Hey TmTravlr, how difficult would it be to make a version of the mod that can play music based on biome? The Battle Music mod apparently has an addon that can do this, but your setup is much more accessible and easily managed. :3
Also, do you have plans to keep this mod current, or is it going to stay as a 1.6.4 mod? Either way is fine by me, but it's good to know.
Hi, it's me again xD and I have another question, suppose that the music of a determined dimension is playing, when you go to another dimension, the song of the previous dimension is still going, here's an example: In the overworld the music is playing, I make a portal to the Nether, and when I go to the Nether while the song of the overworld is playing, the song of the overworld doesn't stop for play the song of the Nether, and I need to wait for ends the song of the overworld for that, is this a bug?
The only time that this doesn't happen is from the Menu to the World.
And from what Master_Hill_ said, that is an interesting idea, it would be great
Hey TmTravlr, how difficult would it be to make a version of the mod that can play music based on biome? The Battle Music mod apparently has an addon that can do this, but your setup is much more accessible and easily managed. :3
Also, do you have plans to keep this mod current, or is it going to stay as a 1.6.4 mod? Either way is fine by me, but it's good to know.
Hmm, that probably wouldn't be too hard. I don't have forge for 1.6.4 installed on this computer yet, so I'll have to do that before I can see how hard it would be.
Do you think biome-specific music should depend on the dimension as well (so biome-specific music that's different for each dimension)?
I wasn't planning on updating this mod for 1.7.2, but since I made this one, I've also made one that fixes the overlapping music in 1.7.2. I could add the features of this one to that mod as optional features (kinda combine the two).
Hi, it's me again xD and I have another question, suppose that the music of a determined dimension is playing, when you go to another dimension, the song of the previous dimension is still going, here's an example: In the overworld the music is playing, I make a portal to the Nether, and when I go to the Nether while the song of the overworld is playing, the song of the overworld doesn't stop for play the song of the Nether, and I need to wait for ends the song of the overworld for that, is this a bug? The only time that this doesn't happen is from the Menu to the World.
And from what Master_Hill_ said, that is an interesting idea, it would be great
Yeah, that's what normally happens with the music. In 1.6 and below, music doesn't automatically cut out when you go to another dimension (in 1.7 it does).
I could do that, but it's getting more complicated at that point (because I would have to listen for dimension-change events). It seems like a good idea though. Maybe I could add it as an option in the config file.
Hmm, that probably wouldn't be too hard. I don't have forge for 1.6.4 installed on this computer yet, so I'll have to do that before I can see how hard it would be.
Do you think biome-specific music should depend on the dimension as well (so biome-specific music that's different for each dimension)?
I wasn't planning on updating this mod for 1.7.2, but since I made this one, I've also made one that fixes the overlapping music in 1.7.2. I could add the features of this one to that mod as optional features (kinda combine the two).
Biome-dimension-specific music...interesting...how would that be managed? Would you still be able to have music that is just a blanket for a dimension, or would you have to set up the same music for every biome in that dimension?
Either way, it would be an excellent way to go with the mod. Go for it.
Biome-dimension-specific music...interesting...how would that be managed? Would you still be able to have music that is just a blanket for a dimension, or would you have to set up the same music for every biome in that dimension?
Either way, it would be an excellent way to go with the mod. Go for it.
Well, it took more than a week to get forge for 1.6.4 working on this computer...
I've changed the name to "Music Choices", because I think that makes more sense now that it does more than just let you change dimension music.
Tell me how this works for you. If it's good, I'll test it some more and put it in the main post tomorrow.
Also, since it's doing more than a 1.7 resource pack now, I probably will update it, and combine it with my "Music Fix" mod that fixes the music overlap bug.
Edit: Oh, and to use the biome folders, there is a "Biomes" folder in the main folder, and one in each dimension folder as well. If you put a music file in the one in the main folder, it will play in that biome across all dimensions, while the others will only play in that biome in that dimension.
The "Biome Types" folders have the minecraftforge biome types that are used across mods. Each biome can have multiple biome types. For instance, Tagia is both FOREST and FROZEN. Any biomes added by other mods usually use these types, so if you wanted certain music to play in any jungle-y biomes added by any mods, you could put the file in the JUNGLE biome type folder.
It will pick a random music file out of all "valid" locations, so if you're in a Forest biome in the overworld, it will look in the folders:
"Biomes/Forest",
"Biome Types/FOREST",
"0" (for general overworld music),
"0/Biomes/Forest", and
"0/Biome Types/FOREST".
The last two are the biome-dimension-specific music folders. Any music placed in those won't, say, play in a Forest biome in a mystcraft dimension. They will only play in the overworld.
