Love it even more, now that the lag spikes are smoothed out. I'm still getting a slight stutter every five seconds or so when moving, but it's worth it. It makes desert biomes, a personal favorite of mine, seem very barren and open, what with the whistling wind. I can feel it, almost, it's perfect.
The 'undergound' atmosphere is appropriately chilling, excellent work.
wow this is just fantastic :ohmy.gif: i have to try this out right away!
but i see in the vid that the rain sound, sounds like the normal and i dont like that one, because its a bit loud and it will rape my ears, can you find another rain sound with not that much "noise" thank you! :biggrin.gif:
ohh yearh almost forgot here to you
EDIT: and i like you motto too ;D
I don't know if it is possible to disable the default rain. I can't be sure...
I'll look into it (to-do list). If this is possible without modifying other class files using any possible method, I'll add it as an option.
I logged in to tell you that I am getting lag spikes and stuttering inside or outside. When I break a block the screen pauses for approx. 1-2 secs.
I have 4GB of Memory and a C2D 2.6Ghz system.
Can you tell me if you've been using 1.6.6 v1 or 1.6.6 v2? I've got reports that the lag has vanished in 1.6.6 v2 (as I hoped) but I got no reports of badly lag this occurring in 1.6.6 v2.
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 [:
I'll look both by myself and using info I can gather without asking. Asking people is usually last resort :wink.gif:
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 ?
I'm currently writing a documentation in the OP, last section. These questions will be answered.
Currently, the data loader will not load whenever it encounters a single error (I'll tweak this behavior when I'll look more into the customization-friendly side with the Java GUI Application and stuff).
Sounds can be .ogg and .wav, and maybe others, this is based on the same sound system as Minecraft. However, streaming sounds (.mus for example) are not permitted.
Love it even more, now that the lag spikes are smoothed out. I'm still getting a slight stutter every five seconds or so when moving, but it's worth it. It makes desert biomes, a personal favorite of mine, seem very barren and open, what with the whistling wind. I can feel it, almost, it's perfect.
The 'undergound' atmosphere is appropriately chilling, excellent work.
I don't know exactly some details about Java (learned it at school a month ago, I should be able to find info about it). There may be a problem with MAtmos leaving too much instanced objects to the garbage collector... I can't think about how true this may be but I'll think about it.
Hello, I really enjoy using this mod. I will post if i find any bugs or annoyances. So much nicer then deafness. And better then just random background music.
I hate the default minecraft rain sound. I mute it for a while or just do "weather rain" and make it stop. x.x Mabye making the rain something "light" would do. And I know it is possible. Otherwise, amazing mod!!
EDIT: I am getting quite the lag. And I have v2 installed.
I don't know if it is possible to disable the default rain. I can't be sure...
I'll look into it (to-do list). If this is possible without modifying other class files using any possible method, I'll add it as an option.
I think I have a solution that doesn't involve tampering the sound files, but I haven't tried it yet to see if it works. I knew this (sound files) was a possible solution, but actually, I need greater control.
You see, there is an Atmosphere which can be described as "It's raining outside, and I'm near the window".
This atmosphere triggers rain that hit window glass (think of it as the sound if you were in a quiet parked car and it's raining), but you can barely hear it in-game due to the rain sounds overtaking everything. If I could have control over the official rain volume entirely, then it could be possible to play rain outside and rain hitting windows separately.
I absolutely love this mod; it adds a very soothing atmosphere. I just adore it, and I hope more updates are to come, as there are a few tweaks needed.
Oh wow. First you create some of the best Garry's Mod addons ever (can't live a day without SharpEye, I swear), and then you hop into Minecraft to do the same thing all over again. I love you man!
Minecraft feels just so... Different with this, in a good way. The silence was always so unnerving, but with the ambient sounds everything feels more immersive, less lonely, and more atmospheric. Excellent work. A little too much wind inside small buildings or ones with a lot of glass, but stellar otherwise.
Edit: HOLY **** the Nether sounds pretty imposing now. Well done on that.
You see, there is an Atmosphere which can be described as "It's raining outside, and I'm near the window".
This atmosphere triggers rain that hit window glass (think of it as the sound if you were in a quiet parked car and it's raining), but you can barely hear it in-game due to the rain sounds overtaking everything. If I could have control over the official rain volume entirely, then it could be possible to play rain outside and rain hitting windows separately.
I love this idea! Are you currently able to detect whether the player is inside to perhaps dampen some sounds? Would add to the "rain hitting the windows" aesthetic, IMO.
The game crashes everytime after installing this mod and trying to launch MC. I have installed some other stuff:
- SDK's Gun Mod
- Modloader
- ModloaderMP (from SDK)
- Audio mod
I'm 100% sure that I ain't installing it wrong. WTF is goin' on??!!
Hi,
Although MAtmos does not modify other class files, it does rely on other class files.
Could you try that in this order?
1) Could you install only for testing, ModLoader and MAtmos to see if it works by running the game?
