Okay, what?
If I use test minecraft through MCPatcher the mod works perfectly fine, but if I try to login through the regular launcher, it doesn't work, what the hell?
Okay, for some reason after I had reinstalled minecraft, it worked perfectly fine, the mods I had before reinstalling was Zombe's mods, you may want to test and take into consideration the possibility that Zombe's mods are incompatible with this.
Moreover, MAtmos does not modify a single class from Minecraft. The only way I know to mess up MAtmos would be for an external mod to mess up the field order in the classes.
Zombe's Modpack readme says that ModLoader should be installed before Zombe, so I installed my mods in this order:
1. ModLoader
2. MAtmos
3. Zombe's
Works both with MCPatcher launcher and Minecraft launcher... So I don't know...
17 achievements
161 recipes
Setting user: Hurricaaane, 7660010155449946871
ModLoader Beta 1.8.1 Initializing...
Mod Loaded: mod_MAtmos 1.8.1 r6
Mod Loaded: mod_MinapticsLite 1.8.1 r8
Done.
(MAtmos) Registered CustomSheet: matcs_Caller.class
(MAtmos) Fetching Online from source: http://ha3extra.googlecode.com/svn/trunk/m
atmos/online_database.xml
(MAtmos) Got online source.
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
(MAtmos) Expansion Database interactions_environments.xml loaded.
(MAtmos) Expansion Database interactions_weapons.xml loaded.
(MAtmos) The Override database is missing.
(MAtmos) Online loaded.
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
(MAtmos) C:Interact Critical Hit (3) now On.
(MAtmos) C:Receive Sunlight now On.
(MAtmos) C:Time (0 - 12000) now On.
(MAtmos) C:Interact Bow Critical Release (1) 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:Interact Hands now On.
(MAtmos) C:Is Exposed to the Sky now On.
(MAtmos) C:In Nether now On.
(MAtmos) C:Interact Critical Hit (1) now On.
(MAtmos) C:Time (0 - 14000) now On.
(MAtmos) C:Going Underwater (2) now On.
(MAtmos) C:No Y Motion delta now On.
(MAtmos) C:Interact Critical Hit (4) now On.
(MAtmos) C:Rocks (24 S) now On.
(MAtmos) S:Interact Hands now On.
(MAtmos) S:In Nether now On.
(MAtmos) S:Digging in the Nether now On.
(MAtmos) S:Digging unsafely in Nether now On.
(MAtmos) S:Time (6000 - 12000) now On.
(MAtmos) M:Digging unsafely in the Nether now On.
(MAtmos) M:Digging safely in Nether now On.
(MAtmos) C:Interact Target now On.
(MAtmos) C:Interact Target now Off.
(MAtmos) C:Big fire (30 L) now On.
(MAtmos) C:Air 30% (L) now On.
EDIT: I'm running a few more tests by stressing out Zombe's Modpack. Please standby.
No really, I haven't found compatibility issues between Zombe's Modpack and MAtmos.
First off, I love this mod. I think Notch should have implemented atmospheric sounds a long time ago. I do have a bit of a problem though.
I'm based in a desert biome, and the environmental sound is fine and fits, but any time I get near even the smallest body of water the beach sounds suddenly appear and totally breaks the immersion. You can hear crashing waves coming from a small fountain and seagulls too.
If you can solve this problem somehow, I would be very grateful.
There is a reason. That being, the default Minecraft sound engine gives me error´s and sound loops which if you followed my thread, gives a real hard time to fix, especially since not all sound frequencies and types are the same.
This has none of that on the other hand (From what I experienced) each sound plays when it supposed to and doesn't blend in with other sounds that aren't supposed to play, so it would be easier for me to start over using this engine.
...wait, what?
MAtmos Engine has no custom sound engine, it uses the same paulscode base library to play the sounds, except that MAtmos directly communicates with paulscode's SoundSystem instead of minecraft's SoundManager.
It does some dirty tricks to fix some issues (like the inability to fade-in sounds which is fixed by fading out the sound for a millisecond with volume zero, and then call the fade in next frame and restore the volume, the inability to play mono sounds globally, by playing the sound 1km above the player's head).
