Standard battle. As in just, battle with anything. So you don't do that? D: well, maybe I'll have use for battle music yet. Will your boss battle themes override Battle music? because I don't want battle music to override a boss theme just cause a zombie got aggro'd on me. >_>
Yeah, dimension doors, pocket dimensions are actually linked to the dimension that they were originally created in, as far as dartcraft's teleport wands are concerned. cause it thinks a teleport point in a pocket dimension in the overworld is still dimension 0.
and by this I mean, I've got my music mainly set out in the biome type folders. So plains will play certain music in the day and certain music at night, with a selection of music that changes based on the type of area in the caves folder. But then theres exceptions to this rule I want such as the pocket dimensions and limbo where due to them being created as plains type biomes I'm scared that the unfitting Gaur plains theme for plains biome types will play instead of the specific music I wanted just for that biome which shows up basically everytime you're in a dimension dungeon or a player made pocket dimension. :V
Then theres also biome types from biomes o plenty like alps that are 3 types in one, forest, frozen and mountain, and so does that mean all the musics possible mountains forest and frozen biomes will get pooled together then get selected at random for that biome UNLESS I put in specific music for it? Or will it just do it anyway and disregard the specific biome music/add it to the pool of possible music themes?
At any rate, I'll check out the debug since I put it on, but I've yet to actually start the modpack because I'm still fluffing around putting music into folders and figured out what would suit and what wouldn't.... cause I'm picky and have a vision of what I want. >_<
Yeah, I decided not to add music for every mob, since battle music has done it already. Unfortunately, they will overlap, since battle music has it's own system for playing the music, and this mod uses the vanilla background music system (so there's no way for me to detect if battle music is playing its music).
Are you sure it's considered the overworld? I remember playing around with it and Colourful Portals a while ago. The debug output for Colourful Portals said that going between the overworld and a pocket dimension was a dimension change. It was a while ago, though, so maybe that has changed.
Ah, I see what you mean. No, you can't override the biome type folders. It will choose randomly... you could place all the music tracks in the biome folders instead of the biome type folders (at least for now). This needs a better solution. I'm trying to think of a better way to do this right now. I was going to directly create it in 1.7, but maybe I can do it in 1.6 first.
Yeah, I decided not to add music for every mob, since battle music has done it already. Unfortunately, they will overlap, since battle music has it's own system for playing the music, and this mod uses the vanilla background music system (so there's no way for me to detect if battle music is playing its music).
Are you sure it's considered the overworld? I remember playing around with it and Colourful Portals a while ago. The debug output for Colourful Portals said that going between the overworld and a pocket dimension was a dimension change. It was a while ago, though, so maybe that has changed.
Ah, I see what you mean. No, you can't override the biome type folders. It will choose randomly... you could place all the music tracks in the biome folders instead of the biome type folders (at least for now). This needs a better solution. I'm trying to think of a better way to do this right now. I was going to directly create it in 1.7, but maybe I can do it in 1.6 first.
Vision is good. =)
Well bugger. DK country 2 mines theme clashing with mechanical rhythm from xenoblade chronicles everytime a zombie turns up doesn't sound like a great thing for caving. :V
Yeah, Dartcrafts wands considered it overworld. Which confused me when I made teleporter staffs in my creative world. Both the ones in my pocket dimension for testing was dimension 0 and so was the one right outside the pocket dimension was also dimension 0 so I always got mixed up which one was which. I'm fairly sure it fixed itself from doing the "mystcraft way of making a new dimension everytime" to just "linking them to each other and being a subdimension" sort of thing.
Well, blast, I'll just have to be ultra biome specific and depending on the size of the music folder will have to do a separate download for music wanters. (or you know, for those less picky, let them have their own music! :D).
And yeah, vision is indeed good. Well thanks for your time anyway. I'll fiddle around with this probably for the rest of the night (it's 8 PM here) and work something out. Cause I definitely want to play everytime I start up. Do check out my modpack if you want (listed in my sig) if it's a thing for you in your spare time anyway.
