However for the minimap the conditions should probably be switched around to keep the "omg but what if server owner forgot to set the parameter????" people away.
So that the minimap- sub features only work IF a certain command has been set explicitly.
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Jul 18, 2011RandomMiner posted a message on [1.5.0][SSP/SMP] BetterSound Mod (BSM) [Alpha-v0.0.16]Posted in: Minecraft Mods
The problems I've found with relying on pitch is that Notch already uses pitch shifting for almost every sound effect in the game (sometimes lowering it to the absolute minimum). What this means is that a zombie or pig (or zombie pig) will sound the same when I try to lower it further.
Ahh, too bad, notch and his black magic way of doing things :wink.gif:
The multiplayer comment was how I had originally wanted to store all the echo information in the world cache files. This solution was ideal because I needed to perform a lot of calculations to make all the environments sound consistent and I didn't want to have to recalculate them every time a chunk loaded/unloaded. The problem was that it took until I was ready to go forward with this to realize that it wouldn't work in multiplayer because the world cache is kept server side. So right now I'm basically creating a 'mini-cache' that just keeps tabs on a 3x3 chunk area and slowly does the calculations in the background to ensure a smooth game play experience.
That makes sense. Are there any specific reasons you took a 3x3 Radius? *hints at making it configurable if possible*
As for Matmos: I'm not sure. I haven't had much time to actual play Minecraft, since all of my free Minecraft time has been spent on getting echos done. I *think* these sounds play with no attenuation so my mod wouldn't effect them (unless I explicitly made it do so). Once I'm done with echos and sound pathing I'll be sure to look into this and make sure they work together.
Alright, would be cool but not necessary for me. Icing on the Cake, so to speak :smile.gif:
I really hope the bukkit team fixes this weird Server Error, where chests get emptied sometimes, soon. Haven't played in a long time either. Guess I get a hell of an immersion boost once I play again with this mod included (I never liked the fact that I could hear zombies through literally meters of brick walls).
Jul 18, 2011Posted in: Minecraft ModsQuote from PixelPop
Nice video but can't you do this yourself? I've added more sounds like crows, distant dogs barking, more birds etc etc. He's basically gave you the tools and if sounds are not up to scratch (for me personally I wanted things like crows and distant dogs barking for a city build thingy which the original didn't have) and it adds even more to an already great mod. :smile.gif:
Sure I could do that myself, but there's nothing wrong getting the overall default quality of sounds higher so people who might not have either the time or knowledge to do themselves can enjoy it more out of the box.
Some wind sounds (the ones when you are high up a mountain and standing at large drops) remember me of standing below a train bridge after listening to them a few dozen times (might just be me, thought) :wink.gif:
Jul 17, 2011RandomMiner posted a message on [1.5.0][SSP/SMP] BetterSound Mod (BSM) [Alpha-v0.0.16]Posted in: Minecraft Mods
A lot of people seem to hate the portal noise lingering in their homes... maybe I should change the description to "No more portal noises from two rooms over!". :laugh.gif:
Oh, and another bonus preview (zombies are as creepy as ever now):
Would it be possible to lower pitch based on distance? Only problem would be getting it sound good. Having something like this would just rock (well yeah it would most likely sound different because the minecraft zombie sound is different, but an effect like this would be awesome).
By the way you noted in a later post that something doesn't work in Multiplayer (yet) does this mean the whole mod or just echoes?
You also mentioned Matmos in one of your videos, does it actually dampen the sounds of e.g. waves if you build a house next to a beach? Would be awesome if both mods could work together in that way somehow.
Jul 17, 2011Maybe you could implement some more or switch some sounds for better quality ones? (as for dark mines or near a spawner, you might want to watch the video of the same user "The Dungeons Trailer")Posted in: Minecraft Mods
There are some great sounds in this video, the Mod Dev has mentioned two pages in a comment:
( http://www.freesound.org/index.php | http://www.stonewashed.net/sfx.html )
The mod is great by the way. Adds incredibly much to Minecraft. I actually wondered why it took so long for a mod like this to arrive. I would not want to play without it now!
Jul 17, 2011Posted in: Minecraft Mods
I made a new mini-map.
Advantage of Other minimap.
- fast processing (particularly in a wide area map)
Could you explain how this works? Zan's Minimap uses Multithreading (which might screw with chunks, but seeing as I play online that's not important for me personally). How do you make sure performance doesn't suffer, does it have any drawbacks (downsides)?
I do not intend to speak badly about it, I'm just interested in these small details (I think it's an interesting read to know how people optimize stuff, might just be me thought).
It sounds pretty interesting to use though, I'll try once I decide/ have time to play minecraft again.
Great work i might add, I really like the presentation of the heightmap you've done :smile.gif:
- Cave map（is this cheat?
Maybe check if there is a certain amount of light from torches and if yes, draw that portion of the map (other parts could be left dark). That way you could navigate through already explored areas easily without giving away hidden stuff.
- Entities radar (is this cheat?
Only show them if they are in direct line of sight? (and maybe only in a certain radius - you could set the radius when entities are shown on the map to the view range on tiny)
Also this feature could include options to leave certain entities out, for example if you don't want to see sheep on the map, or zombies, etc.
Both these "limitations" would (in my opinion) reduce the "cheat" feel (especially for the cave map). The only problem I could see arising would be performance when checking for light from torches or having to calculate what is in your line of sight.
Jan 14, 2011Posted in: Mods DiscussionQuote from metaknight2550 »Allright, 1.2_01 works, allthough the pointer doesn't move...
Same here, the map itself seems to work, but when you are around a waypoint the "flag" follows you around. It also seems that the waypoint indicators (green arrows) are missing aswell.
Unless it's a bug induced by either optimine or the hd texture fix.
