Remember, I got a few reports of lag issues. If you happen to have lag issues, please tell me in which circumstances it does happen, and how does it manifest (frames skipped? general loss of framerates? at regular intervals? only when you're on top of a mountain or something?)
Wow. I deleted everything in my .minecraft folder except screenshots, saves, and texture packs, installed it, deleted meta inf, put in mod loader, everything. Still a black screen...
Sorry, I have no idea why you're getting that apart from the classic explanations
If you just put all the .Class files into a ZIP, e.g. MAtmosphere.zip, and drop that in your minecraft/mods folder, that should work just fine without you having to actually put those in your minecraft.jar - right?
That's what I did, anyway, and it seems to work fine for me. The sound effects work, the F7 volume control works, no errors or crashes.. doesn't seem like anything is missing or broken unless there's something I'm unaware of.
If so, that would be a preferable installation method I think.
A follow up on the lag issue. After clearing my bin and doing some testing with different mod configurations, I've determined that the persistant "hang-ups" I thought were being caused by Matmos seem instead to be a problem with Minecraft itself. With the newest release of Optifog installed, Minecraft with Matmos is running flawlessly.
Definitely a great mod. I always thought Minecraft was too quiet normally, especially how infrequent the music is (I think C418 has complained to Notch about this too).
One interesting thing I noticed about the night sounds: they start about five seconds before the light level actually begins dropping. I know that probably means the "time.IsNight" flag gets set right before sunset instead of after the light reaches full night, but I thought it was funny.
Rollback Post to RevisionRollBack
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Now all we need is little effects like heat shimmering above fire or lava, and leaves falling in the forest, and Minecraft will be officially overhauled.
Any word on when the rest of the Creating your own atmospheres guide will be finished? I've been working on a sound pack to go with the Millenaire mod. Most of the stuff is pretty easy to figure out from the .dat files, though I could use a quick overview of what the variables are for here:
I know they're doing something with frequency, pitch, and volume, but if anyone knows exactly what it would save me an awful lot of time :smile.gif:
Also, some feature requests:
(1) As far as I can tell, MAtmosphere always plays through the entire sound file. I was experimenting with a 60-second long file, and it would play through even if I left the area where it should be playing. Would be great if sounds could fade out over 2-3 seconds once their play-condition was no longer met.
If you really want to use, say, a 2-3 minute long cave soundtrack, you don't want it to keep playing for several minutes after you've come above ground. (Also, an optional parameter to fade-in at some random point of a longer sound file like this, rather than always playing from the beginning would be cool.)
Any word on when the rest of the Creating your own atmospheres guide will be finished? I've been working on a sound pack to go with the Millenaire mod. Most of the stuff is pretty easy to figure out from the .dat files, though I could use a quick overview of what the variables are for here:
and here:
I know they're doing something with frequency, pitch, and volume, but if anyone knows exactly what it would save me an awful lot of time :smile.gif:
Also, some feature requests:
(1) As far as I can tell, MAtmosphere always plays through the entire sound file. I was experimenting with a 60-second long file, and it would play through even if I left the area where it should be playing. Would be great if sounds could fade out over 2-3 seconds once their play-condition was no longer met.
If you really want to use, say, a 2-3 minute long cave soundtrack, you don't want it to keep playing for several minutes after you've come above ground. (Also, an optional parameter to fade-in at some random point of a longer sound file like this, rather than always playing from the beginning would be cool.)
(2) Mp3 support would be fantastic if possible!
Hi,
I'll do my best to finish the guide.
About your 60-second thing, there was actually a section of the database dedicated to long files and to looping files, which would have allowed an environment to loop a sound or not and to delay a fade in and a fade out.
Due to a technical barrier I hit when I wrote the code, I did not implement it, but now I think I found a key to pass that technical barrier. I'll try to implement it back.
To answer your questions quick and maybe some others, there are ways to use custom blocks for MAtmos to detect them.
You can add your database to matmos_append.dat to separate it from the main, updated-by-me trunk.
Say you want to add sounds that play in the Aether. For example. You can do that by detecting custom datavalues. (I don't know if the Aether has a defined dimension number but if it does, it will affect the DIMENSION instant).
In the Condition part, if Aether tree leaves bear the datavalue 240 (for example), this code
CAetherTrees scantotal 240 > 20
would check if there are strictly more than 20 Aether tree leaves to be active.
This goes for Dynamic variables. If for example, the Aether has two kind of leaves, defined by datavalues 240 and 247
DAetherLeaves scantotal 240 247
will define a dynamic variable that does the sum of Aether Leaves type 1, and Aether leaves type 2, then you will be able to use this code:
Normal volume is 1.0
Plays the sound in a ramdom volume between min and max.
Normal pitch is 1.0. Tip of the day: Pitch values of the nth key of a fictional piano goes by the rule of 2^((n-49)/12), where n=49 equals the note A440 (simpler explanation).
Plays the sound in a ramdom pitch between min and max.
Plays a random sound in the list of paths (note there is a design error I can't explain easily in a post so this definition is not exactly true but is correct to be used).
Position is the distance in blocks to play the sound around the player, that sound will have a random fixed location.
If Position equals 0, the sound is played globally, equally balanced between the two speakers.