Well bugger. DK country 2 mines theme clashing with mechanical rhythm from xenoblade chronicles everytime a zombie turns up doesn't sound like a great thing for caving. :V
Yeah, Dartcrafts wands considered it overworld. Which confused me when I made teleporter staffs in my creative world. Both the ones in my pocket dimension for testing was dimension 0 and so was the one right outside the pocket dimension was also dimension 0 so I always got mixed up which one was which. I'm fairly sure it fixed itself from doing the "mystcraft way of making a new dimension everytime" to just "linking them to each other and being a subdimension" sort of thing.
Well, blast, I'll just have to be ultra biome specific and depending on the size of the music folder will have to do a separate download for music wanters. (or you know, for those less picky, let them have their own music! :D).
And yeah, vision is indeed good. Well thanks for your time anyway. I'll fiddle around with this probably for the rest of the night (it's 8 PM here) and work something out. Cause I definitely want to play everytime I start up. Do check out my modpack if you want (listed in my sig) if it's a thing for you in your spare time anyway.
Well hopefully I can re-write the mod in a better way (so it won't require music copied everywhere =) ).
I'm actually making a modpack right now too. =) It's for 1.7.10 though, and I'm very sad I can't add this mod to it yet.
Hmm, the world data for dimensional doors would have to be stored separately from the main world data. And you can create an infinite number of pocket dimensions from the same spot... (right?)
Perhaps the name of the dimension is the same ("dimension 0" or whatever), but it has an increasing dimension number (like Mystcraft does, as you said). What happens if you teleport outside the pocket dimension's wall? Do you have infinite blackness (a full empty dimension), or do you see other pocket dimensions?
Well hopefully I can re-write the mod in a better way (so it won't require music copied everywhere =) ).
I'm actually making a modpack right now too. =) It's for 1.7.10 though, and I'm very sad I can't add this mod to it yet.
Hmm, the world data for dimensional doors would have to be stored separately from the main world data. And you can create an infinite number of pocket dimensions from the same spot... (right?)
Perhaps the name of the dimension is the same ("dimension 0" or whatever), but it has an increasing dimension number (like Mystcraft does, as you said). What happens if you teleport outside the pocket dimension's wall? Do you have infinite blackness (a full empty dimension), or do you see other pocket dimensions?
Yeah, that'd be great and much appreciated if you could, since I see you've done it for the bosses since you've got that config to play only from the bosses folder if it's the specific boss that triggers it. But I'm guessing theres more to it when you translate that into doing it for biomes aswell... theres only a few fringe occurences that I want a specialized theme in there but using the biome types which works well enough for most everything else just breaks the immersion with accidentally picking the wrong tune. >_>
what kind of modpack? to want to use a music playing mod you've probably either got a high adventure pack OR it's the simple "cause I want some of my mods in it" reason. lol
The Dim doors seem to use their own folder and then the pockets are just set out in a a list of folders with separate one-to-buggery numberings for each id and then in another folder I noticed a txt file that has like all of them set out one after another with different parameters on them with their parent dimensions, locations and other stuff. and not from "the exact same spot" but you can have multiple dim doors relocate to a single location and have more pockets within the pockets cause thats how the transdimensional dungeons work. Pockets within pockets within pockets usually all the way to buggery and back since I've never found a dimdungeon that has reached an end before I've either got zapped by a monolith or derped into a hole or found an exit to some completely unrelated dimension (I got zapped into space once from one of the exit doors when I had starminer installed. Ended up having to creative it cause theres literally no gravity up there and you just slide around if you don't have a pocket gravity changer thingo). . :V
and yeah, going outside a pocket just goes into empty void for days... I do remember that before 1.6 back in hexxit and with the old ars magica they'd have a problem with rogue dungeons spawning in them at random which is kinda silly to have all these mini castles and buildings just all over the place. XD
edit: btw, the mod's not picking up on the ars magica guardians initially to make folders for them, but they do choose a battle theme when they're alive and around and generating a health bar. :V
Edit 2 (the next day): I suddenly got another idea for you. Would you be able to make the minecraft music crossfade as you enter and exit areas to new songs rather than the whole "having to wait for the old song to finish and then wait for the musical downtime and THEN play the new song", such that instead you can have transistioning background. With a config to keep it the way it is now.