Maybe it's a bit overcomplicated, but I think it's useful. =)
Another Edit:
Oh, and I also added a music folder for Creative mode music, which acts the same way as the "Biomes" and "Biome Types" folders, with another copy in each dimension folder. I tried to add one for survival and adventure too, but that field is private, so I couldn't see it. =/ I could only see if the player was in creative mode.
Sorry for the broken-up post. (Note to self. Don't write posts at 2 in the morning...)
Edit: Alright, honeymoon's over. It crashed as soon as I loaded the game, complaining that it couldn't find its own class files.
---- Minecraft Crash Report ----
// There are four lights!
Time: 6/25/14 9:11 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: com.tmtravlr.musicchoices.MusicChoicesMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: com.tmtravlr.musicchoices.MusicChoicesMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:61)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
... 10 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.lib.asm.ASMHelper.createClassNode(ASMHelper.java:113)
at codechicken.lib.asm.ASMHelper.createClassNode(ASMHelper.java:107)
at codechicken.core.asm.DefaultImplementationTransformer.transform(DefaultImplementationTransformer.java:84)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Edit: Alright, honeymoon's over. It crashed as soon as I loaded the game, complaining that it couldn't find its own class files.
---- Minecraft Crash Report ----
// There are four lights!
Time: 6/25/14 9:11 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: com.tmtravlr.musicchoices.MusicChoicesMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: com.tmtravlr.musicchoices.MusicChoicesMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:61)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
... 10 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.lib.asm.ASMHelper.createClassNode(ASMHelper.java:113)
at codechicken.lib.asm.ASMHelper.createClassNode(ASMHelper.java:107)
at codechicken.core.asm.DefaultImplementationTransformer.transform(DefaultImplementationTransformer.java:84)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Hmm, odd. That recently happened to me with the Colourful Portals mod (my first mod) too. That person just re-downloaded the file and it worked. Maybe it's because I'm repackaging the jar file as a zip? I've uploaded the jar file instead. Try that one: http://www.mediafire.com/download/7fxl3doyx30k3p6/MusicChoices-0.3.jar
This just gets weirder and weirder...the mods loads up and all just fine, and generates the appropriate folders (mostly), but it won't play the music that I put in them. And on top of that, there seems to be an odd misunderstanding in the mod causing it to put the biome you spawn in into the folder labelled 0, along with an empty BIOMETYPES folder, while also creating Biomes, BIOMETYPE, and Menu folders outside of the dimension folders. It's all just going wonky on me. :/
This just gets weirder and weirder...the mods loads up and all just fine, and generates the appropriate folders (mostly), but it won't play the music that I put in them. And on top of that, there seems to be an odd misunderstanding in the mod causing it to put the biome you spawn in into the folder labelled 0, along with an empty BIOMETYPES folder, while also creating Biomes, BIOMETYPE, and Menu folders outside of the dimension folders. It's all just going wonky on me. :/
I also added a config option "debug", which if set to true will output all the debug info to the console. It will tell you when it's trying to play music, which files it's loading, etc.
As a note, these are the folders it searched through when I was in creative mode, in a forest in the overworld (console output with debug set to true).
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] muc -- The music track 'mcsounddomain:minecraft:music/hal3.ogg' is attempting to play.
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] muc -- Searching through music folders for music tracks to play.
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\0'
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\Creative'
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\0\Creative'
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\Biomes\Forest'
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\0\Biomes\Forest'
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\Biome Types\FOREST'
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\0\Biome Types\FOREST'
[15:38:45 INFO]: Client> 2014-06-25 15:38:45 [INFO] [STDOUT] muc -- Didn't find any music to play in this circumstance. Playing default music.
That was with no music in the folders.
Then I added a file to the folder "Biome Types/FOREST" and got:
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] muc -- The music track 'mcsounddomain:minecraft:music/piano3.ogg' is attempting to play.
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] muc -- Searching through music folders for music tracks to play.
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\0'
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\Creative'
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\0\Creative'
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\Biomes\Forest'
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\0\Biomes\Forest'
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\Biome Types\FOREST'
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] * muc -- Found a .ogg file! Adding the file '01-19- Fissure.ogg' to list of music to choose from.
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] * muc -- Looking in directory 'config\MusicChoices\0\Biome Types\FOREST'
[15:43:46 INFO]: Client> 2014-06-25 15:43:46 [INFO] [STDOUT] muc -- Found 1 music file. Changed music playing to '01-19- Fissure.ogg'
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Hi. I have a problem.
When I put my music in the dimension folders, the songs didn't play in the game
Also, the menu works just fine, it's only the dimension music...
Hi. I have a problem.
When I put my music in the dimension folders, the songs didn't play in the game
Also, the menu works just fine, it's only the dimension music...
Please respond as soon as you can.
