windows and with verifySignatures = 1 or 2 in the server.cfg and it worked.
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
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.
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. ⬆️
The smoke patch resigned. So the old blastcore.pbo and warfxe.pbo files are no longer an issue, right?
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.
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
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?
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.
Can you point out the filenames of these files?
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.
Good, will do.
It was my previous description that was unclear. I've revised it, and this time it should be clearly stated.
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?
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?
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))
"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?
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.
I second this