This mod doesn't effect any graphics. so it isn't the mod.
Totally false, there is currently a bug in which if the player has a console open or a console logger on, it can generate a decent amount of lag -- also MAtmos performs some decent amount of computation while running. The presence of absence of graphics is not an immediate factor of the presence nor the absence of lag
The Small Scan is part of the rare process. It consists of a scanning of every single block on a 64*32*64 volume centered on the player position when the scan starts. This is done in 32 frames, usually every 0.1 second, which sums up to about 3.2 seconds.
This scan is only initiated if the player hasn't moved 16 blocks away on the X or Z axis or 8 blocks away on the Y axis, compared to the previously performed Large Scan.
Hey Hurricaaane, could you help me understand this please? Why only perform a large scan if the player hasn't moved 16 blocks away on the X or Z axis or 8 blocks away on the Y axis? What happens if the player did move away between 2 scans (whithin 3.2s, am I right?) No large scan are performed? How will be the next large scan be triggered then?
Hey Hurricaaane, could you help me understand this please? Why only perform a large scan if the player hasn't moved 16 blocks away on the X or Z axis or 8 blocks away on the Y axis? What happens if the player did move away between 2 scans (whithin 3.2s, am I right?) No large scan are performed? How will be the next large scan be triggered then?
Whoops, I wrote the documentation wrong
To answer your questions
1. There is a test to check if a Large Scan should be performed every 12.8 seconds, no matter what the outcome of the test is.
2. When a Large Scan is about to perform, the coordinates of the player are stored as a reference. These coordinates are used as a reference to bound the volume in which the scan is performed. Therefore, if the player moves like blocks away within the duration of the scan, the positions of the blocks being scanned make absolutely no difference as if the player wouldn't have moved. However, they might become corrupted as chunks are dynamically unloaded from memory (example: when the player is teleported).
Thanks for your answer. So in the documentation, did you mean that no scan is performed if the player hasn't moved more than 16 blocks? That would make sense to me since there very little chance of the surrounding changing completely in seconds, which is what you explain on the top part of the documentation.
EDIT: I've seen you have changed the documentation :wink.gif:
Another quick one for you, I'm still at the stage where I'm gathering sound effects for my MAtmos Expansion pack and havn't been in depth through the Designer. Is there the possibility to trigger a machine or event when the cursor passes over a block or a mob? I think I have seen the instant in the GUI but not sure now.
Another quick one for you, I'm still at the stage where I'm gathering sound effects for my MAtmos Expansion pack and havn't been in depth through the Designer. Is there the possibility to trigger a machine or event when the cursor passes over a block or a mob? I think I have seen the instant in the GUI but not sure now.
You need to use the Delta sheet to detect that the cursor is passing over something at close range, and you need to use an Instant to determine that the cursor is passing over an entity (there is no implementation for detecting the kind of the mob)
Weapon Interactions does have something similar to detect that the player is looking at an entity
You need to use the Delta sheet to detect that the cursor is passing over something at close range, and you need to use an Instant to determine that the cursor is passing over an entity (there is no implementation for detecting the kind of the mob)
Weapon Interactions does have something similar to detect that the player is looking at an entity
Thanks again.
This is still a bit confusing for me though. First, what do you call close range? The same range as a SmallScan?
Then, as I can gather from your wiki, Delta sheet is used to compare states between 2 scans, substracting the data of the new scan from the previous one. That is useful to detect whether we are pointing at let's say a workbench one second and the next we're not. For instance we "pass" over the workbench. This implies that there is an instant that detects what block you are pointing at on a specific scan. So there would be a possibility to program an event to trigger if you are pointing at a workbench, regardless to whatever you were pointing at during the last SmallScan.
In my previous post, when I said "pass over" I didn't specifically mean pointing at the block on scan A and not anymore on scan B, I was thinking more like triggering an event when your pointer is on a mob for exemple. I suppose both ways would work, with or without the Delta sheet. Or is there no other way than using the Delta sheet?
I hope I'm clear because even I think I'm confusing with my explanations ^^
Also, do you think you might implement the detection of what mob you are pointing at in future releases?
Finally, are you really from France? Are you French? (Don't take it the wrong way, I am French)
Heya,
Great Mod by the way however there is a sound that is constantly repeatting when mining, pretty sure its a blunt weapon sound but I could be wrong. I was wondering where I could look to turn off the sound flags for the picks?
Rollback Post to RevisionRollBack
Youtube Letsplays, currently Regrowth and The Ferret business, on the FTB launcher along with Tophats and Goggles alpha testing
I need help!
I used mycraft to install the mod and it works as i can adjust the volume with f7 but i am not hearing many of the sounds
such as sword swinging, wind on mountains and the rumbling near lava. Whats wrong?