So like a "dynamic song change" option which when true instead of having the downtime between music when a song finishes the downtime between music becomes the "re-scan time" which actually scans if your circumstances are the same and doesn't change the music or when you're in a new place that has new songs crossfades to a new selection of songs without stopping. If you could do that, along with the option to have "specifics first, else, random song from possible locations" you'd have a pretty amazing song playing system upgrade I'd imagine.
Yeah I think I can create a better system. I'm thinking of having you include each song only once, then use a config file with entries for each song (perhaps with whitelists/blacklists for dimensions, biomes, biome types, etc. to tell it exactly where and when to play the song).
For the Ars Magica bosses, try adding the folders in manually with their names. They probably use a different system from the vanilla game to create the health bars (and unfortunately, I can't do much about that!). Maybe in the next version I'll get rid of the boss music, and let Battle Music handle it, but instead add support for Battle Music, with the background music cancelling out and such. That probably wouldn't happen until 1.7 though.
Crossfading is a neat idea. Someone else actually suggested that quite a while ago. I don't think it's possible with the way it's set up right now (since I'm using the vanilla background music system), but I have to re-write the mod anyway for 1.7, so maybe I could add something like that (but again it wouldn't be until 1.7).
For the modpack, I'm calling it The Timeworn Tower, and it's focused on ancient things (fossils, ancient ruins, shipwrecks, etc.), and adventuring (bosses, dungeons, treasures hidden in those ruins, etc.). I'd say it's about 70% done right now, though, so I still have some work to do. =)
And my goodness Xenoblade Chronicles has a nice soundtrack. I hadn't heard it before, and I'm impressed.
Yeah I think I can create a better system. I'm thinking of having you include each song only once, then use a config file with entries for each song (perhaps with whitelists/blacklists for dimensions, biomes, biome types, etc. to tell it exactly where and when to play the song).
For the Ars Magica bosses, try adding the folders in manually with their names. They probably use a different system from the vanilla game to create the health bars (and unfortunately, I can't do much about that!). Maybe in the next version I'll get rid of the boss music, and let Battle Music handle it, but instead add support for Battle Music, with the background music cancelling out and such. That probably wouldn't happen until 1.7 though.
Crossfading is a neat idea. Someone else actually suggested that quite a while ago. I don't think it's possible with the way it's set up right now (since I'm using the vanilla background music system), but I have to re-write the mod anyway for 1.7, so maybe I could add something like that (but again it wouldn't be until 1.7).
For the modpack, I'm calling it The Timeworn Tower, and it's focused on ancient things (fossils, ancient ruins, shipwrecks, etc.), and adventuring (bosses, dungeons, treasures hidden in those ruins, etc.). I'd say it's about 70% done right now, though, so I still have some work to do. =)
And my goodness Xenoblade Chronicles has a nice soundtrack. I hadn't heard it before, and I'm impressed.
