Can't wait to see this mod up and running with 1.0!
Too bad it'll probably be a month or two will it is but at least it means everything will run fine and work smoothly :biggrin.gif:
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 5a1438e8 --------
Generated 19/11/11 2:10 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_02-ea, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.7.1
OpenGL: ATI Mobility Radeon HD 3650 version 3.3.11079 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NullPointerException
at MAtSoundManagerDefault.setupStreamingToken(MAtSoundManagerDefault.java:359)
at matmos.engine.MAtmosStream.routine(MAtmosStream.java:109)
at matmos.engine.MAtmosMachine.routine(MAtmosMachine.java:72)
at matmos.engine.MAtmosKnowledge.routine(MAtmosKnowledge.java:620)
at mod_MAtmos.tickThink(mod_MAtmos.java:808)
at mod_MAtmos.OnTickInGame(mod_MAtmos.java:191)
at BaseMod.OnTickInGame(BaseMod.java:80)
at ModLoader.OnTick(ModLoader.java:1016)
at EntityRendererProxy.b(EntityRendererProxy.java:16)
at net.minecraft.client.Minecraft.run(SourceFile:689)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c35c5331 ----------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 5a1438e8 --------
Generated 19/11/11 2:10 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_02-ea, Oracle Corporation
VM: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
LWJGL: 2.7.1
OpenGL: ATI Mobility Radeon HD 3650 version 3.3.11079 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NullPointerException
at MAtSoundManagerDefault.setupStreamingToken(MAtSoundManagerDefault.java:359)
at matmos.engine.MAtmosStream.routine(MAtmosStream.java:109)
at matmos.engine.MAtmosMachine.routine(MAtmosMachine.java:72)
at matmos.engine.MAtmosKnowledge.routine(MAtmosKnowledge.java:620)
at mod_MAtmos.tickThink(mod_MAtmos.java:808)
at mod_MAtmos.OnTickInGame(mod_MAtmos.java:191)
at BaseMod.OnTickInGame(BaseMod.java:80)
at ModLoader.OnTick(ModLoader.java:1016)
at EntityRendererProxy.b(EntityRendererProxy.java:16)
at net.minecraft.client.Minecraft.run(SourceFile:689)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c35c5331 ----------
Reinstall MAtmos. Including the sound files.
Rollback Post to RevisionRollBack
Too addicted with Counter-Strike: Source for some reason...
This may be caused by MAtmos loading way too fast (before Minecraft can load its sound module), and this could happen randomly (could not pinpoint the exact conditions for it to break)
Anyways, this is to be fixed in the next version for Minecraft 1.0.x
Guys, seriously, 1.0.0 JUST came out. MCP hasn't even been updated to 1.0.0, so A LOT of mods are going to be out of commission until then. Not everyone is a coding genius like Notch. Not even Modloader has been updated. Learn to be patient. :angry.gif:
I asked this before but it seems no one noticed: Is it possible to add music for fighting? If so, I'd really love it if someone could craft an expansion using the sounds from EverQuest
Rollback Post to RevisionRollBack
Quote from CMKMStephens »
Quote from Kdapro »
Imagine if the chinese got bored when they built the great wall of China..
MAtmos don't have enough capability to determine if a player is in a fight stance; It is actually "possible" but the amount of false positive would be insanely higher than when MAtmos accidentally recognizes a beach in the middle of a desert
Have you considered including an ambient sound that plays when you're near enchantment tables that gets increasingly louder with the amount of bookshelves you put near it?
The Meaning of Life, the Universe, and Everything.
Join Date:
9/25/2011
Posts:
212
Member Details
This doesn't work for me!! :sad.gif: I have 1.8.1 and I downloaded the version with the extra interactions. When I ran Minecraft, it was fine, but I did not hear any of the sounds shown in the video! I pressed F7 multiple times, walking around between each press to check if it worked, but it didn't work! Please help, I really want this to work.
EDIT: I put all the correct files in the correct places, and there are no error files or dialogues in-game or anything. PLEASE HELP!!!!
I have an idea!
It's an expansion, called Music Lover.
Basically, there is music constantly playing (if on).
There are different tracks for different biomes.
EXAMPLES:
Cave - Spooky music
Plain/forest/low mountain/savanna - Happy Music
Desert - Egyptian Music
Ocean - Ocean Ambiance (waves, seagulls)
Swamp - Flute Music
High mountain - Irish Music
Dungeon - Pulsating Music
Mushroom Biome - Silly, warped music
I might have missed some.... oh well.
I hope this is considered!