Thanks
-The Karoler
Hi Karoler,
What version are you using (are you using version 0.2)?
Does the regular minecraft music play, or no music at all when you're in a certain dimension (for instance the Nether, assuming you have music files in folder "-1")? If no music plays at all, that might mean that the sound system can't play the music file.
What version are you using (are you using version 0.2)?
Does the regular minecraft music play, or no music at all when you're in a certain dimension (for instance the Nether, assuming you have music files in folder "-1")? If no music plays at all, that might mean that the sound system can't play the music file.
Also, you're only using .ogg files, right?
I am using version 0.3. Regular minecraft music plays and I am only using .ogg files.
What do you mean by the sound system cant play the music file?
Does it have to be certain music in order to play it?
I am using version 0.3. Regular minecraft music plays and I am only using .ogg files.
What do you mean by the sound system cant play the music file?
Does it have to be certain music in order to play it?
It can only play ogg files I think, but if that's what you're using, you should be fine.
Do you have the 0.3 version in post number 30? If you do, change "debug" to true in the config file, keep the launcher open when you run it, and look at the "Development Console".
When it tries to play a song, it will say something similar to what I posted in post 30. That output will tell you what files it looked through and what it tried to play. Copy that and paste it here. It will be able to tell what the problem is.
Also note that I changed the name to MusicChoices, so it should be in that folder instead of DimensionMusic (I haven't updated the instructions in the main post because I haven't posted the file there. It's technically not "released" yet. =P I didn't want to put it in the main post until I knew it worked).
It can only play ogg files I think, but if that's what you're using, you should be fine.
Do you have the 0.3 version in post number 30? If you do, change "debug" to true in the config file, keep the launcher open when you run it, and look at the "Development Console".
When it tries to play a song, it will say something similar to what I posted in post 30. That output will tell you what files it looked through and what it tried to play. Copy that and paste it here. It will be able to tell what the problem is.
Also note that I changed the name to MusicChoices, so it should be in that folder instead of DimensionMusic (I haven't updated the instructions in the main post because I haven't posted the file there. It's technically not "released" yet. =P I didn't want to put it in the main post until I knew it worked).
It worked
Thanks for all your help
Also, I know how to make this mod even more awesome: Boss Music.
I know this would be tough to impliment but just imagine fighting bosses from the orespawn mod to epic music.
Im sure even more people would download your mod if you add boss music.
Again, you can do whatever you want but it's just my idea
On the one hand, boss music already works in the BattleMusic mod, and I'm afraid that adding that to this one would make it seem too much like a copy (even if it is far superior).
On the other hand, having the ability to add music for any mob configured properly would allow the player to have minibosses with shared music, custom music for modded bosses, and would be one of the final things missing from my own modpack Mildly Modded (different music playing while the Dragon is alive).
This essentially leaves me to say do whichever TmTravlr. Either way the mod will turn out great, so it really just depends on how much work you want to put into it, and what features you think are worth the investment.
On the one hand, boss music already works in the BattleMusic mod, and I'm afraid that adding that to this one would make it seem too much like a copy (even if it is far superior).
On the other hand, having the ability to add music for any mob configured properly would allow the player to have minibosses with shared music, custom music for modded bosses, and would be one of the final things missing from my own modpack Mildly Modded (different music playing while the Dragon is alive).
This essentially leaves me to say do whichever TmTravlr. Either way the mod will turn out great, so it really just depends on how much work you want to put into it, and what features you think are worth the investment.
I extremely like the second idea. Do that one TmTravlr. I have seen it, with the aid of my Tardis, and it will look amazing. Self-occuring paradoxes won`t occur here, since that was already a choice. You could have always picked that one, so I will not get in trouble with the overbearing timelord committee. (Also if you are watching in this in my trial, then please accept that this logic is perfectly justifiable.I am not causing anything that wouldn`t have happened on its own)
Tested the most recent, though not too thoroughly. What I noticed:
-Starting out, it plays the normal overworld music you've installed when you're in survival logging in, even if you're in Creative when it chooses a song. Might be an isolated incident, but I only tested it once due to lack of time
-Creative music works, playing only songs in the appropriate dimension's Creative folder and only when the user is indeed in Creative mode.
-Going to the main menu cancels whatever song is playing and moves directly to the Menu folder to select a theme (Yes! Yes! Yess! ...carry on...)
I'll do a more thorough test soon, but for now, everything seems to be in working order.
It worked Thanks for all your help Also, I know how to make this mod even more awesome: Boss Music. I know this would be tough to impliment but just imagine fighting bosses from the orespawn mod to epic music. Im sure even more people would download your mod if you add boss music. Again, you can do whatever you want but it's just my idea
It wasn't easy, and I may have spent a little too much time on it =P, but I think it worked out well.