now you're REALLY making me wish that atleast dimension doors will get an update... cause for the sake of updates I can deal with bullets having crappy hit detection and 3D models in exchange for reliable gun options (aka, switching gun customization into flans) but if dimension doors never updates I'm gonna be one sad panda. :V
"Timeworn tower" sounds interesting, but I usually still need atleast some basic tech and stuff so might not be my cup of tea unless theres literally a crazy amount of adventure as far as generated structures and stuff to be had. :<
and ooooh yes. The soundtrack is amazing. I particularly like Mechanic Rhythm or "Those who bear their name/They will know our name" to use as a boss theme when playing other games despite it actually being a standard battle song and "unique/mini-boss" theme respectively in game. :3 And as I showed, the main menu theme is just beautiful. Also one song in particular i use in my masters of minecraft trailer if you saw it on the modpack page which is called "Engage the enemy/Confrontation with the Enemy" (yeah, they've got different names for different versions cause of naming differences across japanese and english versions) which is used in a lot of the high impact cutscenes which have epic bits to them. And so if you listen to it you can probably tell why I couldn't help myself but use it for my trailer. :V
I know the dev for dimensional doors is working on it, but he said that he may skip a version (go right to 1.8). I'm waiting for it to update as well, as I think it's a fantastic mod.
Yeah, I purposely didn't focus on any in-depth tech or magic mods, though for tech I do have Extra Utilities and Tinker's Construct (So you can still double your ores =) ). There are going to be many generated structures, most of them custom ones added by myself through the Ruins mod. So far I've only fully completed two (a witch village and a creeper cavern, which took two weeks), so it could be a while before I'm finished the modpack, unless I get help. =)
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Well, as long as it updates someday, for the power of dim doors I'll wait as long as I have to.
!!!!! HOLD IT! Could you explain to me how to custom ruins and whats required? I have it in masters of minecraft aswell, and I've wanted to make some custom structures combined with custom NPC spawners and stuff as a thing for a while now but never gotten to it. (In a PM since this chat is sorta filling up your mod's page. :P)
and as a note, no I was not just stalking my notifications the entire time. it's just me being good at accidental timing that I came as soon as it said "a moment ago" since I'm about to go out for dinner and wanted to check my various master threads and this before I left.
Maybe in the next version I'll get rid of the boss music, and let Battle Music handle it, but instead add support for Battle Music, with the background music cancelling out and such. That probably wouldn't happen until 1.7 though.
B-but, what about the victory themes, and having more than four songs for each boss? Or having the music not stop when the boss goes ten blocks away? D:
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B-but, what about the victory themes, and having more than four songs for each boss? Or having the music not stop when the boss goes ten blocks away? D:
Oh, does battle music not have that functionality? I'm pretty sure for the enderdragon at least it doesn't go away when he's further away (right?).
Oh, does battle music not have that functionality? I'm pretty sure for the enderdragon at least it doesn't go away when he's further away (right?).
OBJECTION! ... No, it does fade if the dragon gets out too far from you then fades back in when it gets closer again. It's the same for the standard battle music for nether and overworld when you have something aggro'd to you nearby the music fades out a few seconds later if theres nothing there or you get far enough away then fades back in if it hadn't completely stopped otherwise it just restarts the tune. So yeah, battle music is sorta restricted in that theres only a possibility of 4 different songs and thats only for standard overworld, standard nether, dragon and witherboss battle tunes. :V
And, I mean... Have you ever BEATEN a hard boss and been rewarded with the victory theme from Final Fantasy? It's... Glorious. T_T
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I fight bosses to "Mechanical Rhythm", "One who gets in our way", and "Those who bear their Name", from Xenoblade chronicles then get the victory jingle From megaman battle network 5 DS. It works well enough since I use said jingle as my quest completion jingle aswell. If only I could make health bars turn up for my mob property bosses and the better dungeon dungeon bosses, but they apparently don't count as bosses and are just powered up normal enemies... Since tinkers and Zelda sword skills doesn't pick them up as bosses... On the other hand it picks up literally every character under the sun in custom npcs as a boss because of it's function of making npcs be bosses. So my folder gets full with all these random names probably of custom NPC possible random names... Which is slightly awkward. -_-'
On the other hand it picks up literally every character under the sun in custom npcs as a boss because of it's function of making npcs be bosses. So my folder gets full with all these random names probably of custom NPC possible random names... Which is slightly awkward. -_-'
Allegedly newer versions of TiC are MEANT to fix this - haven't tested it out myself yet, but you ought to try it. And yes, it also does suck when you defeat a boss without a health bar and don't get the yellow heart you deserve
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Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Allegedly newer versions of TiC are MEANT to fix this - haven't tested it out myself yet, but you ought to try it. And yes, it also does suck when you defeat a boss without a health bar and don't get the yellow heart you deserve
I see... I'll have to double check for any later versions for 1.6.4 laying around. cause my modpacks stuck in 1.6.4 right now... and yes it does suck. But more so I just want the music to play when I fight them. :< Most of the better dungeons bosses are decent enough fights, like the pirate captains with his teleportation, invisible and clones...