EDIT: I forgot this:
Night - Creepy music
Abandoned Mineshaft - Haunting Ambiance
Stronghold - Medieval Dungeon music
Nether - Heckish music
Netherhold - Ominous Music
End - Fast, adventurous music
Have you considered including an ambient sound that plays when you're near enchantment tables that gets increasingly louder with the amount of bookshelves you put near it?
This could be done easily, but it depends because this can get really annoying if we don't precisely control where it play ; If I were to do this I would make only such sound play when the player is 0 blocks away from the enchantment table, and multiply the depth of the effects according to the number of books
I don't know if anyone already mentioned it, cause I have to admit that I didn't read all the posts yet, but the Matmos seems to have a conflict with the Water shader mod. Would be great if you could make V1.0 compatible with it. :smile.gif:
1. This is very unlikely the case. MAtmos doesn't override any classes nor doesn't it implement any class wrapper as overrides; The only thing that could really break it is to scramble the order of the fields of the original classes, in technical terms
2. I cannot test, my graphics card is incompatible.
I won't do further research, and I don't seem to recall other people reporting this issue up to now, so to be honest I'll ignore your report (considering WaterShader and MAtmos are likely to be coupled by modders due to the augmented sightseeing nature both mods share, I normally should have had gotten a decent amount of reports of this issue earlier if this were the case).
Also, if I may, a quick question/suggestion too. I was wondering if this mod did anything to the 'ambience' sounds generated by very dark spaces in caves?
MAtmos doesn't block the playback of other native sounds. This is not MAtmos job, this is Audio Mod's (and some others'). Native sounds includes ambiance sounds, since Minecraft doesn't make any distinction between sounds being played as part of ambiance and as part of in-game triggers (mobs, doors, hurt sounds, etc.) -> By this I mean there is not an easy way to filter the outputs of the Sound System without wrapping it or overriding it, thus making the mod pretty incompatible with a decent amount of mods
Did you install ModLoader? Are you using any other mods? You need to install ModLoader after installing the mod and/or fixing it with MCPatcher!
Btw, great mod. :smile.gif:
I don't know if anyone already mentioned it, cause I have to admit that I didn't read all the posts yet, but the Matmos seems to have a conflict with the Water shader mod. Would be great if you could make V1.0 compatible with it. :smile.gif:
Greetings,
Dio.
I have Modloader but not MCPatcher (I think?). I have CastleDefenders, MO'creatures, Hidden Doors, Airship (the Steampunk one), and zombe's mod pack, and TooManyItems. I really want this to work, but so far no messages about Matmos in-game or otherwise! Please help!!!
MAtmos don't have enough capability to determine if a player is in a fight stance; It is actually "possible" but the amount of false positive would be insanely higher than when MAtmos accidentally recognizes a beach in the middle of a desert
You're sure this can't be done just by checking to see if a monster is currently 'targeting' you? I'm pretty certain it's a specific enough event to hook into. If a monster is locked onto and approaching you, play a sort of creeping ambiance. Something like...
I'm assuming to preserve their sneakiness, creepers would be excluded from this trigger. Again, I don't see much of a reason why it can't work, since I've seen other more dedicated mods that hook into just that event to play music...
These are the only two mods I'm running with MC (besides a 64-bit TP), so one of them must be responsible. :biggrin.gif:
The first picture is MC with the Water Shader Mod installed, the second one shows what happens, if I install Matmos and ModLoader too. Perhaps I'm doing something wrong (I can't except that, for I'm not much of a computer-crack :wink.gif:). In that case, I'd really appreciate any help you could offer.
Thanks and greetings,
Dio.
Are you using the water shader that's compatible with modloader? If so, install modloader before you install MAtmos or the Water Shader mod. Hope this helps.
Starting up SoundSystem...
(MAtmos) Got online source.
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
(MAtmos) Expansion Database interactions_environments.xml loaded.
(MAtmos) Override loaded.
(MAtmos) Online loaded.
Exception in thread "Thread-9" java.lang.OutOfMemoryError: Direct buffer memory
at java.nio.Bits.reserveMemory(Unknown Source)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at paulscode.sound.libraries.ChannelLWJGLOpenAL.<init>(SourceFile:245)
at paulscode.sound.libraries.LibraryLWJGLOpenAL.createChannel(SourceFile
:299)
at paulscode.sound.Library.init(SourceFile:253)
at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(SourceFile:217)
at paulscode.sound.SoundSystem.CommandNewLibrary(SourceFile:1489)
at paulscode.sound.SoundSystem.CommandQueue(SourceFile:2362)
at paulscode.sound.CommandThread.run(SourceFile:121)
ERROR MESSAGE:
SoundSystem did not load after 30 seconds.