Mine is seeming to crash a lot (2-10 seconds into the game)
I had reinstalled just this mod a few times now but it just doesn't work, the sounds work fine (until it crashes)
only thing that seems off in the logs is this
Error in class 'CodecJOrbis'
File does not contain Vorbis header in method 'readHeader'.
Error in class 'CodecJOrbis'
Error reading the header
or this
Failed to add .DS_Store
Failed to add newsound/.DS_Store
Failed to add sound/.DS_Store
idk what that is for but everything else seems to load up ok
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
java.io.FileNotFoundException: /Users/streetcop_1995/Library/Application Support/minecraft/resources/newsound/step/grass1.ogg (Permission denied)
at java.io.FileOutputStream.open(Native Method)
at java.io.FileOutputStream.<init>(FileOutputStream.java:194)
at java.io.FileOutputStream.<init>(FileOutputStream.java:145)
at bo.a(SourceFile:105)
at bo.a(SourceFile:93)
at bo.run(SourceFile:42)
java.io.FileNotFoundException: /Users/streetcop_1995/Library/Application Support/minecraft/resources/sound/step/grass2.ogg (Permission denied)
at java.io.FileOutputStream.open(Native Method)
at java.io.FileOutputStream.<init>(FileOutputStream.java:194)
at java.io.FileOutputStream.<init>(FileOutputStream.java:145)
at bo.a(SourceFile:105)
at bo.a(SourceFile:93)
at bo.run(SourceFile:42)
java.io.FileNotFoundException: /Users/streetcop_1995/Library/Application Support/minecraft/resources/sound/step/grass3.ogg (Permission denied)
at java.io.FileOutputStream.open(Native Method)
at java.io.FileOutputStream.<init>(FileOutputStream.java:194)
at java.io.FileOutputStream.<init>(FileOutputStream.java:145)
at bo.a(SourceFile:105)
at bo.a(SourceFile:93)
at bo.run(SourceFile:42)
java.io.FileNotFoundException: /Users/streetcop_1995/Library/Application Support/minecraft/resources/sound/step/grass4.ogg (Permission denied)
at java.io.FileOutputStream.open(Native Method)
at java.io.FileOutputStream.<init>(FileOutputStream.java:194)
at java.io.FileOutputStream.<init>(FileOutputStream.java:145)
at bo.a(SourceFile:105)
at bo.a(SourceFile:93)
at bo.run(SourceFile:42)
Failed to add .DS_Store
Failed to add newsound/.DS_Store
Failed to add sound/.DS_Store
New max size: 484
New max size: 784
(MAtmos) C:Receive Sunlight now On.
(MAtmos) C:Time (0 - 14000) now On.
(MAtmos) C:Can rain on now On.
(MAtmos) C:Manmade Town now On.
(MAtmos) C:Time (0 - 12000) now On.
(MAtmos) C:Sunlight Maximum 15/15 now On.
(MAtmos) C:Time (0 - 22000) now On.
(MAtmos) C:Time (0 - 13000) now On.
(MAtmos) C:Time (0 - 6000) now On.
(MAtmos) C:Is Exposed to the Sky now On.
(MAtmos) S:Outdoor now On.
(MAtmos) S:Manmade Town now On.
(MAtmos) S:Time (0 - 6000) now On.
(MAtmos) M:Town now On.
(MAtmos) C:Air 30% (L) now On.
(MAtmos) C:Plains 1% (L) now On.
(MAtmos) C:Trees 512 (L) now On.
(MAtmos) S:Plains now On.
(MAtmos) S:Forest now On.
(MAtmos) M:Forest wind, outdoor now On.
(MAtmos) M:Birds now On.
Error in class 'CodecJOrbis'
File does not contain Vorbis header in method 'readHeader'.
Error in class 'CodecJOrbis'
Error reading the header
-terminated-
logout
[Process completed]
Any help? or will i have to play without this awesome mod?
I think there may be a bug with the jukebox. I have MAtmos, and singleplayer commands. When I right click on jukebox the game just crashes. Dont know if anyone else has this problem. Someone else try this.
I am simply LOVING this mod!
Over the past week or so, I've been teaching myself how to effectively use the designer to add more sounds and have amassed a pretty large database of new sounds ranging from breathing heavy after running, to having your stomach growl when you get hungry, and the heartbeat sound at HP critical. The area I'm running into trouble with, however, is the "List" tab. I've searched high and low trying to find examples, explanations or tutorials of how to use this feature correctly but have come up with nothing. Is there any way you could give a short description of how to implement it? Or point me in the right direction?