I fight bosses to "Mechanical Rhythm", "One who gets in our way", and "Those who bear their Name", from Xenoblade chronicles then get the victory jingle From megaman battle network 5 DS. It works well enough since I use said jingle as my quest completion jingle aswell. If only I could make health bars turn up for my mob property bosses and the better dungeon dungeon bosses, but they apparently don't count as bosses and are just powered up normal enemies... Since tinkers and Zelda sword skills doesn't pick them up as bosses... On the other hand it picks up literally every character under the sun in custom npcs as a boss because of it's function of making npcs be bosses. So my folder gets full with all these random names probably of custom NPC possible random names... Which is slightly awkward. -_-'
Hmm well that stinks.
So what would you suggest then? I certainly want to keep the ability to play battle and victory music for bosses.
Should I let it work for any entity, with maybe it playing from far away for only bosses with health bars (as long as the health bar is rendered)? Or once the song starts, should it not stop until the entity is dead or has despawned (Or until the song itself has ended)?
I see... I'll have to double check for any later versions for 1.6.4 laying around. cause my modpacks stuck in 1.6.4 right now... and yes it does suck. But more so I just want the music to play when I fight them. :< Most of the better dungeons bosses are decent enough fights, like the pirate captains with his teleportation, invisible and clones...
Hm, 1.6.4... I dunno, you may be stuck with the yellow heart glitch, should have remembered you're talking about a modpack with this mod in it ^^;; I'm pretty sure the versions that fix the glitch are all in 1.7.10.
So what would you suggest then? I certainly want to keep the ability to play battle and victory music for bosses.
Should I let it work for any entity, with maybe it playing from far away for only bosses with health bars (as long as the health bar is rendered)? Or once the song starts, should it not stop until the entity is dead or has despawned (Or until the song itself has ended)?
Hm... Do you think it would be possible to have it work for any NPC with their health maxing out at 100 or more points?
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Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
So what would you suggest then? I certainly want to keep the ability to play battle and victory music for bosses.
Should I let it work for any entity, with maybe it playing from far away for only bosses with health bars (as long as the health bar is rendered)? Or once the song starts, should it not stop until the entity is dead or has despawned (Or until the song itself has ended)?
I suggest the Ability to either pick up on any named mob (for custom maps and modpacks with named normal mobs!) or a specific type of entity like say an enderman and then play music based on whats nearby with it fading out when stuff isn't aggroed on you/doesn't know you're there/doesn't have line of sight after however many ticks meaning you've evaded. So as long as the name of the folder matches the entity's actual name or matches the name nbt name given through nbtediting or nametags it'll play the song. and maybe even a priority to it.
So like you could set a low priority battle theme for standard mobs but when you run into enderman it could change into like a creepy battle song then when you run into named mobs along with that it'll change into a different song and finally if theres a full blown boss with a HP bar that overrides everything. (or however you set up your weight properties). and to do that you could maybe search for a copy and pasted mini-config file that allows you to set out stuff like "probability" if you have multiple songs and the "override priority" for which song is for the harder enemy and then it just fades-out/crossfades the old song into playing immediately like that config option to play boss themes immediately when HP bars turn up that you've already got... savvy?
and of course with this weight and probability you could probably make it worth this way for biomes being like "lowest priority" cause it's background music, and then the actual battle/boss music overrides when you get into fights.
