- Fixed some scanning data gatherer running only once during an entire Minecraft session, causing most expansions not to work
- Attempt to fix crashes on LAN servers
- Bow stretch sounds don't play once every 10 seconds anymore
- Split expansions Weapon Interactions: Item Switches are now separate from Weapon Interactions.
This is a TEST REVISION. The main post will not be updated to reflect changes, as this revision may contain major issues.
hello i like your mod but i have installed forge and it wont work with it ;( if i only install modloader and audiomod it works fine
But if i install forge it does not load the mod can you pls make a forge compatible version ?
MFG Fanatiks
Fixed in latest FML. Will be fixed in forge next build...
Does anyone else think that the sword punching/hitting sound is very loud compare to all other weapon/tool interaction sounds? I have all sounds on 100% except weapon interactions which are on like 30%. Some weapon interaction sounds like the compass or bow is pretty silent if I have that.
Had an error, but I removed it, as I checked the changelog for FML build 247, which released a little over 3 hours ago, and it says it fixed Matmos r16. Guess all should be sound, now.
Please let me know if the LAN server crash is fixed or still occurs, I have no way to test it myself.
Make sure you play for an extended period of time (like, 2+ minutes) since server check tests are performed at long intervals
- Fixed some scanning data gatherer running only once during an entire Minecraft session, causing most expansions not to work
- Attempt to fix crashes on LAN servers
- Bow stretch sounds don't play once every 10 seconds anymore
- Split expansions Weapon Interactions: Item Switches are now separate from Weapon Interactions.
This is a TEST REVISION. The main post will not be updated to reflect changes, as this revision may contain major issues.
That last change will be nice.
However, I'd like to ask something. It's a bit nit-picky, but hear me out. I've noticed with swords, no matter what you're hitting, whether it be an entity or a block, it plays the hit sound.
Is there any way you could possibly only make it play when hitting mobs? I don't count on you incorporating this, but the "SMACK!" type sound is just so out of place when interacting with things such as doors, crafting stations, chests, or switches while holding a sword.
Well, once again, I don't expect much. I usually just play with weapon sounds off due to the smacking sound playing when you hit anything with a sword, so I wouldn't mind if you kept it the way it already is.
However, thanks again on making the item switch separate. That sound added some nice character to changing out items that I very much enjoyed, but could not use due to the sword smacking sound being packed in alongside it.
However, I'd like to ask something. It's a bit nit-picky, but hear me out. I've noticed with swords, no matter what you're hitting, whether it be an entity or a block, it plays the hit sound.
Is there any way you could possibly only make it play when hitting mobs? I don't count on you incorporating this, but the "SMACK!" type sound is just so out of place when interacting with things such as doors, crafting stations, chests, or switches while holding a sword.
- Added Instant 86: BlockID under the cursor
- Altered Weapon Interactions: Sword swing and hit sounds are disabled if the targeted block is any of those data values: 23;26;30;54;58;61;62;64;69;71;77;84;92;93;94;95;96;116;117;118;120;122;130;131;140;143
- Updated reference file to reflect those changes
- Added Instant 86: BlockID under the cursor
- Altered Weapon Interactions: Sword swing and hit sounds are disabled if the targeted block is any of those data values: 23;26;30;54;58;61;62;64;69;71;77;84;92;93;94;95;96;116;117;118;120;122;130;131;140;143
- Updated reference file to reflect those changes
Thanks! Can't wait to give it a try when I get the chance.