Also, the >= and <= conditions haven't been working for me. When I save and close the database it reverts to > or < respectively. Easy to get around, but thought you might like to know. Anyway, I hope you (or someone) can give me a hand with this 'List' stuff!
Well, MAtmos if I remember correctly, does add a SMALL amount of lag (Usually not noticeable). It might just be his/her computer.
Totally false, there is currently a bug in which if the player has a console open or a console logger on, it can generate a decent amount of lag -- also MAtmos performs some decent amount of computation while running. The presence of absence of graphics is not an immediate factor of the presence nor the absence of lag
Hey Hurricaaane, could you help me understand this please? Why only perform a large scan if the player hasn't moved 16 blocks away on the X or Z axis or 8 blocks away on the Y axis? What happens if the player did move away between 2 scans (whithin 3.2s, am I right?) No large scan are performed? How will be the next large scan be triggered then?
Whoops, I wrote the documentation wrong
To answer your questions
1. There is a test to check if a Large Scan should be performed every 12.8 seconds, no matter what the outcome of the test is.
2. When a Large Scan is about to perform, the coordinates of the player are stored as a reference. These coordinates are used as a reference to bound the volume in which the scan is performed. Therefore, if the player moves like blocks away within the duration of the scan, the positions of the blocks being scanned make absolutely no difference as if the player wouldn't have moved. However, they might become corrupted as chunks are dynamically unloaded from memory (example: when the player is teleported).
EDIT: I've seen you have changed the documentation :wink.gif:
Another quick one for you, I'm still at the stage where I'm gathering sound effects for my MAtmos Expansion pack and havn't been in depth through the Designer. Is there the possibility to trigger a machine or event when the cursor passes over a block or a mob? I think I have seen the instant in the GUI but not sure now.
You need to use the Delta sheet to detect that the cursor is passing over something at close range, and you need to use an Instant to determine that the cursor is passing over an entity (there is no implementation for detecting the kind of the mob)
Weapon Interactions does have something similar to detect that the player is looking at an entity
Thanks again.
This is still a bit confusing for me though. First, what do you call close range? The same range as a SmallScan?
Then, as I can gather from your wiki, Delta sheet is used to compare states between 2 scans, substracting the data of the new scan from the previous one. That is useful to detect whether we are pointing at let's say a workbench one second and the next we're not. For instance we "pass" over the workbench. This implies that there is an instant that detects what block you are pointing at on a specific scan. So there would be a possibility to program an event to trigger if you are pointing at a workbench, regardless to whatever you were pointing at during the last SmallScan.
In my previous post, when I said "pass over" I didn't specifically mean pointing at the block on scan A and not anymore on scan B, I was thinking more like triggering an event when your pointer is on a mob for exemple. I suppose both ways would work, with or without the Delta sheet. Or is there no other way than using the Delta sheet?
I hope I'm clear because even I think I'm confusing with my explanations ^^
Also, do you think you might implement the detection of what mob you are pointing at in future releases?
Finally, are you really from France? Are you French? (Don't take it the wrong way, I am French)
Great Mod by the way however there is a sound that is constantly repeatting when mining, pretty sure its a blunt weapon sound but I could be wrong. I was wondering where I could look to turn off the sound flags for the picks?
Youtube Letsplays, currently Regrowth and The Ferret business, on the FTB launcher along with Tophats and Goggles alpha testing
I used mycraft to install the mod and it works as i can adjust the volume with f7 but i am not hearing many of the sounds
such as sword swinging, wind on mountains and the rumbling near lava. Whats wrong?
Make sure that sound in default MC is on, if it is, press F3 and S, that should reload default sound.
No i mean there are no MAtmos sounds
I had reinstalled just this mod a few times now but it just doesn't work, the sounds work fine (until it crashes)
only thing that seems off in the logs is this
Error in class 'CodecJOrbis'
File does not contain Vorbis header in method 'readHeader'.
Error in class 'CodecJOrbis'
Error reading the header
or this
Failed to add .DS_Store
Failed to add newsound/.DS_Store
Failed to add sound/.DS_Store
idk what that is for but everything else seems to load up ok
here is the entire log
java -cp "/Users/streetcop_1995/Library/Application Support/minecraft/bin/minecraft.jar:/Users/streetcop_1995/Library/Application Support/minecraft/bin/lwjgl.jar:/Users/streetcop_1995/Library/Application Support/minecraft/bin/lwjgl_util.jar:/Users/streetcop_1995/Library/Application Support/minecraft/bin/jinput.jar:" "-Djava.library.path=/Users/streetcop_1995/Library/Application Support/minecraft/bin/natives" -Xmx1324M -Xms512M net.minecraft.client.Minecraft
17 achievements
161 recipes
MCPatcherUtils initialized. Directory /Users/streetcop_1995/Library/Application Support/minecraft/.