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Hm, 1.6.4... I dunno, you may be stuck with the yellow heart glitch, should have remembered you're talking about a modpack with this mod in it ^^;; I'm pretty sure the versions that fix the glitch are all in 1.7.10.
Darn, I had a feeling that was the case... wait, what am I talking about? it's always the case... >_>
Love your mod and i'm using it in my Modpack that im going to release in a few days but I have ONE question.
How does the achievements jingle work?
I tried naming it jingle. jingle1. jingle01, and converted it to a .mp3 and .ogg and I still can't get it to work.
Love your mod and i'm using it in my Modpack that im going to release in a few days but I have ONE question.
How does the achievements jingle work?
I tried naming it jingle. jingle1. jingle01, and converted it to a .mp3 and .ogg and I still can't get it to work.
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Curse PremiumYeah, I decided not to add music for every mob, since battle music has done it already. Unfortunately, they will overlap, since battle music has it's own system for playing the music, and this mod uses the vanilla background music system (so there's no way for me to detect if battle music is playing its music).
Are you sure it's considered the overworld? I remember playing around with it and Colourful Portals a while ago. The debug output for Colourful Portals said that going between the overworld and a pocket dimension was a dimension change. It was a while ago, though, so maybe that has changed.
Ah, I see what you mean. No, you can't override the biome type folders. It will choose randomly... you could place all the music tracks in the biome folders instead of the biome type folders (at least for now). This needs a better solution. I'm trying to think of a better way to do this right now. I was going to directly create it in 1.7, but maybe I can do it in 1.6 first.
Vision is good. =)
Well bugger. DK country 2 mines theme clashing with mechanical rhythm from xenoblade chronicles everytime a zombie turns up doesn't sound like a great thing for caving. :V
Yeah, Dartcrafts wands considered it overworld. Which confused me when I made teleporter staffs in my creative world. Both the ones in my pocket dimension for testing was dimension 0 and so was the one right outside the pocket dimension was also dimension 0 so I always got mixed up which one was which. I'm fairly sure it fixed itself from doing the "mystcraft way of making a new dimension everytime" to just "linking them to each other and being a subdimension" sort of thing.
Well, blast, I'll just have to be ultra biome specific and depending on the size of the music folder will have to do a separate download for music wanters. (or you know, for those less picky, let them have their own music! :D).
And yeah, vision is indeed good. Well thanks for your time anyway. I'll fiddle around with this probably for the rest of the night (it's 8 PM here) and work something out. Cause I definitely want to play everytime I start up.
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Curse PremiumWell hopefully I can re-write the mod in a better way (so it won't require music copied everywhere =) ).
I'm actually making a modpack right now too. =) It's for 1.7.10 though, and I'm very sad I can't add this mod to it yet.
Hmm, the world data for dimensional doors would have to be stored separately from the main world data. And you can create an infinite number of pocket dimensions from the same spot... (right?)
Perhaps the name of the dimension is the same ("dimension 0" or whatever), but it has an increasing dimension number (like Mystcraft does, as you said). What happens if you teleport outside the pocket dimension's wall? Do you have infinite blackness (a full empty dimension), or do you see other pocket dimensions?
Yeah, that'd be great and much appreciated if you could, since I see you've done it for the bosses since you've got that config to play only from the bosses folder if it's the specific boss that triggers it. But I'm guessing theres more to it when you translate that into doing it for biomes aswell... theres only a few fringe occurences that I want a specialized theme in there but using the biome types which works well enough for most everything else just breaks the immersion with accidentally picking the wrong tune. >_>
what kind of modpack?