- File minecraft/matmos/userconfig.cfg is autogenerated
- Files minecraft/matmos/expansions_r12_userconfig/<expansion_filename>.cfg are autogenerated
- Added new resource files
Internal changes
- .list files contained in .minecraft/matmos/reloader_blacklist/ are read. In each line, if such fully qualified class name exists in the current classloader, the Resource Reloader (RR) will skip execution
- Class soundpacks.ThreadDownloadResources will short out RR
- MAtmos will not load if .minecraft/matmos/ doesn't exist, and will show a warning message to the player
- If for some obscure reason the Reloader crashes, .minecraft/matmos_error.log will be generated with an stack trace inside it
Internal changes for expansion makers - Resource Reloader will only force-load sounds from folders contained directly in .minecraft/resources/newsound/ that begin with matmos_* (this should prevent issues with mods like SoundModEnabler, and other)
- Expansions are now loaded from *.xml files in .minecraft/matmos/expansions_r12/ (no subfolders)
- .xrl files are no longer loaded to prevent issues
- ConfigVars is a new sheet which values are read from dataconfigvars_defaults.cfg and then dataconfigvars.cfg in override mode
- ConfigVars 0 and 1 corresponds to altitudes where it gets windy. This can allow the user to tweak the windy in altitude depending on the terrain
- Controls are complexier if the user uses "Hold Key Down" mode: When MAtmos is disabled, holding F7 down will force a reload from disk of the expansions. This function is unavailable in the simpler, "Press Key" mode for convenience, as reloading from the disk is only useful for users that create their own expansions. This is to prevent confusion as "Press Key" is meant to be the default mode
Sheet changes
- Instants 100 to 163 are Enchantment Levels of the current held item. It does not detect enchantments on currently worn armors (only on armor pieces that are in the inventory hand of the player)
- Instants 200-231 are Potion/Buff effects that the player currently have
- Instants 75-80 are archaic methods for finding out the server the player is currently playing on (hashcode of the computed IP, computed port, ...)
- Instant 86 and 87 allows to find out which BlockID and Metadata are under the player crosshair
Changes for users - Pressing MAtmos Key (default: F7) no longer shows the sound scroller but a menu instead - Controls are reversed by default: Pressing F7 shows the menu, Holding F7 disables MAtmos
- Individual expansions can have their own volume set
- Individual expansions can be disabled if volume is set to 0
- MAtmos can be set to start disabled in the menu
- Configuration files are saved when pressing Save or pressing Escape
- Controls can be reversed in the menu
Expansion changes
- Expansions Weapon Interactions and Item Switches have been split apart
+ Earthlies
- Altitude points now uses ConfigVars constants instead of hard-coded constants
+ Weapon Interactions
- Fixed a quirk caused by a change in the engine that would cause the swinging sound of the Sword to be repeated multiple times consecutively in one swing
- Fixed bow stretch sound repeating every 10 seconds
- Sword sounds will not play if the block being targeted corresponds to a certain list of blocks that can usually be interacted with (doors, chests, crafting tables, levers, etc.)
- Bows will play a distinct sound if they have the Flame enchantment (Added new resource files)
I'll soon release MAtmos r17, but I'm hesitating as to whether keeping the "Hold F7" to show the menu, or just "Press F7". I'm just wondering if some people are using MAtmos without ever figuring out that you can hold down F7 to bring these controls
Edit: Replaced by Press F7 + this can be reversed in the menu
I'll soon release MAtmos r17, but I'm hesitating as to whether keeping the "Hold F7" to show the menu, or just "Press F7". I'm just wondering if some people are using MAtmos without ever figuring out that you can hold down F7 to bring these controls
Edit: Replaced by Press F7 + this can be reversed in the menu
I don't monitor the mods I use very often (unless I'm tracking an update), so I guess I really didn't notice people not understanding how to change the MAtmos volume. However, I must question why anybody would turn off the entire mod's sounds altogether after they installed the mod in the first place.
But, to 2nd onto Saphir09's response on the topic, I'd have to agree that having a standalone button for volume control would make it a split-second faster to switch around the options. It's your call, really. Either way you decide to do it, I'll be happy.
Differences between r16 and r17:
- Added Instant 86: BlockID under the cursor
- Altered Weapon Interactions: Sword swing and hit sounds are disabled if the targeted block belongs to a list of blocks that are normally interactive
- Added Instant 87: Metadata of block under the cursor
- Updated reference file to reflect those changes
- New menu option: MAtmos can be set to start disabled
- Controls are changed: Pressing F7 shows the menu, holding F7 disables MAtmos
- New menu option: Controls can be reversed by the user in the menu ("Hold Key Down", "Press Key")
- Controls are complexier if the user uses "Hold Key Down" mode: When MAtmos is disabled, holding F7 down will force a reload from disk of the expansions. This function is unavailable in the simpler, "Press Key" mode for convenience, as reloading from the disk is only useful for users that create their own expansions. This is to prevent confusion as "Press Key" is meant to be the default mode
I use magic launcher with modloader,modloadermp,forge,playerapi and few other mods and when ever I launched it, forge didn't pick it up... the r15 version worked fine with me...>_<...anyways I don't if any other people had problems but just saying it out there.. anyways keep up the great work.