I made it so you can play different music for each boss, and "general" boss music that would play for every boss. I also added a couple of config options, one of which makes makes the music play immediately when you see the boss.
Oh, a good thing to note is that it's based on the boss health bar, so it would only work for bosses (and any entities) that have health bars. So with Orespawn, you could probably give your Girlfriends/Boyfriends their own themes. =P
Edit: Oh, I forgot to mention:
I haven't found a way to add all the boss' names to the Bosses folder while loading, so you'll have to do that manually right now, or just spawn the boss so the health bar shows, and wait for music to play while the health bar is up. In case you do want to do it manually, the name of the folder in the Bosses folder for the specific boss should be the name on the health bar, so for the wither it should be 'Wither', and for the ender dragon it should be 'Ender Dragon', etc.
I extremely like the second idea. Do that one TmTravlr. I have seen it, with the aid of my Tardis, and it will look amazing. Self-occuring paradoxes won`t occur here, since that was already a choice. You could have always picked that one, so I will not get in trouble with the overbearing timelord committee. (Also if you are watching in this in my trial, then please accept that this logic is perfectly justifiable.I am not causing anything that wouldn`t have happened on its own)
Actually, I had already started to do just that before you or Master_Hill_ posted.
Tested the most recent, though not too thoroughly. What I noticed: -Starting out, it plays the normal overworld music you've installed when you're in survival logging in, even if you're in Creative when it chooses a song. Might be an isolated incident, but I only tested it once due to lack of time -Creative music works, playing only songs in the appropriate dimension's Creative folder and only when the user is indeed in Creative mode. -Going to the main menu cancels whatever song is playing and moves directly to the Menu folder to select a theme (Yes! Yes! Yess! ...carry on...) I'll do a more thorough test soon, but for now, everything seems to be in working order.
I've tested all the features now too, and everything seems to be working.
For the creative mode one in the beginning, it will randomly pick any "valid" song that could play in that location (like the 1.7 creative mode music in the overworld). Did you have other songs that could play there? If you did, it may have picked one of those.
I've found the debug output very useful (enabled by the debug option in the config), because it tells you exactly which files it is finding and choosing randomly from.
Hmm, boss music. That's a really neat idea. I love boss music while in an epic battle. I've tried it out; you can test it: http://www.mediafire...5ekf85fdtug9fii
It wasn't easy, and I may have spent a little too much time on it =P, but I think it worked out well.
I made it so you can play different music for each boss, and "general" boss music that would play for every boss. I also added a couple of config options, one of which makes makes the music play immediately when you see the boss.
Oh, a good thing to note is that it's based on the boss health bar, so it would only work for bosses (and any entities) that have health bars. So with Orespawn, you could probably give your Girlfriends/Boyfriends their own themes. =P
Edit: Oh, I forgot to mention:
I haven't found a way to add all the boss' names to the Bosses folder while loading, so you'll have to do that manually right now, or just spawn the boss so the health bar shows, and wait for music to play while the health bar is up. In case you do want to do it manually, the name of the folder in the Bosses folder for the specific boss should be the name on the health bar, so for the wither it should be 'Wither', and for the ender dragon it should be 'Ender Dragon', etc.
So the system will only work with mobs that have a health bar, or would it pick up on any entity that you make a folder for in the config? I say this because not all boss mobs have health bars, depending upon the mod. I know the Umber Hulk from Dungeon Mobs doesn't, and it would certainly qualify as a miniboss, at least.
I've tested all the features now too, and everything seems to be working.
For the creative mode one in the beginning, it will randomly pick any "valid" song that could play in that location (like the 1.7 creative mode music in the overworld). Did you have other songs that could play there? If you did, it may have picked one of those.
I've found the debug output very useful (enabled by the debug option in the config), because it tells you exactly which files it is finding and choosing randomly from.
It may just have been the fact that I was in Survival when it started choosing the music selection, and I just happened to be in Creative when it started playing the song it chose. After that, it only played music in the 0/Creative directory, so it seems to be working.
Also, do you have plans to keep this mod current, or is it going to stay as a 1.6.4 mod? Either way is fine by me, but it's good to know.
The only time that this doesn't happen is from the Menu to the World.
And from what Master_Hill_ said, that is an interesting idea, it would be great
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Curse PremiumHmm, that probably wouldn't be too hard. I don't have forge for 1.6.4 installed on this computer yet, so I'll have to do that before I can see how hard it would be.
Do you think biome-specific music should depend on the dimension as well (so biome-specific music that's different for each dimension)?
I wasn't planning on updating this mod for 1.7.2, but since I made this one, I've also made one that fixes the overlapping music in 1.7.2. I could add the features of this one to that mod as optional features (kinda combine the two).