@Below: I'm pretty sure it didn't happen in 1.2 but I'm not sure as I only played for about 1 hour yesterday
Jan 6, 2011Posted in: Minecraft ToolsQuote from OrangyTang »I'm afraid I can't really support McRegion as it'd be a bit of a maintenance nightmare.
Not really a Problem seeing as unpacking with the Converter works quite fast.
The only thing I might have to take into account, unless this is caused by updating from 1.09 to 1.10, is that the caching does not work when converting McRegion Files to the old Minecraft Format. Therefore the whole map needs to be recreated instead of just updated chunks.
Though I need to test that further, maybe that changed for some reason with the new McRegion/ Converter Tool Version. Might be interesting to know for Server Owners who use Tectonicus on a regular basis and decided to install McRegion afterwards.
Jan 5, 2011Posted in: Minecraft ToolsQuote from OrangyTang »
I'm going to set up a proper web page for instructions etc. and I'd like to include a gallery of images on it - so if you've got something cool then please share a picture or two of your map. Just a screenshot, so you can bung it up on imageshack or something, at any zoom and with whatever texture pack or settings you use. Thanks.
You ask, you receive. (Texturepack used is Minecraft Enhanced)
I know it may be a little bit much to ask, seeing that one could ask to do that for every possible kind of a mod such as this to be released, but did you think about adding compatibility to McRegion ( viewtopic.php?f=25&t=120160 ) ?
Well I could also extract them first with the Conversion Utility provided, so it's not that much of a problem (I'd say it's just a bit slower than having Tectonicus read it directly, seeing I have to uncompress into the old Minecraft format first). But asking is still free as far as I know :wink.gif:
Jan 3, 2011Posted in: Minecraft ToolsQuote from OrangyTang »
It writes and saves each one sequentially for two reasons. First, for large maps there's no way you could hold all of the output in RAM - my small/medium multiplayer world outputs about 3.5Gb. For it to scale to huge maps it needs to write them as it generates them.
Secondly writing as it goes means that if it's stopped for any reason it'll continue from where it left off. I'm sure you wouldn't want to spend all the time rendering only to have it crash for some reason and have to do the whole thing again because nothing was written to disk.
There's quite a few optimisations that could be made though, I just haven't had time to look into them in depth yet.
Bah, makes sense. Should have thought of that myself.
Just to clarify, my post wasn't a rant or something like that, if it sounded like one.
I basically wanted to give other people an estimation of how long the process could take on a similar setup. And before I realized I was mindlessly theorizing about optimizations.
Jan 3, 2011Took me ~50 minutes to Render a roughly 22k Block Map and having a 128px Texturepack installed.Posted in: Minecraft Tools
System used is a 2.83 GHz Core 2 Quad (Q9550), 4 GB of RAM on Windows 7 x64.
Graphics card used is an ATI/AMD Sapphire 4890 Toxic.
Hard Drive is an Western Digital Black Series one (640 GB of overall Space).
It's not a server thought, I mainly use this system for gaming.
Used the following command to generate it (again: on a Windows System)
java -jar -Xms256M -Xmx512M Tectonicus_v1.08.jar signs=all players=none showSpawn=true imageFormat=jpg colourDepth=16 alphaBits=0 numSamples=0 minecraftJahr=path\to\jar worldDir=path\to\world outputDir=path\to\output
Is there any way to optimize the saving of images? For example generate and save them to the RAM first instead of writing and saving each single one? Currently it seems (just based on the activity of the HDD) that it writes every single image to the disk and waits for this to succeed before it starts generating a new one.
I'm not really sure if it even would make a difference saving a few thousand images into the RAM and then sending a disk write command. Maybe that actually makes it slower.
Just a thought I had.
Another thing I was observing: The graphics card barely reached 5-10% of usage. So I guess the graphics card is less of a bottleneck, at least for my system. It didn't even bother to leave the "power saving" mode.
Now it would be interesting to know IF it would generate the images quicker if it was not in power saving mode, maybe I'll try that sometime. Though i doubt it.
Now the interesting thing is, would the users of tectonicus really benefit from multi- core execution (taking up on the request some people stated) if either the card, or more likely the HDD is a bottleneck?
Dec 27, 2010Posted in: Mods DiscussionQuote from Zonthori »
I ran into this problem as well. You have to install the 32bit version of Java for the installer to work.
I guess I will pass for now in this case. Thanks for answering though.
Installed it by downloading and inserting the the Raw Files (Regular) into the minecraft.jar. Seems to work.
Dec 27, 2010Any Idea what happens here?Posted in: Mods Discussion
Error opening registry key 'Software\JavaSoft\Java Runtime Environment'
Error: could not find java.dll
Error: could not find Java SE Runtime Environment.
I have the latest JDK (therefore also the JRE) - Update 23 in the 64 Bit Version. It apparently works, else Minecraft would not even start I guess. This happened on Windows 7 64 Bit Professional.
I pretty much did a reinstall of Java coming from Update 22 already.
This happens both with the installer and with the manual installation.
Does the installer require Administrator Rights?
Dec 18, 2010RandomMiner posted a message on Allowing Clientside Textures + Ambient Occlusion ModGood god I'm stupid... I assumed that the Launcher was checking the minecraft.jar integrity because the "Updating" happend to me once when I installed some mods.Posted in: Alpha - Survival Multiplayer Support
Thanks for your patience with me and my stupidness.
Dec 18, 2010RandomMiner posted a message on Allowing Clientside Textures + Ambient Occlusion ModHow am I supposed to interpret that? Modding while the game is running?Posted in: Alpha - Survival Multiplayer Support
Otherwise I just turn of the game, apply the mod, start the game again just to let the game redownload the original jar.
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