First off, I love this mod. I think Notch should have implemented atmospheric sounds a long time ago. I do have a bit of a problem though.
I'm based in a desert biome, and the environmental sound is fine and fits, but any time I get near even the smallest body of water the beach sounds suddenly appear and totally breaks the immersion. You can hear crashing waves coming from a small fountain and seagulls too.
If you can solve this problem somehow, I would be very grateful.
Restart Minecraft and it should magically be fixed (auto-update).
It was caused because one of the pre-conditions only required at least 5 cubes of water to detect a beach. I changed it to "5% of the closeby composition should be water", which brings it up to 102 cubes of water minimum.
Moreover, MAtmos does not modify a single class from Minecraft. The only way I know to mess up MAtmos would be for an external mod to mess up the field order in the classes.
Zombe's Modpack readme says that ModLoader should be installed before Zombe, so I installed my mods in this order:
1. ModLoader
2. MAtmos
3. Zombe's
Works both with MCPatcher launcher and Minecraft launcher... So I don't know...
17 achievements
161 recipes
Setting user: Hurricaaane, 7660010155449946871
ModLoader Beta 1.8.1 Initializing...
Mod Loaded: mod_MAtmos 1.8.1 r6
Mod Loaded: mod_MinapticsLite 1.8.1 r8
Done.
(MAtmos) Registered CustomSheet: matcs_Caller.class
(MAtmos) Fetching Online from source: http://ha3extra.googlecode.com/svn/trunk/m
atmos/online_database.xml
(MAtmos) Got online source.
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
(MAtmos) Expansion Database interactions_environments.xml loaded.
(MAtmos) Expansion Database interactions_weapons.xml loaded.
(MAtmos) The Override database is missing.
(MAtmos) Online loaded.
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
(MAtmos) C:Interact Critical Hit (3) now On.
(MAtmos) C:Receive Sunlight now On.
(MAtmos) C:Time (0 - 12000) now On.
(MAtmos) C:Interact Bow Critical Release (1) 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:Interact Hands now On.
(MAtmos) C:Is Exposed to the Sky now On.
(MAtmos) C:In Nether now On.
(MAtmos) C:Interact Critical Hit (1) now On.
(MAtmos) C:Time (0 - 14000) now On.
(MAtmos) C:Going Underwater (2) now On.
(MAtmos) C:No Y Motion delta now On.
(MAtmos) C:Interact Critical Hit (4) now On.
(MAtmos) C:Rocks (24 S) now On.
(MAtmos) S:Interact Hands now On.
(MAtmos) S:In Nether now On.
(MAtmos) S:Digging in the Nether now On.
(MAtmos) S:Digging unsafely in Nether now On.
(MAtmos) S:Time (6000 - 12000) now On.
(MAtmos) M:Digging unsafely in the Nether now On.
(MAtmos) M:Digging safely in Nether now On.
(MAtmos) C:Interact Target now On.
(MAtmos) C:Interact Target now Off.
(MAtmos) C:Big fire (30 L) now On.
(MAtmos) C:Air 30% (L) now On.
EDIT: I'm running a few more tests by stressing out Zombe's Modpack. Please standby.
No really, I haven't found compatibility issues between Zombe's Modpack and MAtmos.
I assume it was because zombe's modpack may of updated recently, I had an older version for 1.8(early 1.8.1?) it may of been fixed now, but I am not going to test it myself as I only used zombe's modpack for fly in singleplayer survival but since singleplayer commands had updated I don't need it anymore.
I know all that, I think you might have understood wrong.
Alright let´s go back a little bit, when I was first working on making Minecraft sounds and music it gave me a lot of problems, mostly because some if not most sounds would not play correctly and would blend in to each other (If not getting cut of entirely)
Fast Forward, I´ve managed to fix most of the problems, but even with the correct sample rates and audio types it would still give me problem leading me back to re-check all my work. Of course, that becomes a hassle.
but just from what I experienced so far, using the MATMOS all the sounds play in sync and the way their supposed too, with no delays or cutoffs. So it´s such a big lifesaver for me and I would enjoy working and making sounds much more.
