this mod has alot of mod breaking glitches. its an amazing mod but, im not going to be using it till its updated more and some to the glitches are fixed. like this one, when i download optifine the game goes back to default sounds
I downloaded the Modloader version of the mod and noticed I wasn't getting sounds on some blocks. I looked through the config files a bit and noticed the default soundpack was missing the wood and stone files. The forge version of the mod contains these files though.
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This is an AWESOME MOD! LOVE IT! But could I make some suggestions?
1. Different sounds when wearing armor (would not be easy but every nice).
2. I think the sounds could also change depending on the Biome (so for Sand, it would sound all slushy in a Ocean, Beach or River Biome but sound dry in a Desert Biome).
3. I think the Pumpkin sound should have an update, it should sound less watery and more solid or sound a little more like Grass (the current one) then a Melon.
4. Maybe the Glowstone could also have an update, make it sound like you are walking on crystals.
5. The Grass could have an update too, make it sound a little like when you're walking through Grass and Flowers.
This are just some ideas, you don't have to add them but I think they would be nice.
- Custom blocks will fallback to generic sound effects of the mod
- Volume is now at 70 by default
- Pressing LEFT CTRL + LEFT SHIFT + F will open a small menu to change the volume
- Changed metalbar wander acoustics to a mix of marble wander and metalbar wander
- Changed iron door acoustics to play a mix of metalbox and metalbar
- Changed glowstone acoustics to a mix of ice crackling and stone
- Changed pumpkin and jack-o-lantern acoustics to a mix of solid grass and mud
- Changed grass acoustics to a mix of solid grass and bush
- Changed Nether Wart foliage to produce a mix of dirt and mud
- Changed bush volume to 65
- Changed sand volume to 70
- Changed rug volume to 70
- Changed glass pitch range to 95-100
- Compatibility fix with Smart Moving so that it interacts better when prone interactions are involved
- Preparing compatibility with Mine Little Pony (optional 4-legged footsteps support)
- Custom blocks will fallback to generic sound effects of the mod
- Volume is now at 70 by default
- Pressing LEFT CTRL + LEFT SHIFT + F will open a small menu to change the volume
- Changed metalbar wander acoustics to a mix of marble wander and metalbar wander
- Changed iron door acoustics to play a mix of metalbox and metalbar
- Changed glowstone acoustics to a mix of ice crackling and stone
- Changed pumpkin and jack-o-lantern acoustics to a mix of solid grass and mud
- Changed grass acoustics to a mix of solid grass and bush
- Changed Nether Wart foliage to produce a mix of dirt and mud
- Changed bush volume to 65
- Changed sand volume to 70
- Changed rug volume to 70
- Changed glass pitch range to 95-100
- Compatibility fix with Smart Moving so that it interacts better when prone interactions are involved
- Preparing compatibility with Mine Little Pony (optional 4-legged footsteps support)
Not finished yet
This sounds awesome!
Rollback Post to RevisionRollBack
[==========================================] [I am the leader and creator of the Sheep Bros™] [==========================================]
Looking through the mod files, it seems to me like Hurri's heading in the direction of supporting custom packs... If so, I can't wait! If we can have custom packs, will we be able to change acoustics so that we can have any block playing any footstep sound?
The first version of Presence Footsteps is already ready for custom packs (one loaded at once for now), defined in mods/presencefootsteps/userconfig.cfg:
user.packname.r0=<pack folder name>
The blockid_metadata->acoustics conversion is defined in the blockmap.
There is no support for >specific< Forge custom blocks yet (as opposed to generic), but there is a chance I will add some very light (and optional "if Forge is detected, load this detection module") support for that.
I will probably include two methods of conversion for Forge custom blocks:
- Direct conversion from customblockidentifier_metaproperties->acoustics which will be pack-dependent
example: ironchest->metalsubparts
metalsubparts is an acoustic in the default pack for hollowed iron, the one used for iron door
- Conversion from customblockidentifier_metaproperties->blockid_metadata which will be independent from packs and therefore supporting custom packs
example: ironchest->71
71 is the one used for iron door, so that iron chests will produce the same sound as iron doors
The latter implies that all acoustics can be found in the default ones.
The ultimate way would be to allow multiple packs to be loaded simultaneously, so that there can be custom packs for each mod.
AMAZING! I usually use a mod for about a day and then get bored with it, but this is a great mod witch will be staying on my minecraft for a long time.
hmm... dang, i read the thread title and hoped this mod adds proper directional sound for walking in minecraft, maybe also fix the bug where steve's footprints play infinitely while standing still, sad to see that's not the case.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
This mod adds so much depth. It is amazing how much of a difference hearing your own footsteps makes. Hearing the thumping of dirt and rustling of grass, or the slap of stone does wonders for immersion.
I recently fell in love with the Underground Biomes mod as well; but was disappointed because the footsteps from this mod wouldn't play on the new blocks. I came to the thread to make a suggestion for a config but I see you've already implemented it! Found the config in the mod folder and added the block ids from UB. Now I have the footsteps on all the new blocks. Such a simple but awesome feature!
