DayZ
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AnimalSoundFix
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Type: Mod
Mod Type: Sound
File Size
Posted
Updated
9.379 KB
Jun 6 @ 3:01pm
Aug 18 @ 1:59pm
3 Change Notes ( view )

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AnimalSoundFix

Description
Client-side mod for DayZ 1.29. Adds distant ambient animal sounds that the game stopped triggering.
Client-side only. Does not replace the vanilla sound system. Close range sounds (under 150m) are handled by the game as usual.

Remove this mod once BI fixes the issue in a future patch.

Supported: Works dynamically with all vanilla animals and any modded creatures/mobs (scans configs on the fly instead of relying on a static hardcoded class list).
Acoustics: Fully respects environment and terrain parameters (forest density, wind, and interior occlusion) for realistic sound attenuation and propagation.

Feel free to use, modify and repack. No rights reserved.

GIT: https://github.com/kot9pa-dev/AnimalSoundFix
Popular Discussions View All (1)
2
Jun 23 @ 12:46am
Is this mod currently working?
Pollo"ProMitter!
22 Comments
Aug 28 @ 3:57am 
@KoT9pA thank you for looking into the issue! I still havent tested it as i shut my server down for now, but as soon as i open another server i will check it out and let you know.

I have a high end PC and the stuttering was high noticeable when running Namalsk Survival, especially when there were weather events, apart from the aurora and EVR storm. So, fog, blizzard and snowfall would cause the stuttering.

@Nate_LapT i have had similar issues with LOFTD clothing mod and some other mods where their updates were very minimal. None of the launchers were recognizing the new update for some reason. Completely removing the mod and reinstalling it helped (on the client side specifically)
Aug 18 @ 6:47pm 
yeah I've made a many mods myself. Familiar with the process..


dunno.. both server and client are same 1.1
must be a mod conflict...
Aug 18 @ 6:16pm 
@KoT9pA, thanks for the quick turnaround. @Nate_LapT, that error message tells you exactly what the issue is; update the client. Try repairing the mod in the vanilla launcher, it will force it to update. Worst case, remove it and subscribe again.
KoT9pA  [author]
Aug 18 @ 5:43pm 
@Nate_LapT

To be clear: I manually copied the mod from my client to the server myself, and in both places it's "version": 1.1. I also subscribed in DayZ Launcher and it works on both server and client.

Could you check the exact version on the server - the "version" line in mod.cpp inside the @AnimalSoundFix folder? It should read "version": 1.1. And if possible, check what version the affected players have on their side too.

If a player still shows 1.0, that's the Launcher cache - they need to force-update.

Server has more recent version just means their local copy is older than the server's - it's a version match, not a mod conflict.

Unfortunately there's not much I can do on my end, since I can't reproduce the issue - everything works fine for me on both server and client. =(
Aug 18 @ 5:24pm 
I personally tried it a few times...
Not sure...
it worked on a server without anti-nvidia inspector mod... so maybe conflict... dunno...
KoT9pA  [author]
Aug 18 @ 5:23pm 
@Nate_LapT All versions on my end are updated correctly. Most likely your users haven't force-updated the mod. This is a common DayZ Launcher issue.

I just force-installed it on my own local server and client - everything works.
Aug 18 @ 5:07pm 
Anyone else having issues since the update? I have players that can't join any server with this.

Server is updated, but client is saying Server has more recent version even after mod repair/unsub ect....
KoT9pA  [author]
Aug 18 @ 2:05pm 
Update v1.1 is live - it reworks how the mod handles animals and should
fix the freezes/stutters some of you hit on lower-end hardware. If you
had performance issues before, please update and let me know in the
comments whether it's better now. Feedback helps a lot - thanks!
Aug 16 @ 4:54pm 
@KoT9pA, It's DayZ... unfixed bugs is almost a requirement for the Dev team. I'll be surprised if it ever does get fixed. I'll keep an eye out for your next update.
KoT9pA  [author]
Aug 16 @ 4:35pm 
Hi everyone! Thank you for the feedback. I'll look into the issue and try to implement chunked scanning instead of a single full scan in the near future.

To be honest, I didn't expect this issue to stay relevant for so long...

@Loco Solomon @MAKEDONEC @Celdritch