This is weird. After I released MAtmos I heard a lot of comments about "Minecraft can only play 4 sounds at the same time" on various locations, and this is something I have not experienced at all during MAtmos development.
The only occurred issue was one of my early attempts at playing mono global sounds (I didn't know that only stereo sounds would play as global at that time), which involved me playing the same sound at different locations to simulate balance, and updating those locations frequently, which resulted in considerable amounts of lag...
If you need help with the Engine, feel free to ask!
This is weird. After I released MAtmos I heard a lot of comments about "Minecraft can only play 4 sounds at the same time" on various locations, and this is something I have not experienced at all during MAtmos development.
Amazing mod! It's one of the missing features in the history of Minecraft! (In my opinion.) :tongue.gif:
I just wonder if its possible to change the weapon sounds when hitting different materials in the database?
At the current time, no, there's nothing you can use to retrieve the block you've hit.
By the way, the data gatherer in MAtmos does not detect critical hits nor successful hits on a mob, it does instead reverse all the process by watching the changes in variables and "think" some event has occurred...
So sadly it doesn't detect events and that's the only way I found to keep MAtmos compatible with almost everything.
Due to this, some "thoughts" may be wrong, like when you kill a mob with a sword, you may hear the sword clacking with the block behind the mob, if there were a database that alter hit sounds with materials.
Ok! I hope you figure out how to change that. :smile.gif:
Another thing I wanted to ask is how do I use my own database when its done? I cant seem to make it work..
Hey there Mr. Hurricaaane, nice mod etc. Been using it since 1.7
Was just wondering, is there any way to disable certain sounds? Just 1 i would like to disable, the wind sound when flying in creative mode. ^^
Thanks in advance, and keep up the good work.
Looking forward to maybe om nom food sounds. :smile.gif:
Absolutely LOVE the new update! Makes the game so much more visceral when playing with this mod. Thanks for the fantastic work and please keep it up!
If I ever had anything I didn't like about this mod its that the sword makes the same hit sound no matter what you hit. kinda weird when hitting say, sand. I understand if that's something that is just part of it though.
If I ever had anything I didn't like about this mod its that the sword makes the same hit sound no matter what you hit. kinda weird when hitting say, sand. I understand if that's something that is just part of it though.
hi
Confirming this: mAtmos and minaptics failed with zombe's pack, and work flawlessly without it.
I'm using only the essential fs and l class replacements fro, zombe's.
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
run any jarmods
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
I've just tried Zombe's Modpack and it worked.
http://dl.dropbox.com/u/3370078/2011-09-19_17.03.41.png
So I really don't know what's happening.
Moreover, MAtmos does not modify a single class from Minecraft. The only way I know to mess up MAtmos would be for an external mod to mess up the field order in the classes.
Zombe's Modpack readme says that ModLoader should be installed before Zombe, so I installed my mods in this order:
1. ModLoader
2. MAtmos
3. Zombe's
Works both with MCPatcher launcher and Minecraft launcher... So I don't know...
161 recipes
Setting user: Hurricaaane, 7660010155449946871
ModLoader Beta 1.8.1 Initializing...
Mod Loaded: mod_MAtmos 1.8.1 r6
Mod Loaded: mod_MinapticsLite 1.8.1 r8
Done.
(MAtmos) Registered CustomSheet: matcs_Caller.class
(MAtmos) Fetching Online from source: http://ha3extra.googlecode.com/svn/trunk/m
atmos/online_database.xml
(MAtmos) Got online source.
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
(MAtmos) Expansion Database interactions_environments.xml loaded.
(MAtmos) Expansion Database interactions_weapons.xml loaded.
(MAtmos) The Override database is missing.
(MAtmos) Online loaded.
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
(MAtmos) C:Interact Critical Hit (3) now On.
(MAtmos) C:Receive Sunlight now On.
(MAtmos) C:Time (0 - 12000) now On.
(MAtmos) C:Interact Bow Critical Release (1) 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:Interact Hands now On.
(MAtmos) C:Is Exposed to the Sky now On.
