1.6.6 v2 - Attempted to fix the lag and stutter issues some people were experiencing.
- Added an instant to check in the player is underwater.
- Tweaked slightly the database to lower wind occurring indoor.
Very awesome.
Unfortunately, it needs some tweaking before I can use it.
As a commentator on youtube, I have to turn the sounds down quite a bit so I can talk over them. When I do that, though, the sounds are far too quite to hear them at all.
There needs to be a separate way to increase the volume of the mod only.
This is the new tecture pack but it's not it's a sound pack. Very nice mod nice sounds nice environments nice win I'll give you 10/10 diamonds. . . Agreed with the guy above me make an option in the minecraft options maybe for sound
Sounds (pun not intended) like an awesome mod! :smile.gif:
@Hurricaaane - I assume the sounds are at random intervals based on the surrounding environment so in SMP people will hear the same sort of sounds but not at the exact same time? Any thoughts on adding the environment detection code to a Bukkit plugin which could "push" the sound events to this client mod somehow so sounds are (mostly) sync'd?
Very awesome.
Unfortunately, it needs some tweaking before I can use it.
As a commentator on youtube, I have to turn the sounds down quite a bit so I can talk over them. When I do that, though, the sounds are far too quite to hear them at all.
There needs to be a separate way to increase the volume of the mod only.
Thanks!
Yeah it's definitely too quiet. I have to turn up the volume to be able to hear any of the sounds. If I do that, the zombies and spiders are loud as hell.
Yeah it's definitely too quiet. I have to turn up the volume to be able to hear any of the sounds. If I do that, the zombies and spiders are loud as hell.
It may be that the sound samples themselves are too quiet. The volume level definatly needs to match the vanilla sound levels.
Great mod. Adds a lot to the feel of the game.
Personally I did not experience any problems with the the mod in game. Next to fire etc it was fine. If anything I experienced a boost in FPS. I have other mods so I want to verify that it wasn't one of them.
There would be a small short stutter every now and again, but that I attributed to the computer/game paging.
Once upon creating a new world I got massive lag, then a crash with and out of memory message. Need to test without the other mods. Upon closing the game and restarting it that world was fine and played well without any further problems.
It was the original version of the mod. I'm running Win7x64, Java7.
Very awesome.
Unfortunately, it needs some tweaking before I can use it.
As a commentator on youtube, I have to turn the sounds down quite a bit so I can talk over them. When I do that, though, the sounds are far too quite to hear them at all.
There needs to be a separate way to increase the volume of the mod only.
Thanks!
I'll take that suggestion definitely into consideration!
Added to the to-do list as a foremost priority.
Sounds (pun not intended) like an awesome mod! :smile.gif:
@Hurricaaane - I assume the sounds are at random intervals based on the surrounding environment so in SMP people will hear the same sort of sounds but not at the exact same time? Any thoughts on adding the environment detection code to a Bukkit plugin which could "push" the sound events to this client mod somehow so sounds are (mostly) sync'd?
There is currently no way to do any sort of synchronization or whatsoever.
Environments have completely independent time events, and even two players that are exactly at the same spot may not trigger the same set of environments due to one of the optimization techniques involved.
To be honest, if that was to be done, it would require a major overhaul of the code. It is possible, but the current design structure of the system does not allow that to be done easily.
Awesome, I have installed and it is great, possibly a little loud at some points.
You should add some sort of community database for people to share their customizations so over time it could grow and have 100's of different atmospheres.
The current database has been done with a notepad manually.
I hope I can soon make a Java GUI Application outside Minecraft to manage all this up. Also, eventually come up to a system where multiple databases can be put into a folder and then run altogether.
This is seriously one of the best mods out there - simple, yet adds so much! Hope something like this gets incorporated into the final Minecraft! I experienced the lag issue in v1, I'm downloading v2 right now and I'll let you know if I still have the problem.
Update: No more lag for me! The lag I used to get when underground is totally gone in v2! The only problem I'm experiencing now is that whenever I go down my long staircase to my underground mine, the sound effect for my footsteps are totally gone until I stop moving - then it plays all of the walking sound effects I should've heard going down the steps, except several times as fast. There is no visible lag, but it's more of a lag in the sound.