2) If it works, install AudioMod, and see if it still works.
3) It it still works, continue with other mods.
Please tell me if something happens (whether it's crashing or working after completing step 1, 2 or 3)
Just checking back in again on this mod. So far I'm loving it, but I have a small list of suggestions. Their order is not important.
Things I would like added or changed:
- Make caves sound just a little more spooky (rocks falling far away, occasional faint noises that sound like footsteps or breathing, etc)
- Add a little more creepy atmosphere in general, occurring in dim caves, big empty rooms, and at night everywhere
- Add a very faint sizzling or crackling to redstone that is active (or perhaps a hum, like a fluorescent light)
- If what is around you is nearly all sand, sandstone, gravel and water, have beach sounds play
- If what is around you is mostly dirt/grass, gravel, water and reeds, increase frequency of frog and other marsh sounds significantly
- Add more nocturnal animal ambiance, mostly canine. in areas that are sandy, in areas with lots of trees, and in large grasslands (note: the links are just to give a general idea of how different they sound)
I'll revise this if I can think of any more, but this is all I'd really say is missing as of right now aside from a couple fixes, like excess wind indoors.
The 'undergound' atmosphere is appropriately chilling, excellent work.
I don't know if it is possible to disable the default rain. I can't be sure...
I'll look into it (to-do list). If this is possible without modifying other class files using any possible method, I'll add it as an option.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Can you tell me if you've been using 1.6.6 v1 or 1.6.6 v2? I've got reports that the lag has vanished in 1.6.6 v2 (as I hoped) but I got no reports of badly lag this occurring in 1.6.6 v2.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
I'll look both by myself and using info I can gather without asking. Asking people is usually last resort :wink.gif:
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
I'm currently writing a documentation in the OP, last section. These questions will be answered.
Currently, the data loader will not load whenever it encounters a single error (I'll tweak this behavior when I'll look more into the customization-friendly side with the Java GUI Application and stuff).
Sounds can be .ogg and .wav, and maybe others, this is based on the same sound system as Minecraft. However, streaming sounds (.mus for example) are not permitted.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
I don't know exactly some details about Java (learned it at school a month ago, I should be able to find info about it). There may be a problem with MAtmos leaving too much instanced objects to the garbage collector... I can't think about how true this may be but I'll think about it.
Apart from that, I really like this mod! Keep up the good work!
buttbump.On a side note, Awesome
EDIT: I am getting quite the lag. And I have v2 installed.
you can with this mod http://www.minecraftforum.net/topic/277992-15-01-weather-sound-mod-hq/
it doesn't overwrite any class files, so it should be compatible with your mod.
I think I have a solution that doesn't involve tampering the sound files, but I haven't tried it yet to see if it works. I knew this (sound files) was a possible solution, but actually, I need greater control.
You see, there is an Atmosphere which can be described as "It's raining outside, and I'm near the window".
This atmosphere triggers rain that hit window glass (think of it as the sound if you were in a quiet parked car and it's raining), but you can barely hear it in-game due to the rain sounds overtaking everything. If I could have control over the official rain volume entirely, then it could be possible to play rain outside and rain hitting windows separately.
offtopic:
I SHALL NOT LET THIS THREAD DIE.
Minecraft feels just so... Different with this, in a good way. The silence was always so unnerving, but with the ambient sounds everything feels more immersive, less lonely, and more atmospheric. Excellent work. A little too much wind inside small buildings or ones with a lot of glass, but stellar otherwise.
Edit: HOLY **** the Nether sounds pretty imposing now. Well done on that.
Problem?
I love this idea! Are you currently able to detect whether the player is inside to perhaps dampen some sounds? Would add to the "rain hitting the windows" aesthetic, IMO.
bumpz
This.
'Nuff said.
Indeed, I do!
Hi,
Although MAtmos does not modify other class files, it does rely on other class files.
Could you try that in this order?
1) Could you install only for testing, ModLoader and MAtmos to see if it works by running the game?
2) If it works, install AudioMod, and see if it still works.
3) It it still works, continue with other mods.
Please tell me if something happens (whether it's crashing or working after completing step 1, 2 or 3)
Things I would like added or changed:
- Make caves sound just a little more spooky (rocks falling far away, occasional faint noises that sound like footsteps or breathing, etc)
- Add a little more creepy atmosphere in general, occurring in dim caves, big empty rooms, and at night everywhere
- Add a very faint sizzling or crackling to redstone that is active (or perhaps a hum, like a fluorescent light)
- If what is around you is nearly all sand, sandstone, gravel and water, have beach sounds play
- If what is around you is mostly dirt/grass, gravel, water and reeds, increase frequency of frog and other marsh sounds significantly
- Add more nocturnal animal ambiance, mostly canine. in areas that are sandy, in areas with lots of trees, and in large grasslands (note: the links are just to give a general idea of how different they sound)
I'll revise this if I can think of any more, but this is all I'd really say is missing as of right now aside from a couple fixes, like excess wind indoors.
Problem?