Everything seems to work together just fine for me.
So ocean biome ambiance is a go. (meaning it works)
Jungle biome still isn't.
I haven't tried desert or tundra yet-- probably should just to make sure.
matmos debug menu works fine. Back in r15 I was having this problem where muting weapon sounds would only make it louder but that seems to have been fixed.
I kind of wish the ocean ambiance started around 15 blocks from the ocean but altering biome recognition like that sounds improbable. :L
The anticipation for the official release had me on tenterhooks for a couple of weeks now. I decided I will not start playing until it is legitimately ready for 1.3.2. Alas, now it is. I'll be sure to let you know of any problem I might come across, it being one of the least I can do in return. Thank you.
Changelog:
- Fixed some scanning data gatherer running only once during an entire Minecraft session, causing most expansions not to work
- Attempt to fix crashes on LAN servers
- Bow stretch sounds don't play once every 10 seconds anymore
- Split expansions Weapon Interactions: Item Switches are now separate from Weapon Interactions.
This is a TEST REVISION. The main post will not be updated to reflect changes, as this revision may contain major issues.
Fixed in latest FML. Will be fixed in forge next build...
Make sure you play for an extended period of time (like, 2+ minutes) since server check tests are performed at long intervals
One of the quirks I found would be Jungle biomes are never detected. I'm not asking for Designer quirks, just Sheet quirks...
Added to to-do list:
- Fix biome detection (Checked)
- Add some options for MAtmos such as "Start Disabled", and add it to the GUI (Done)
If there are no further major issues, MAtmos r17 may be a release version.
That last change will be nice.
However, I'd like to ask something. It's a bit nit-picky, but hear me out. I've noticed with swords, no matter what you're hitting, whether it be an entity or a block, it plays the hit sound.
Is there any way you could possibly only make it play when hitting mobs? I don't count on you incorporating this, but the "SMACK!" type sound is just so out of place when interacting with things such as doors, crafting stations, chests, or switches while holding a sword.
Well, once again, I don't expect much. I usually just play with weapon sounds off due to the smacking sound playing when you hit anything with a sword, so I wouldn't mind if you kept it the way it already is.
However, thanks again on making the item switch separate. That sound added some nice character to changing out items that I very much enjoyed, but could not use due to the sword smacking sound being packed in alongside it.
- Added Instant 86: BlockID under the cursor
- Altered Weapon Interactions: Sword swing and hit sounds are disabled if the targeted block is any of those data values: 23;26;30;54;58;61;62;64;69;71;77;84;92;93;94;95;96;116;117;118;120;122;130;131;140;143
- Updated reference file to reflect those changes
Thanks! Can't wait to give it a try when I get the chance.
System changes
- Removed folder .minecraft/matmos_expansions_r7/
- Added folder .minecraft/matmos/
- Added folder .minecraft/matmos/expansions_r12/
- Added folder .minecraft/matmos/expansions_r12_userconfig/
- Added folder .minecraft/matmos/reloader_blacklist/
- Added folder .minecraft/matmos/internal/
- Added file .minecraft/matmos/dataconfigvars_defaults.cfg
- Added file .minecraft/matmos/reloader_blacklist/_matmos_default_blacklist.list
- File minecraft/matmos/userconfig.cfg is autogenerated
- Files minecraft/matmos/expansions_r12_userconfig/<expansion_filename>.cfg are autogenerated
- Added new resource files
Internal changes
- .list files contained in .minecraft/matmos/reloader_blacklist/ are read. In each line, if such fully qualified class name exists in the current classloader, the Resource Reloader (RR) will skip execution
- Class soundpacks.ThreadDownloadResources will short out RR
- MAtmos will not load if .minecraft/matmos/ doesn't exist, and will show a warning message to the player
- If for some obscure reason the Reloader crashes, .minecraft/matmos_error.log will be generated with an stack trace inside it
Internal changes for expansion makers
- Resource Reloader will only force-load sounds from folders contained directly in .minecraft/resources/newsound/ that begin with matmos_* (this should prevent issues with mods like SoundModEnabler, and other)
- Expansions are now loaded from *.xml files in .minecraft/matmos/expansions_r12/ (no subfolders)
- .xrl files are no longer loaded to prevent issues
- ConfigVars is a new sheet which values are read from dataconfigvars_defaults.cfg and then dataconfigvars.cfg in override mode
- ConfigVars 0 and 1 corresponds to altitudes where it gets windy. This can allow the user to tweak the windy in altitude depending on the terrain
- Controls are complexier if the user uses "Hold Key Down" mode: When MAtmos is disabled, holding F7 down will force a reload from disk of the expansions. This function is unavailable in the simpler, "Press Key" mode for convenience, as reloading from the disk is only useful for users that create their own expansions. This is to prevent confusion as "Press Key" is meant to be the default mode
Sheet changes
- Instants 100 to 163 are Enchantment Levels of the current held item. It does not detect enchantments on currently worn armors (only on armor pieces that are in the inventory hand of the player)
- Instants 200-231 are Potion/Buff effects that the player currently have
- Instants 75-80 are archaic methods for finding out the server the player is currently playing on (hashcode of the computed IP, computed port, ...)