Hey! As far as making it recognize which biome you're in, maybe you could ask the creator of BiomeNameDisplay how he did it? Unless you specifically wanted to do it yourself [:
Rollback Post to RevisionRollBack
"Do not abandon yourselves to despair. We are the Easter people and hallelujah is our song."
The first number is the volume mod (multiplies the sound volume by this amount).
The second number if the minimum interval.
The third number is the maximum interval. A random delay is chosen between these two intervals to play a sound.
"Play a dripping sound every often from 0.3 second to 2.7 seconds."
What's the difference? What does the C, S, and E stand for? Condition, Scenario, Event?
What are the different sections of the dat file concerned with? I realize that you're building location conditions into what sounds to play, but there's a structure to the file, what is it? Do things have to be in a particular order or can I just append without breaking the system?
Am I able to build my own conditons and detection variables into a location setting? Or just build a location setting?
Changelog
1.6.6 v2
- Attempted to fix the lag and stutter issues some people were experiencing.
- Added an instant to check in the player is underwater.
- Tweaked slightly the database to lower wind occurring indoor.
Unfortunately, it needs some tweaking before I can use it.
As a commentator on youtube, I have to turn the sounds down quite a bit so I can talk over them. When I do that, though, the sounds are far too quite to hear them at all.
There needs to be a separate way to increase the volume of the mod only.
Thanks!
Downloading
@Hurricaaane - I assume the sounds are at random intervals based on the surrounding environment so in SMP people will hear the same sort of sounds but not at the exact same time? Any thoughts on adding the environment detection code to a Bukkit plugin which could "push" the sound events to this client mod somehow so sounds are (mostly) sync'd?
Yeah it's definitely too quiet. I have to turn up the volume to be able to hear any of the sounds. If I do that, the zombies and spiders are loud as hell.
It may be that the sound samples themselves are too quiet. The volume level definatly needs to match the vanilla sound levels.
Great mod. Adds a lot to the feel of the game.
Personally I did not experience any problems with the the mod in game. Next to fire etc it was fine. If anything I experienced a boost in FPS. I have other mods so I want to verify that it wasn't one of them.
There would be a small short stutter every now and again, but that I attributed to the computer/game paging.
Once upon creating a new world I got massive lag, then a crash with and out of memory message. Need to test without the other mods. Upon closing the game and restarting it that world was fine and played well without any further problems.
It was the original version of the mod. I'm running Win7x64, Java7.
Love it. I won't be playing without it.
I'll take that suggestion definitely into consideration!
Added to the to-do list as a foremost priority.
There is currently no way to do any sort of synchronization or whatsoever.
Environments have completely independent time events, and even two players that are exactly at the same spot may not trigger the same set of environments due to one of the optimization techniques involved.
To be honest, if that was to be done, it would require a major overhaul of the code. It is possible, but the current design structure of the system does not allow that to be done easily.
You sure it's broken? I've just tried (MAtmos 1.6.6 v2)
The current database has been done with a notepad manually.
I hope I can soon make a Java GUI Application outside Minecraft to manage all this up. Also, eventually come up to a system where multiple databases can be put into a folder and then run altogether.
Update: No more lag for me! The lag I used to get when underground is totally gone in v2! The only problem I'm experiencing now is that whenever I go down my long staircase to my underground mine, the sound effect for my footsteps are totally gone until I stop moving - then it plays all of the walking sound effects I should've heard going down the steps, except several times as fast. There is no visible lag, but it's more of a lag in the sound.
I have 4GB of Memory and a C2D 2.6Ghz system.
Thank you!
Creator of PureBDcraft and other things... https://BDcraft.net / @Sphax84 / @Cubik_Studio
What do all five of these numbers represent?
What's the difference? What does the C, S, and E stand for? Condition, Scenario, Event?
What are the different sections of the dat file concerned with? I realize that you're building location conditions into what sounds to play, but there's a structure to the file, what is it? Do things have to be in a particular order or can I just append without breaking the system?
Am I able to build my own conditons and detection variables into a location setting? Or just build a location setting?
Do the sounds have to be .wav's ?