The Dim doors seem to use their own folder and then the pockets are just set out in a a list of folders with separate one-to-buggery numberings for each id and then in another folder I noticed a txt file that has like all of them set out one after another with different parameters on them with their parent dimensions, locations and other stuff. and not from "the exact same spot" but you can have multiple dim doors relocate to a single location and have more pockets within the pockets cause thats how the transdimensional dungeons work. Pockets within pockets within pockets usually all the way to buggery and back since I've never found a dimdungeon that has reached an end before I've either got zapped by a monolith or derped into a hole or found an exit to some completely unrelated dimension (I got zapped into space once from one of the exit doors when I had starminer installed. Ended up having to creative it cause theres literally no gravity up there and you just slide around if you don't have a pocket gravity changer thingo). . :V
and yeah, going outside a pocket just goes into empty void for days... I do remember that before 1.6 back in hexxit and with the old ars magica they'd have a problem with rogue dungeons spawning in them at random which is kinda silly to have all these mini castles and buildings just all over the place. XD
edit: btw, the mod's not picking up on the ars magica guardians initially to make folders for them, but they do choose a battle theme when they're alive and around and generating a health bar. :V
Edit 2 (the next day): I suddenly got another idea for you. Would you be able to make the minecraft music crossfade as you enter and exit areas to new songs rather than the whole "having to wait for the old song to finish and then wait for the musical downtime and THEN play the new song", such that instead you can have transistioning background. With a config to keep it the way it is now.
So like a "dynamic song change" option which when true instead of having the downtime between music when a song finishes the downtime between music becomes the "re-scan time" which actually scans if your circumstances are the same and doesn't change the music or when you're in a new place that has new songs crossfades to a new selection of songs without stopping. If you could do that, along with the option to have "specifics first, else, random song from possible locations" you'd have a pretty amazing song playing system upgrade I'd imagine.
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Curse PremiumYeah I think I can create a better system. I'm thinking of having you include each song only once, then use a config file with entries for each song (perhaps with whitelists/blacklists for dimensions, biomes, biome types, etc. to tell it exactly where and when to play the song).
For the Ars Magica bosses, try adding the folders in manually with their names. They probably use a different system from the vanilla game to create the health bars (and unfortunately, I can't do much about that!). Maybe in the next version I'll get rid of the boss music, and let Battle Music handle it, but instead add support for Battle Music, with the background music cancelling out and such. That probably wouldn't happen until 1.7 though.
Crossfading is a neat idea. Someone else actually suggested that quite a while ago. I don't think it's possible with the way it's set up right now (since I'm using the vanilla background music system), but I have to re-write the mod anyway for 1.7, so maybe I could add something like that (but again it wouldn't be until 1.7).
For the modpack, I'm calling it The Timeworn Tower, and it's focused on ancient things (fossils, ancient ruins, shipwrecks, etc.), and adventuring (bosses, dungeons, treasures hidden in those ruins, etc.). I'd say it's about 70% done right now, though, so I still have some work to do. =)
And my goodness Xenoblade Chronicles has a nice soundtrack. I hadn't heard it before, and I'm impressed.
now you're REALLY making me wish that atleast dimension doors will get an update... cause for the sake of updates I can deal with bullets having crappy hit detection and 3D models in exchange for reliable gun options (aka, switching gun customization into flans) but if dimension doors never updates I'm gonna be one sad panda. :V
and ooooh yes. The soundtrack is amazing. I particularly like Mechanic Rhythm or "Those who bear their name/They will know our name" to use as a boss theme when playing other games despite it actually being a standard battle song and "unique/mini-boss" theme respectively in game. :3 And as I showed, the main menu theme is just beautiful.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
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Curse PremiumI know the dev for dimensional doors is working on it, but he said that he may skip a version (go right to 1.8). I'm waiting for it to update as well, as I think it's a fantastic mod.