Yeah, that's what normally happens with the music. In 1.6 and below, music doesn't automatically cut out when you go to another dimension (in 1.7 it does).
I could do that, but it's getting more complicated at that point (because I would have to listen for dimension-change events). It seems like a good idea though. Maybe I could add it as an option in the config file.
Biome-dimension-specific music...interesting...how would that be managed? Would you still be able to have music that is just a blanket for a dimension, or would you have to set up the same music for every biome in that dimension?
Either way, it would be an excellent way to go with the mod. Go for it.
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Curse PremiumWell, it took more than a week to get forge for 1.6.4 working on this computer...
I've tinkered with it a bit. Try this out:
http://www.mediafire...Choices-0.3.zip
I've changed the name to "Music Choices", because I think that makes more sense now that it does more than just let you change dimension music.
Tell me how this works for you. If it's good, I'll test it some more and put it in the main post tomorrow.
Also, since it's doing more than a 1.7 resource pack now, I probably will update it, and combine it with my "Music Fix" mod that fixes the music overlap bug.
Edit: Oh, and to use the biome folders, there is a "Biomes" folder in the main folder, and one in each dimension folder as well. If you put a music file in the one in the main folder, it will play in that biome across all dimensions, while the others will only play in that biome in that dimension.
The "Biome Types" folders have the minecraftforge biome types that are used across mods. Each biome can have multiple biome types. For instance, Tagia is both FOREST and FROZEN. Any biomes added by other mods usually use these types, so if you wanted certain music to play in any jungle-y biomes added by any mods, you could put the file in the JUNGLE biome type folder.
It will pick a random music file out of all "valid" locations, so if you're in a Forest biome in the overworld, it will look in the folders:
"Biomes/Forest",
"Biome Types/FOREST",
"0" (for general overworld music),
"0/Biomes/Forest", and
"0/Biome Types/FOREST".
The last two are the biome-dimension-specific music folders. Any music placed in those won't, say, play in a Forest biome in a mystcraft dimension. They will only play in the overworld.
Maybe it's a bit overcomplicated, but I think it's useful. =)
Another Edit:
Oh, and I also added a music folder for Creative mode music, which acts the same way as the "Biomes" and "Biome Types" folders, with another copy in each dimension folder. I tried to add one for survival and adventure too, but that field is private, so I couldn't see it. =/ I could only see if the player was in creative mode.
Sorry for the broken-up post. (Note to self. Don't write posts at 2 in the morning...)
Edit: Alright, honeymoon's over. It crashed as soon as I loaded the game, complaining that it couldn't find its own class files.
// There are four lights!
Time: 6/25/14 9:11 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: com.tmtravlr.musicchoices.MusicChoicesMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: com.tmtravlr.musicchoices.MusicChoicesMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:61)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
... 10 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.lib.asm.ASMHelper.createClassNode(ASMHelper.java:113)
at codechicken.lib.asm.ASMHelper.createClassNode(ASMHelper.java:107)
at codechicken.core.asm.DefaultImplementationTransformer.transform(DefaultImplementationTransformer.java:84)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_55, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 73868952 bytes (70 MB) / 197201920 bytes (188 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_D1 80 mods loaded, 80 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
BetterSprinting{v11} [Better Sprinting (core)] (minecraft.jar) Unloaded->Constructed