Starting up SoundSystem...
Switching to No Sound
(Silent Mode)
This occurred during a rapid destruction of stone bricks and also the mk2 lava generators from minefactory-reloaded. Im assuming it was to much for the engine to process, the game of course has no sound, and curiously, when you try to move sound sliders in the menu it crashes. Also you can fix this sorta by resetting the volume level in the options.txt... to 1.0 (100%) the nyou can move em but they of course don't do anything.
I reinstalled the mod (matmos) this did not cure it.
***UPDATE****
installing a fresh MC 1.0 resolves sound issue for that install, reverting to my 1.8.1 install with mods, breaks it again. Replacing the openAL from one to the another doesn't help, but not surprised. *sigh* guess im reinstalling all mods. Wondering if lava generator has sound programmed that doesn't work / conflicts, will try not using matmos this install.
****UPDATE 2*****
Issue traced to one or more of the following:
industrialcraft-2-client_1.15
PowerConverters_Client_1.2.3
I think ic2 is breaking game sounds atm. I noticed a large increase in laodtime, prob due to the above error messages. I guess Im going to find the older IC i have kicking around.
***UPDATE 3****
Anyone spot the issue?
IC2 1.15 != 1.2.3 (didnt install proper IC2!)
IM assuming im fixed will test and report back, am not using matmos atm at all, not installed.
***UPDATE 4*****
Issue appears resolved, am now running matmos, menu sounds working will test a bit more. I think the IC2 issue was the root cause. Who knows ive been up almost 15 hours now. Prob installed something wrong. zombie mode or something.
Too bad it'll probably be a month or two will it is but at least it means everything will run fine and work smoothly :biggrin.gif:
Keep up the good work!
*comes back, starts up Minecraft again*
*Starts to get back to work on mob grinder*
*Saving chunks one second later*
*SIGH*
ModLoader Beta 1.8.1
mod_TooManyItems 1.8.1 2011-09-27
mod_ReiMinimap v2.7_03 [Beta 1.8.1]
mod_MAtmos 1.8.1 r6
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 5a1438e8 --------
Generated 19/11/11 2:10 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_02-ea, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.7.1
OpenGL: ATI Mobility Radeon HD 3650 version 3.3.11079 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NullPointerException
at MAtSoundManagerDefault.setupStreamingToken(MAtSoundManagerDefault.java:359)
at matmos.engine.MAtmosStream.routine(MAtmosStream.java:109)
at matmos.engine.MAtmosMachine.routine(MAtmosMachine.java:72)
at matmos.engine.MAtmosKnowledge.routine(MAtmosKnowledge.java:620)
at mod_MAtmos.tickThink(mod_MAtmos.java:808)
at mod_MAtmos.OnTickInGame(mod_MAtmos.java:191)
at BaseMod.OnTickInGame(BaseMod.java:80)
at ModLoader.OnTick(ModLoader.java:1016)
at EntityRendererProxy.b(EntityRendererProxy.java:16)
at net.minecraft.client.Minecraft.run(SourceFile:689)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c35c5331 ----------
Reinstall MAtmos. Including the sound files.
This may be caused by MAtmos loading way too fast (before Minecraft can load its sound module), and this could happen randomly (could not pinpoint the exact conditions for it to break)
Anyways, this is to be fixed in the next version for Minecraft 1.0.x
Mods I use: Somnia, Balkons Weaponmod, Redpower 2 Pr4, Equivalent Exchange and the Invasion Mod.
He says he won't update till certain requirements are complete.
Until then this won't be updated. DERP!
im panicly waiting for its update for 1.0.0
EDIT: I put all the correct files in the correct places, and there are no error files or dialogues in-game or anything. PLEASE HELP!!!!
It's an expansion, called Music Lover.
Basically, there is music constantly playing (if on).
There are different tracks for different biomes.
EXAMPLES:
Cave - Spooky music
Plain/forest/low mountain/savanna - Happy Music
Desert - Egyptian Music
Ocean - Ocean Ambiance (waves, seagulls)
Swamp - Flute Music
High mountain - Irish Music
Dungeon - Pulsating Music
Mushroom Biome - Silly, warped music
I might have missed some.... oh well.
I hope this is considered!