Yeah, I purposely didn't focus on any in-depth tech or magic mods, though for tech I do have Extra Utilities and Tinker's Construct (So you can still double your ores =) ). There are going to be many generated structures, most of them custom ones added by myself through the Ruins mod. So far I've only fully completed two (a witch village and a creeper cavern, which took two weeks), so it could be a while before I'm finished the modpack, unless I get help. =)
!!!!! HOLD IT! Could you explain to me how to custom ruins and whats required? I have it in masters of minecraft aswell, and I've wanted to make some custom structures combined with custom NPC spawners and stuff as a thing for a while now but never gotten to it.
and as a note, no I was not just stalking my notifications the entire time. it's just me being good at accidental timing that I came as soon as it said "a moment ago" since I'm about to go out for dinner and wanted to check my various master threads and this before I left.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
B-but, what about the victory themes, and having more than four songs for each boss? Or having the music not stop when the boss goes ten blocks away? D:
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
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Curse PremiumOh, does battle music not have that functionality? I'm pretty sure for the enderdragon at least it doesn't go away when he's further away (right?).
OBJECTION! ... No, it does fade if the dragon gets out too far from you then fades back in when it gets closer again. It's the same for the standard battle music for nether and overworld when you have something aggro'd to you nearby the music fades out a few seconds later if theres nothing there or you get far enough away then fades back in if it hadn't completely stopped otherwise it just restarts the tune. So yeah, battle music is sorta restricted in that theres only a possibility of 4 different songs and thats only for standard overworld, standard nether, dragon and witherboss battle tunes. :V
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Allegedly newer versions of TiC are MEANT to fix this - haven't tested it out myself yet, but you ought to try it. And yes, it also does suck when you defeat a boss without a health bar and don't get the yellow heart you deserve
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
I see... I'll have to double check for any later versions for 1.6.4 laying around. cause my modpacks stuck in 1.6.4 right now... and yes it does suck. But more so I just want the music to play when I fight them. :< Most of the better dungeons bosses are decent enough fights, like the pirate captains with his teleportation, invisible and clones...
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
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Curse PremiumHmm well that stinks.
So what would you suggest then? I certainly want to keep the ability to play battle and victory music for bosses.
Should I let it work for any entity, with maybe it playing from far away for only bosses with health bars (as long as the health bar is rendered)? Or once the song starts, should it not stop until the entity is dead or has despawned (Or until the song itself has ended)?
Hm, 1.6.4... I dunno, you may be stuck with the yellow heart glitch, should have remembered you're talking about a modpack with this mod in it ^^;; I'm pretty sure the versions that fix the glitch are all in 1.7.10.
Hm... Do you think it would be possible to have it work for any NPC with their health maxing out at 100 or more points?
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
I suggest the Ability to either pick up on any named mob (for custom maps and modpacks with named normal mobs!) or a specific type of entity like say an enderman and then play music based on whats nearby with it fading out when stuff isn't aggroed on you/doesn't know you're there/doesn't have line of sight after however many ticks meaning you've evaded. So as long as the name of the folder matches the entity's actual name or matches the name nbt name given through nbtediting or nametags it'll play the song. and maybe even a priority to it.
So like you could set a low priority battle theme for standard mobs but when you run into enderman it could change into like a creepy battle song then when you run into named mobs along with that it'll change into a different song and finally if theres a full blown boss with a HP bar that overrides everything. (or however you set up your weight properties). and to do that you could maybe search for a copy and pasted mini-config file that allows you to set out stuff like "probability" if you have multiple songs and the "override priority" for which song is for the harder enemy and then it just fades-out/crossfades the old song into playing immediately like that config option to play boss themes immediately when HP bars turn up that you've already got... savvy?
and of course with this weight and probability you could probably make it worth this way for biomes being like "lowest priority" cause it's background music, and then the actual battle/boss music overrides when you get into fights.
Darn, I had a feeling that was the case... wait, what am I talking about? it's always the case... >_>
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
How does the achievements jingle work?
I tried naming it jingle. jingle1. jingle01, and converted it to a .mp3 and .ogg and I still can't get it to work.
Am I doing something wrong?
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Curse PremiumWhich folder are you putting them in?
It should work as long as they are .ogg files.