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed
InfiniBows{1.2.0 build 14} [Infinity Bow Fix] (minecraft.jar) Unloaded->Constructed
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed
RenderPlayerAPI{1.0} [Render Player API] (minecraft.jar) Unloaded->Constructed
ShoulderSurfing{1.6.4} [ShoulderSurfing] (minecraft.jar) Unloaded->Constructed
SomniaCore{1.0.3} [SomniaCore] (minecraft.jar) Unloaded->Constructed
chunkbase_unglitch{1.2} [Unglitch] (minecraft.jar) Unloaded->Constructed
mod_Compressedmod{1.0} [mod_Compressedmod] (CompressedMod.zip) Unloaded->Constructed
AencEx{0.0.1} [AencEx] (1.6.x Alpha MoreEnchantments V11.zip) Unloaded->Constructed
me2{0.2} [More Enchantments] (1.6.x Alpha MoreEnchantments V11.zip) Unloaded->Constructed
ChickenShed{1.1.2} [Chicken Shed] ([1.6.4+] ChickenShed (v1.1.2).zip) Unloaded->Constructed
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed
Stackie{1.4.2.22} [Stackie] ([1.6.4]Stackie-universal-1.4.2.22.jar) Unloaded->Constructed
StartingInventory{Forge 1.6.4.r03} [StartingInventory] ([1.6.4]StartingInventory.Forge.1.6.4.r03.Universal.zip) Unloaded->Constructed
TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed
AnimatedPlayer{1.3.0} [Animated Player Mod] (Animated_Player_v1.3.0_mc1.6.4.zip) Unloaded->Constructed
Artifice{1.6.4R1.1.3} [Artifice] (Artifice-1.1.3-243.jar) Unloaded->Constructed
ArtificeCompat|EE3{1.6.4R1.1.3} [Artifice Compat: EE3] (Artifice-1.1.3-243.jar) Unloaded->Constructed
ArtificeCompat|Forestry{1.6.4R1.1.3} [Artifice Compat: Forestry] (Artifice-1.1.3-243.jar) Unloaded->Constructed
ArtificeCompat|Vanilla{1.6.4R1.1.3} [Artifice Compat: Vanilla] (Artifice-1.1.3-243.jar) Unloaded->Constructed
ArtificeCompat|MFR{1.6.4R1.1.3} [Artifice Compat: MFR] (Artifice-1.1.3-243.jar) Unloaded->Constructed
ArtificeCompat|Buildcraft{1.6.4R1.1.3} [Artifice Compat: Buildcraft] (Artifice-1.1.3-243.jar) Unloaded->Constructed
ArtificeCompat|ForgeMicroblock{1.6.4R1.1.3} [Artifice Compat: ForgeMicroblock] (Artifice-1.1.3-243.jar) Unloaded->Constructed
ArtificeCompat|Thaumcraft{1.6.4R1.1.3} [Artifice Compat: Thaumcraft] (Artifice-1.1.3-243.jar) Unloaded->Constructed
obsidianArmourB0b{1.3.2} [B0bGary's Obsidian Armour!] (B0bGary_s_Obsidian_Tools__1.6.4_v1.3.2.zip) Unloaded->Constructed
Backpack{1.28.37} [Backpack] (backpack-1.28.37-1.6.x.jar) Unloaded->Constructed
Barrier{1.0} [Barrier] (Barrier.zip) Unloaded->Constructed
BetterAnvil{3.0.6} [Better Anvils] (betterAnvil - 3.0.9.zip) Unloaded->Constructed
BiblioCraft{1.5.5} [BiblioCraft] (BiblioCraft[v1.5.5].zip) Unloaded->Constructed
ExtrabiomesXL{3.15.8} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.6.4-3.15.8.jar) Unloaded->Constructed
BiblioWoodsEBXL{1.1} [BiblioWoods ExtraBiomesXL Edition] (BiblioWoods[ExtraBiomesXL][v1.1].zip) Unloaded->Constructed
Natura{2.1.14} [Natura] (Natura_mc1.6.X_2.1.14.jar) Unloaded->Constructed
BiblioWoodsNatura{1.1} [BiblioWoods Natura Edition] (BiblioWoods[Natura][v1.1].zip) Unloaded->Constructed
chococraft{3.0.2} [Torojima's ChocoCraft] (Chococraft_3.0.2.zip) Unloaded->Constructed
cobalt{1.5} [Cobalt] (Cobalt 1.5.zip) Unloaded->Constructed
craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.4.zip) Unloaded->Constructed
CreeperTemper{1.0} [Creeper Temper] (CreeperTemper 1.0.zip) Unloaded->Constructed
CustomBranding{1.0.0} [Custom Branding] (Custom Branding 1.0.0 for MC 1.6.4.jar) Unloaded->Constructed
customrecipes{4.52} [Custom Recipes] (CustomRecipes-4.5-5.jar) Unloaded->Constructed
DragonMounts{r36} [Dragon Mounts] (dragonmount_r36_mc1.6.x.zip) Unloaded->Constructed
dyeablebeds{1.0} [Dyeable Beds] (DyeableBeds-Universal-1.6.2-Build12.jar) Unloaded->Constructed
EasyColoredGlass{1.6.4.103} [Easy Colored Glass] (EasyColoredGlass[1.6.4.104].jar) Unloaded->Constructed
eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded->Constructed
ExpChest{3.1.40.--} [Exp Chest] (Exp Chest v3.1.40.--.zip) Unloaded->Constructed
extrastonesmod{0.5.0} [Extra Stones Mod] (ExtraStones_FutureBlocks_0.7.5.zip) Unloaded->Constructed