Thanks for all your hard work that went into this. I can't play Minecraft without it!
Non-official blocks will fallback to generic sound effects of the mod (instead of playing Minecraft default sounds)
Pressing LEFT CTRL+LEFT SHIFT+F will open a small menu to change the volume
Volume is now at 70 by default
Changed metalbar wander acoustics to a mix of marble wander and metalbar wander
Changed iron door acoustics to play a mix of metalbox and metalbar
Changed glowstone acoustics to a mix of ice crackling and stone
Changed pumpkin and jack-o-lantern acoustics to a mix of artificial turf and mud
Changed grass acoustics to a mix of artificial turf and bush
Changed Nether Wart foliage to produce a mix of dirt and mud
Changed Cocoa to produce the sound of artificial turf
Changed bush volume to 65
Changed sand volume to 70
Changed rug volume to 70
Changed glass pitch range to 95-100
Compatibility fix with Smart Moving so that it interacts better when prone interactions are involved
http://ha3.eu/public...cefootsteps.php
Note: In order to install the new version, please remember to remove the previous zip file (PFClassesNDP_r0__1_6_2.zip) from your mods/ folder.
I downloaded the Modloader version of the mod and noticed I wasn't getting sounds on some blocks. I looked through the config files a bit and noticed the default soundpack was missing the wood and stone files. The forge version of the mod contains these files though.
That's impossible, the Forge download and the ModLoader download are exactly the same file. Only the installation instructions are different.
1. Different sounds when wearing armor (would not be easy but every nice).
2. I think the sounds could also change depending on the Biome (so for Sand, it would sound all slushy in a Ocean, Beach or River Biome but sound dry in a Desert Biome).
3. I think the Pumpkin sound should have an update, it should sound less watery and more solid or sound a little more like Grass (the current one) then a Melon.
4. Maybe the Glowstone could also have an update, make it sound like you are walking on crystals.
5. The Grass could have an update too, make it sound a little like when you're walking through Grass and Flowers.
This are just some ideas, you don't have to add them but I think they would be nice.
Thank you for reading.
- Custom blocks will fallback to generic sound effects of the mod
- Volume is now at 70 by default
- Pressing LEFT CTRL + LEFT SHIFT + F will open a small menu to change the volume
- Changed metalbar wander acoustics to a mix of marble wander and metalbar wander
- Changed iron door acoustics to play a mix of metalbox and metalbar
- Changed glowstone acoustics to a mix of ice crackling and stone
- Changed pumpkin and jack-o-lantern acoustics to a mix of solid grass and mud
- Changed grass acoustics to a mix of solid grass and bush
- Changed Nether Wart foliage to produce a mix of dirt and mud
- Changed bush volume to 65
- Changed sand volume to 70
- Changed rug volume to 70
- Changed glass pitch range to 95-100
- Compatibility fix with Smart Moving so that it interacts better when prone interactions are involved
- Preparing compatibility with Mine Little Pony (optional 4-legged footsteps support)
Not finished yet
This sounds awesome!
[==========================================]
[I am the leader and creator of the Sheep Bros™]
[==========================================]
The first version of Presence Footsteps is already ready for custom packs (one loaded at once for now), defined in mods/presencefootsteps/userconfig.cfg:
user.packname.r0=<pack folder name>
The blockid_metadata->acoustics conversion is defined in the blockmap.
There is no support for >specific< Forge custom blocks yet (as opposed to generic), but there is a chance I will add some very light (and optional "if Forge is detected, load this detection module") support for that.
I will probably include two methods of conversion for Forge custom blocks:
- Direct conversion from customblockidentifier_metaproperties->acoustics which will be pack-dependent
example: ironchest->metalsubparts
metalsubparts is an acoustic in the default pack for hollowed iron, the one used for iron door
- Conversion from customblockidentifier_metaproperties->blockid_metadata which will be independent from packs and therefore supporting custom packs
example: ironchest->71
71 is the one used for iron door, so that iron chests will produce the same sound as iron doors
The latter implies that all acoustics can be found in the default ones.
The ultimate way would be to allow multiple packs to be loaded simultaneously, so that there can be custom packs for each mod.
Also the signature looks great great job all around
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I recently fell in love with the Underground Biomes mod as well; but was disappointed because the footsteps from this mod wouldn't play on the new blocks. I came to the thread to make a suggestion for a config but I see you've already implemented it! Found the config in the mod folder and added the block ids from UB. Now I have the footsteps on all the new blocks. Such a simple but awesome feature!
Thanks for all your hard work that went into this. I can't play Minecraft without it!
Note: In order to install the new version, please remember to remove the previous zip file (PFClassesNDP_r0__1_6_2.zip) from your mods/ folder.
That's impossible, the Forge download and the ModLoader download are exactly the same file. Only the installation instructions are different.
Oh my....