- Instant 86 and 87 allows to find out which BlockID and Metadata are under the player crosshair
Changes for users
- Pressing MAtmos Key (default: F7) no longer shows the sound scroller but a menu instead
- Controls are reversed by default: Pressing F7 shows the menu, Holding F7 disables MAtmos
- Individual expansions can have their own volume set
- Individual expansions can be disabled if volume is set to 0
- MAtmos can be set to start disabled in the menu
- Configuration files are saved when pressing Save or pressing Escape
- Controls can be reversed in the menu
Expansion changes
- Expansions Weapon Interactions and Item Switches have been split apart
+ Earthlies
- Altitude points now uses ConfigVars constants instead of hard-coded constants
+ Weapon Interactions
- Fixed a quirk caused by a change in the engine that would cause the swinging sound of the Sword to be repeated multiple times consecutively in one swing
- Fixed bow stretch sound repeating every 10 seconds
- Sword sounds will not play if the block being targeted corresponds to a certain list of blocks that can usually be interacted with (doors, chests, crafting tables, levers, etc.)
- Bows will play a distinct sound if they have the Flame enchantment (Added new resource files)
+ Item Switches
- Updated the food list
Edit: Replaced by Press F7 + this can be reversed in the menu
I don't monitor the mods I use very often (unless I'm tracking an update), so I guess I really didn't notice people not understanding how to change the MAtmos volume. However, I must question why anybody would turn off the entire mod's sounds altogether after they installed the mod in the first place.
But, to 2nd onto Saphir09's response on the topic, I'd have to agree that having a standalone button for volume control would make it a split-second faster to switch around the options. It's your call, really. Either way you decide to do it, I'll be happy.
- Added Instant 86: BlockID under the cursor
- Altered Weapon Interactions: Sword swing and hit sounds are disabled if the targeted block belongs to a list of blocks that are normally interactive
- Added Instant 87: Metadata of block under the cursor
- Updated reference file to reflect those changes
- New menu option: MAtmos can be set to start disabled
- Controls are changed: Pressing F7 shows the menu, holding F7 disables MAtmos
- New menu option: Controls can be reversed by the user in the menu ("Hold Key Down", "Press Key")
- Controls are complexier if the user uses "Hold Key Down" mode: When MAtmos is disabled, holding F7 down will force a reload from disk of the expansions. This function is unavailable in the simpler, "Press Key" mode for convenience, as reloading from the disk is only useful for users that create their own expansions. This is to prevent confusion as "Press Key" is meant to be the default mode
This is a release candidate. If no major bugs seem to be present in this version, this version will be published to the main post.
So ocean biome ambiance is a go. (meaning it works)
Jungle biome still isn't.
I haven't tried desert or tundra yet-- probably should just to make sure.
matmos debug menu works fine. Back in r15 I was having this problem where muting weapon sounds would only make it louder but that seems to have been fixed.
I kind of wish the ocean ambiance started around 15 blocks from the ocean but altering biome recognition like that sounds improbable. :L
Good work! Things are coming along nicely.
The anticipation for the official release had me on tenterhooks for a couple of weeks now. I decided I will not start playing until it is legitimately ready for 1.3.2. Alas, now it is. I'll be sure to let you know of any problem I might come across, it being one of the least I can do in return. Thank you.