(MAtmos) C:In Nether now On.
(MAtmos) C:Interact Critical Hit (1) now On.
(MAtmos) C:Time (0 - 14000) now On.
(MAtmos) C:Going Underwater (2) now On.
(MAtmos) C:No Y Motion delta now On.
(MAtmos) C:Interact Critical Hit (4) now On.
(MAtmos) C:Rocks (24 S) now On.
(MAtmos) S:Interact Hands now On.
(MAtmos) S:In Nether now On.
(MAtmos) S:Digging in the Nether now On.
(MAtmos) S:Digging unsafely in Nether now On.
(MAtmos) S:Time (6000 - 12000) now On.
(MAtmos) M:Digging unsafely in the Nether now On.
(MAtmos) M:Digging safely in Nether now On.
(MAtmos) C:Interact Target now On.
(MAtmos) C:Interact Target now Off.
(MAtmos) C:Big fire (30 L) now On.
(MAtmos) C:Air 30% (L) now On.
EDIT:
I'm running a few more tests by stressing out Zombe's Modpack. Please standby.No really, I haven't found compatibility issues between Zombe's Modpack and MAtmos.
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
I'm based in a desert biome, and the environmental sound is fine and fits, but any time I get near even the smallest body of water the beach sounds suddenly appear and totally breaks the immersion. You can hear crashing waves coming from a small fountain and seagulls too.
If you can solve this problem somehow, I would be very grateful.
...wait, what?
MAtmos Engine has no custom sound engine, it uses the same paulscode base library to play the sounds, except that MAtmos directly communicates with paulscode's SoundSystem instead of minecraft's SoundManager.
It does some dirty tricks to fix some issues (like the inability to fade-in sounds which is fixed by fading out the sound for a millisecond with volume zero, and then call the fade in next frame and restore the volume, the inability to play mono sounds globally, by playing the sound 1km above the player's head).
I don't understand what's you're asking for
Restart Minecraft and it should magically be fixed (auto-update).
It was caused because one of the pre-conditions only required at least 5 cubes of water to detect a beach. I changed it to "5% of the closeby composition should be water", which brings it up to 102 cubes of water minimum.
The weapon sounds are great.
I assume it was because zombe's modpack may of updated recently, I had an older version for 1.8(early 1.8.1?) it may of been fixed now, but I am not going to test it myself as I only used zombe's modpack for fly in singleplayer survival but since singleplayer commands had updated I don't need it anymore.
I had version 4.36 not 4.37
This is weird. After I released MAtmos I heard a lot of comments about "Minecraft can only play 4 sounds at the same time" on various locations, and this is something I have not experienced at all during MAtmos development.
The only occurred issue was one of my early attempts at playing mono global sounds (I didn't know that only stereo sounds would play as global at that time), which involved me playing the same sound at different locations to simulate balance, and updating those locations frequently, which resulted in considerable amounts of lag...
If you need help with the Engine, feel free to ask!
I remember hearing about that.
C418 was complaining about it at one point.
At the current time, no, there's nothing you can use to retrieve the block you've hit.
By the way, the data gatherer in MAtmos does not detect critical hits nor successful hits on a mob, it does instead reverse all the process by watching the changes in variables and "think" some event has occurred...
So sadly it doesn't detect events and that's the only way I found to keep MAtmos compatible with almost everything.
Due to this, some "thoughts" may be wrong, like when you kill a mob with a sword, you may hear the sword clacking with the block behind the mob, if there were a database that alter hit sounds with materials.
http://www.minecraftwiki.net/wiki/User:Ha3#Saving_a_database
Thanks for reporting!
Download http://dl.dropbox.com/u/3370078/interactions_environments.xml
Then go to ()/.minecraft/matmos_expansions/
and replace the file that is in that folder with the one you've just downloaded.
I'll gonna have to update this expansion on the next update...
If I ever had anything I didn't like about this mod its that the sword makes the same hit sound no matter what you hit. kinda weird when hitting say, sand. I understand if that's something that is just part of it though.
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Hope that answers your question.
"truth is a pathless land" - Jiddu Krishnamurti