NBTEdit{1.6.4.0} [In-game NBTEdit] (Forge_NBTEditv1.6.4.0.zip) Unloaded->Constructed
GrygrFlzr_GlowstoneWire{build 111} [Glowstone Wire] (GSWireUniversal-1.6.x-srg-b111Forge.jar) Unloaded->Constructed
kes5219_improvedfirstperson{1.6.4_r1} [Improved First Person View Mod] (ImprovedFirstPerson1.6.4r1.jar) Unloaded->Constructed
kes5219_Utility{R1_MC1.5.2} [Kes5219 Utility Mods] (ImprovedFirstPerson1.6.4r1.jar) Unloaded->Constructed
killer_minecarts{ALPHA 0.0.2} [Killer Minecarts] (Killer Minecarts v0.0.2 for MC 1.6.4.jar) Unloaded->Constructed
LavaMonsters{2.2} [Lava Monsters] (LavaMonsters 2.2 for MC 1.6.2.zip) Unloaded->Constructed
LostBooks{1.1} [Lost Books] (LostBooks 1.0 (bin) for MC 1.6.2.zip) Unloaded->Constructed
manualPickup{1.0} [Manual Pickup] (ManualPickup.zip) Unloaded->Constructed
mod_Mithril{1.6.2} [Mithril] (mithril_1-6-4.zip) Unloaded->Constructed
MoreNature{0.5.6} [More Nature] (More Nature.zip) Unloaded->Constructed
musicchoices{0.3} [Music Choices] (MusicChoices-0.3.zip) Unloaded->Errored
NetherOres{1.6.2R2.2.2} [Nether Ores MM] (NetherOres-2.2.2-55_Modified.jar) Unloaded->Constructed
newdawn{140108} [New Dawn] (newdawn.140108.zip) Unloaded->Constructed
ObsidiPlates{2.0.0} [Obsidian Pressure Plates] (obsidiplates-1.6.2-universal-2.0.0.15.jar) Unloaded->Constructed
OozeMod{1.1} [Ooze Mod] (Ooze Mod.zip) Unloaded->Constructed
PaintersFlowerPot{v1.59} [Painter's Flower Pot] (Painter's Flower Pot v1.59 - MC 1.6.2+.zip) Unloaded->Constructed
MelonSpawn{1.5} [Pam's Melon Spawn] (Pam's Melon Spawn 1.6.4.zip) Unloaded->Constructed
rediscovered{0.8} [Rediscovered Mod] (Rediscovered Mod v. 0.8 By Stormister.zip) Unloaded->Constructed
Revamp{1.2.2} [Rivvest's Enhancements to Villager and Mob Performance] (revamp-1.2.2.zip) Unloaded->Constructed
RideAbleSpidersMod{Betha.1.4} [Rideable SpidersMod] (Rideablespiders - 1.6.4v4.zip) Unloaded->Constructed
Somnia{1.0.1} [Somnia] (Somnia-Pre2b.jar) Unloaded->Constructed
SoundControl{1.0} [SoundControl] (SoundControl 1.0.zip) Unloaded->Constructed
VillageMods{1.2c} [Village Mods] (VillageMods-1.6.4-1.2c.jar) Unloaded->Constructed
VillageBiomes{1.2c} [Village Biomes] (VillageMods-1.6.4-1.2c.jar) Unloaded->Constructed
VillageDensity{1.2} [Village Density] (VillageMods-1.6.4-1.2c.jar) Unloaded->Constructed
woolarmor{1.1} [Wool Armor] (Wool Armor 1.2.zip) Unloaded->Constructed
MineTweaker{1.6.4-2.1.2} [MineTweaker] (zMineTweaker-1.6.4-2.3.1.jar) Unloaded->Constructed
CustomOreGenRevived{1.0.22} [Custom Ore Generation: First Revival] (CustomOreGenRevived-1.6.4-1.0.22.jar) Unloaded->Constructed
mod_CustomOreGen{1.0.22} [mod_CustomOreGen] (CustomOreGenRevived-1.6.4-1.0.22.jar) Unloaded->Constructed
MSC{1.6.4.0} [Mob Spawn Controls] (MSC1v1.6.4.0.zip) Unloaded->Constructed
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Curse PremiumHmm, odd. That recently happened to me with the Colourful Portals mod (my first mod) too. That person just re-downloaded the file and it worked. Maybe it's because I'm repackaging the jar file as a zip? I've uploaded the jar file instead. Try that one:
http://www.mediafire.com/download/7fxl3doyx30k3p6/MusicChoices-0.3.jar
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Curse PremiumAh, I found the problem. The folders weren't generating correctly (because of a silly typo. =/ Sorry). I've fixed it, and have re-uploaded it:
http://www.mediafire.com/download/7fxl3doyx30k3p6/MusicChoices-0.3.jar
I also added a config option "debug", which if set to true will output all the debug info to the console. It will tell you when it's trying to play music, which files it's loading, etc.
As a note, these are the folders it searched through when I was in creative mode, in a forest in the overworld (console output with debug set to true).
That was with no music in the folders.
Then I added a file to the folder "Biome Types/FOREST" and got:
Tell me if that one works (or not)!
When I put my music in the dimension folders, the songs didn't play in the game
Also, the menu works just fine, it's only the dimension music...
Please respond as soon as you can.