ETownWind SndTownWind 0.4 7 7
EnvironmentKeyword SoundKeyword VolumeMultiplier MinimumDelay MaximumDelay
1.0 keeps the sound volume unchanged.
Delay is in seconds.
Plays the sound at a random interval between min and max, a new number chosen after the sound starts playing.
If you wanted to go farther you could add a music cue to mobs maybe? If you were near a creeper it would play a explosive song? and spider a creepy song and more? I'd find maybe a funny song maybe.
Have you ever tried letting the scanners scan for near hostile mobs? If the mobs are scanned in a specific radius, it could trigger this danger background music! (Dunno if that would work)
So does that mean it works for you now?...or...?
Changelog
1.6.6 r3
- Added a volume modifier. To use it, maintain F7 pressed, and move your mouse up and down. It is saved throughout game sessions.
Usage example:
(will redirect to the video at 1:22)
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Remember, I got a few reports of lag issues. If you happen to have lag issues, please tell me in which circumstances it does happen, and how does it manifest (frames skipped? general loss of framerates? at regular intervals? only when you're on top of a mountain or something?)
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Sorry, I have no idea why you're getting that apart from the classic explanations
I did notice some framerate stuttering caused by the older version of MAtmos but it seems like your attempted fix has worked for me.
If you just put all the .Class files into a ZIP, e.g. MAtmosphere.zip, and drop that in your minecraft/mods folder, that should work just fine without you having to actually put those in your minecraft.jar - right?
That's what I did, anyway, and it seems to work fine for me. The sound effects work, the F7 volume control works, no errors or crashes.. doesn't seem like anything is missing or broken unless there's something I'm unaware of.
If so, that would be a preferable installation method I think.
One interesting thing I noticed about the night sounds: they start about five seconds before the light level actually begins dropping. I know that probably means the "time.IsNight" flag gets set right before sunset instead of after the light reaches full night, but I thought it was funny.
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU

Excited for "When it's done" to come.
Hands down, the best texture pack.
QFT
And, I installed this mod, booted up minecraft played for a couple minutes then I......
JIZZED IN MY EARS
and here:
I know they're doing something with frequency, pitch, and volume, but if anyone knows exactly what it would save me an awful lot of time :smile.gif:
Also, some feature requests:
(1) As far as I can tell, MAtmosphere always plays through the entire sound file. I was experimenting with a 60-second long file, and it would play through even if I left the area where it should be playing. Would be great if sounds could fade out over 2-3 seconds once their play-condition was no longer met.
If you really want to use, say, a 2-3 minute long cave soundtrack, you don't want it to keep playing for several minutes after you've come above ground. (Also, an optional parameter to fade-in at some random point of a longer sound file like this, rather than always playing from the beginning would be cool.)
(2) Mp3 support would be fantastic if possible!
Hi,
I'll do my best to finish the guide.
About your 60-second thing, there was actually a section of the database dedicated to long files and to looping files, which would have allowed an environment to loop a sound or not and to delay a fade in and a fade out.
Due to a technical barrier I hit when I wrote the code, I did not implement it, but now I think I found a key to pass that technical barrier. I'll try to implement it back.
To answer your questions quick and maybe some others, there are ways to use custom blocks for MAtmos to detect them.
You can add your database to matmos_append.dat to separate it from the main, updated-by-me trunk.
Say you want to add sounds that play in the Aether. For example. You can do that by detecting custom datavalues.
(I don't know if the Aether has a defined dimension number but if it does, it will affect the DIMENSION instant).
In the Condition part, if Aether tree leaves bear the datavalue 240 (for example), this code
would check if there are strictly more than 20 Aether tree leaves to be active.
This goes for Dynamic variables. If for example, the Aether has two kind of leaves, defined by datavalues 240 and 247
will define a dynamic variable that does the sum of Aether Leaves type 1, and Aether leaves type 2, then you will be able to use this code:
SndTownWind 0.2 0.4 0.95 1.05 0 "newsound/atmos_hl/atmosphere/plaza_amb.wav"
SoundKeyword MinimumVolume MaximumVolume MinimumPitch MaximumPitch Position path path path path...
Normal volume is 1.0
Plays the sound in a ramdom volume between min and max.
Normal pitch is 1.0. Tip of the day: Pitch values of the nth key of a fictional piano goes by the rule of 2^((n-49)/12), where n=49 equals the note A440 (simpler explanation).
Plays the sound in a ramdom pitch between min and max.
Plays a random sound in the list of paths (note there is a design error I can't explain easily in a post so this definition is not exactly true but is correct to be used).
Position is the distance in blocks to play the sound around the player, that sound will have a random fixed location.
If Position equals 0, the sound is played globally, equally balanced between the two speakers.
ETownWind SndTownWind 0.4 7 7
EnvironmentKeyword SoundKeyword VolumeMultiplier MinimumDelay MaximumDelay
1.0 keeps the sound volume unchanged.
Delay is in seconds.
Plays the sound at a random interval between min and max, a new number chosen after the sound starts playing.
Lieu's Invasion Mod- With my friends, I'm commonly known as "Namicles"
http://phearo.deviantart.com/
Hooray for Shameless self promotion!