EDIT: I forgot this:
Night - Creepy music
Abandoned Mineshaft - Haunting Ambiance
Stronghold - Medieval Dungeon music
Nether - Heckish music
Netherhold - Ominous Music
End - Fast, adventurous music
This could be done easily, but it depends because this can get really annoying if we don't precisely control where it play ; If I were to do this I would make only such sound play when the player is 0 blocks away from the enchantment table, and multiply the depth of the effects according to the number of books
1. This is very unlikely the case. MAtmos doesn't override any classes nor doesn't it implement any class wrapper as overrides; The only thing that could really break it is to scramble the order of the fields of the original classes, in technical terms
2. I cannot test, my graphics card is incompatible.
I won't do further research, and I don't seem to recall other people reporting this issue up to now, so to be honest I'll ignore your report (considering WaterShader and MAtmos are likely to be coupled by modders due to the augmented sightseeing nature both mods share, I normally should have had gotten a decent amount of reports of this issue earlier if this were the case).
MAtmos doesn't block the playback of other native sounds. This is not MAtmos job, this is Audio Mod's (and some others'). Native sounds includes ambiance sounds, since Minecraft doesn't make any distinction between sounds being played as part of ambiance and as part of in-game triggers (mobs, doors, hurt sounds, etc.) -> By this I mean there is not an easy way to filter the outputs of the Sound System without wrapping it or overriding it, thus making the mod pretty incompatible with a decent amount of mods
I have Modloader but not MCPatcher (I think?). I have CastleDefenders, MO'creatures, Hidden Doors, Airship (the Steampunk one), and zombe's mod pack, and TooManyItems. I really want this to work, but so far no messages about Matmos in-game or otherwise! Please help!!!
You're sure this can't be done just by checking to see if a monster is currently 'targeting' you? I'm pretty certain it's a specific enough event to hook into. If a monster is locked onto and approaching you, play a sort of creeping ambiance. Something like...
I'm assuming to preserve their sneakiness, creepers would be excluded from this trigger. Again, I don't see much of a reason why it can't work, since I've seen other more dedicated mods that hook into just that event to play music...
Problem?
Are you using the water shader that's compatible with modloader? If so, install modloader before you install MAtmos or the Water Shader mod. Hope this helps.
I have having the following issue:
Starting up SoundSystem...
(MAtmos) Got online source.
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
(MAtmos) Expansion Database interactions_environments.xml loaded.
(MAtmos) Override loaded.
(MAtmos) Online loaded.
Exception in thread "Thread-9" java.lang.OutOfMemoryError: Direct buffer memory
at java.nio.Bits.reserveMemory(Unknown Source)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at paulscode.sound.libraries.ChannelLWJGLOpenAL.<init>(SourceFile:245)
at paulscode.sound.libraries.LibraryLWJGLOpenAL.createChannel(SourceFile
:299)
at paulscode.sound.Library.init(SourceFile:253)
at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(SourceFile:217)
at paulscode.sound.SoundSystem.CommandNewLibrary(SourceFile:1489)
at paulscode.sound.SoundSystem.CommandQueue(SourceFile:2362)
at paulscode.sound.CommandThread.run(SourceFile:121)
ERROR MESSAGE:
SoundSystem did not load after 30 seconds.
Starting up SoundSystem...
Switching to No Sound
(Silent Mode)
This occurred during a rapid destruction of stone bricks and also the mk2 lava generators from minefactory-reloaded. Im assuming it was to much for the engine to process, the game of course has no sound, and curiously, when you try to move sound sliders in the menu it crashes. Also you can fix this sorta by resetting the volume level in the options.txt... to 1.0 (100%) the nyou can move em but they of course don't do anything.
I reinstalled the mod (matmos) this did not cure it.
***UPDATE****
installing a fresh MC 1.0 resolves sound issue for that install, reverting to my 1.8.1 install with mods, breaks it again. Replacing the openAL from one to the another doesn't help, but not surprised. *sigh* guess im reinstalling all mods. Wondering if lava generator has sound programmed that doesn't work / conflicts, will try not using matmos this install.
****UPDATE 2*****
Issue traced to one or more of the following:
industrialcraft-2-client_1.15
PowerConverters_Client_1.2.3
I think ic2 is breaking game sounds atm. I noticed a large increase in laodtime, prob due to the above error messages. I guess Im going to find the older IC i have kicking around.
***UPDATE 3****
Anyone spot the issue?
IC2 1.15 != 1.2.3 (didnt install proper IC2!)
IM assuming im fixed will test and report back, am not using matmos atm at all, not installed.
***UPDATE 4*****
Issue appears resolved, am now running matmos, menu sounds working will test a bit more. I think the IC2 issue was the root cause. Who knows ive been up almost 15 hours now. Prob installed something wrong. zombie mode or something.
Any help? (and thanks ahead of time!)
-newcomer to the forums...