Thanks
-The Karoler
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Curse PremiumHi Karoler,
What version are you using (are you using version 0.2)?
Does the regular minecraft music play, or no music at all when you're in a certain dimension (for instance the Nether, assuming you have music files in folder "-1")? If no music plays at all, that might mean that the sound system can't play the music file.
Also, you're only using .ogg files, right?
I am using version 0.3. Regular minecraft music plays and I am only using .ogg files.
What do you mean by the sound system cant play the music file?
Does it have to be certain music in order to play it?
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Curse PremiumIt can only play ogg files I think, but if that's what you're using, you should be fine.
Do you have the 0.3 version in post number 30? If you do, change "debug" to true in the config file, keep the launcher open when you run it, and look at the "Development Console".
When it tries to play a song, it will say something similar to what I posted in post 30. That output will tell you what files it looked through and what it tried to play. Copy that and paste it here. It will be able to tell what the problem is.
Also note that I changed the name to MusicChoices, so it should be in that folder instead of DimensionMusic (I haven't updated the instructions in the main post because I haven't posted the file there. It's technically not "released" yet. =P I didn't want to put it in the main post until I knew it worked).
It worked
Thanks for all your help
Also, I know how to make this mod even more awesome: Boss Music.
I know this would be tough to impliment but just imagine fighting bosses from the orespawn mod to epic music.
Im sure even more people would download your mod if you add boss music.
Again, you can do whatever you want but it's just my idea
On the other hand, having the ability to add music for any mob configured properly would allow the player to have minibosses with shared music, custom music for modded bosses, and would be one of the final things missing from my own modpack Mildly Modded (different music playing while the Dragon is alive).
This essentially leaves me to say do whichever TmTravlr. Either way the mod will turn out great, so it really just depends on how much work you want to put into it, and what features you think are worth the investment.
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Curse PremiumI extremely like the second idea. Do that one TmTravlr. I have seen it, with the aid of my Tardis, and it will look amazing. Self-occuring paradoxes won`t occur here, since that was already a choice. You could have always picked that one, so I will not get in trouble with the overbearing timelord committee. (Also if you are watching in this in my trial, then please accept that this logic is perfectly justifiable.I am not causing anything that wouldn`t have happened on its own)
-Starting out, it plays the normal overworld music you've installed when you're in survival logging in, even if you're in Creative when it chooses a song. Might be an isolated incident, but I only tested it once due to lack of time
-Creative music works, playing only songs in the appropriate dimension's Creative folder and only when the user is indeed in Creative mode.
-Going to the main menu cancels whatever song is playing and moves directly to the Menu folder to select a theme (Yes! Yes! Yess! ...carry on...)
I'll do a more thorough test soon, but for now, everything seems to be in working order.
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Curse PremiumHmm, boss music. That's a really neat idea. I love boss music while in an epic battle. I've tried it out; you can test it:
http://www.mediafire.com/download/5ekf85fdtug9fii
It wasn't easy, and I may have spent a little too much time on it =P, but I think it worked out well.
I made it so you can play different music for each boss, and "general" boss music that would play for every boss. I also added a couple of config options, one of which makes makes the music play immediately when you see the boss.
Oh, a good thing to note is that it's based on the boss health bar, so it would only work for bosses (and any entities) that have health bars. So with Orespawn, you could probably give your Girlfriends/Boyfriends their own themes. =P
Edit: Oh, I forgot to mention:
I haven't found a way to add all the boss' names to the Bosses folder while loading, so you'll have to do that manually right now, or just spawn the boss so the health bar shows, and wait for music to play while the health bar is up. In case you do want to do it manually, the name of the folder in the Bosses folder for the specific boss should be the name on the health bar, so for the wither it should be 'Wither', and for the ender dragon it should be 'Ender Dragon', etc.
Actually, I had already started to do just that before you or Master_Hill_ posted.
Remember, I'm a time traveler too (Tmtravlr). =P
I've tested all the features now too, and everything seems to be working.
For the creative mode one in the beginning, it will randomly pick any "valid" song that could play in that location (like the 1.7 creative mode music in the overworld). Did you have other songs that could play there? If you did, it may have picked one of those.
I've found the debug output very useful (enabled by the debug option in the config), because it tells you exactly which files it is finding and choosing randomly from.
So the system will only work with mobs that have a health bar, or would it pick up on any entity that you make a folder for in the config? I say this because not all boss mobs have health bars, depending upon the mod. I know the Umber Hulk from Dungeon Mobs doesn't, and it would certainly qualify as a miniboss, at least.
It may just have been the fact that I was in Survival when it started choosing the music selection, and I just happened to be in Creative when it started playing the song it chose. After that, it only played music in the 0/Creative directory, so it seems to be working.