ModLoader Beta 1.8.1 Initializing...
Read config in config.txt. Logging: false/true
Read config in config-custom.txt. Logging: false/true
Mod Loaded: mod_MAtmos 1.8.1 r6
Done.
(MAtmos) Override loaded.
(MAtmos) Default loaded.
Loading: net.java.games.input.OSXEnvironmentPlugin
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
java.io.FileNotFoundException: /Users/streetcop_1995/Library/Application Support/minecraft/resources/newsound/step/grass1.ogg (Permission denied)
at java.io.FileOutputStream.open(Native Method)
at java.io.FileOutputStream.<init>(FileOutputStream.java:194)
at java.io.FileOutputStream.<init>(FileOutputStream.java:145)
at bo.a(SourceFile:105)
at bo.a(SourceFile:93)
at bo.run(SourceFile:42)
java.io.FileNotFoundException: /Users/streetcop_1995/Library/Application Support/minecraft/resources/sound/step/grass2.ogg (Permission denied)
at java.io.FileOutputStream.open(Native Method)
at java.io.FileOutputStream.<init>(FileOutputStream.java:194)
at java.io.FileOutputStream.<init>(FileOutputStream.java:145)
at bo.a(SourceFile:105)
at bo.a(SourceFile:93)
at bo.run(SourceFile:42)
java.io.FileNotFoundException: /Users/streetcop_1995/Library/Application Support/minecraft/resources/sound/step/grass3.ogg (Permission denied)
at java.io.FileOutputStream.open(Native Method)
at java.io.FileOutputStream.<init>(FileOutputStream.java:194)
at java.io.FileOutputStream.<init>(FileOutputStream.java:145)
at bo.a(SourceFile:105)
at bo.a(SourceFile:93)
at bo.run(SourceFile:42)
java.io.FileNotFoundException: /Users/streetcop_1995/Library/Application Support/minecraft/resources/sound/step/grass4.ogg (Permission denied)
at java.io.FileOutputStream.open(Native Method)
at java.io.FileOutputStream.<init>(FileOutputStream.java:194)
at java.io.FileOutputStream.<init>(FileOutputStream.java:145)
at bo.a(SourceFile:105)
at bo.a(SourceFile:93)
at bo.run(SourceFile:42)
Failed to add .DS_Store
Failed to add newsound/.DS_Store
Failed to add sound/.DS_Store
New max size: 484
New max size: 784
(MAtmos) C:Receive Sunlight now On.
(MAtmos) C:Time (0 - 14000) now On.
(MAtmos) C:Can rain on now On.
(MAtmos) C:Manmade Town now On.
(MAtmos) C:Time (0 - 12000) now On.
(MAtmos) C:Sunlight Maximum 15/15 now On.
(MAtmos) C:Time (0 - 22000) now On.
(MAtmos) C:Time (0 - 13000) now On.
(MAtmos) C:Time (0 - 6000) now On.
(MAtmos) C:Is Exposed to the Sky now On.
(MAtmos) S:Outdoor now On.
(MAtmos) S:Manmade Town now On.
(MAtmos) S:Time (0 - 6000) now On.
(MAtmos) M:Town now On.
(MAtmos) C:Air 30% (L) now On.
(MAtmos) C:Plains 1% (L) now On.
(MAtmos) C:Trees 512 (L) now On.
(MAtmos) S:Plains now On.
(MAtmos) S:Forest now On.
(MAtmos) M:Forest wind, outdoor now On.
(MAtmos) M:Birds now On.
Error in class 'CodecJOrbis'
File does not contain Vorbis header in method 'readHeader'.
Error in class 'CodecJOrbis'
Error reading the header
-terminated-
logout
[Process completed]
Any help? or will i have to play without this awesome mod?
Awesome in every other way.:smile.gif:
(Do you still hear "Calm 3" Piano 2" etc. ?)
That's all I'd like to know... other than that: great work!
Over the past week or so, I've been teaching myself how to effectively use the designer to add more sounds and have amassed a pretty large database of new sounds ranging from breathing heavy after running, to having your stomach growl when you get hungry, and the heartbeat sound at HP critical. The area I'm running into trouble with, however, is the "List" tab. I've searched high and low trying to find examples, explanations or tutorials of how to use this feature correctly but have come up with nothing. Is there any way you could give a short description of how to implement it? Or point me in the right direction?
Also, the >= and <= conditions haven't been working for me. When I save and close the database it reverts to > or < respectively. Easy to get around, but thought you might like to know. Anyway, I hope you (or someone) can give me a hand with this 'List' stuff!