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    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine

    It's got to be the other thing then. I'll need to figure out some way to make my mod wait for other mods to load before loading the JSON from the resource pack.

    Posted in: WIP Mods
  • 0

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine

    It probably needs to be:

                "Name" : "Test",
                "Type" : "BlockCounter",
                "Scanner" : "LS",
                "Blocks" : [
                    "GalacticraftCore:oxygenCollector"
                ]


    The "tile" part is wrong.

    Also I didn't really document this command but you can do:

    /ambord fndblk oxygen

    And it will show you all the block's whose register name contains the word "oxygen".

    Posted in: WIP Mods
  • 0

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine

    The thunder thing is curious. I havent had this problem actually but my resource pack actually just replaces the vanilla thunder stuff.

    For the other thing. I assume that you haven't found the correct block ID exactly but I'm not sure. Either that or this could be a bug with Galacticraft loading before my mod loads which I vaguely remember thinking could be an issue. I'm wondering if you modify the mod.info and set Galacticraft as dependency if it would then fix the scanner problem.

    Posted in: WIP Mods
  • 1

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine

    You're totally free to make your own resource packs and redistribute them.

    Posted in: WIP Mods
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    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine
    Quote from Enderdeman»



    My advice is to see what you can throw in that is your own. Something that has never been seen in MAtmos. So you have something to hold before the people who call you a MAtmos copycat.


    Well one thing I know this mod can do that MAtmos can not is muffle sounds based on whether you're "inside" or "outside". It's kind of subtle, but for example, if you have MAtmos and you build a stone cube at Y=200, put a glass window in it and you'll hear the high wind sounds like you're actually outside. Since I like to build tall buildings with windows this really bugged me so I wanted to see if I could fix it.

    As for being called a MAtmos copycat, well I kind of am. I improved on some of the techniques that mod uses for doing environmental scanning to be a lot more efficient and I use Javascript instead of weird XML to define the sound conditions but besides that the premise is pretty much the same. If people like MAtmos better, they should use it, I really liked that mod! Honestly, I made this mod for myself and just thought other people might enjoy it, if nobody ever used it I'd still be happy with it.

    I do appreciate you're review. I regret that its been awhile since I've made a new release, I'm working on crushing a tough lag problem and I'm almost ready to push that work to the main repository. I've been pretty busy with my real job though, so it can be tough to come home and want to work on more code.
    Posted in: WIP Mods
  • 4

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine

    Hey guys this project isn't dead, its just end of year crunch time at my RL job and I've been very busy (and also sick of starring at code when I get off work). I will be updating this project soon with some bug fixes and new sounds as time permits.

    Posted in: WIP Mods
  • 1

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine

    I don't have any waterfall sounds ... just lake and ocean waves. If you check your logs you'll see stuff like [Ambiotic] Playing sound <sound name>. That might tell you what sound you're hearing.

    Posted in: WIP Mods
  • 0

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine
    Quote from chezpaul2»

    Hey Graphic, did you see this?

    https://github.com/micdoodle8/Galacticraft/issues/1919#issuecomment-152611440


    So if I download their latest then it should work straight out of the box ?



    Not quite. engine.json and emitters/forest.json and emitters/background.json still need some modifications. Mainly they need to recognize when they are in a "DEAD" biome and not play the bird / bug sounds. This is pretty straight forward to do I imagine Ez probably can figure it out. I'm working on a nasty lag bug with Tetrajak, but Ill try to get you a modified res pack ASAP.

    Posted in: WIP Mods
  • 2

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine
    Quote from EzerArch»

    Well, let me think of a solution.


    EDIT:


    I could try to do something like in this pseudo-code:


    if (Player.DIMName is_not_in ListOfGalacticraftDimensions):

    then: play_the_damn_birds;

    else: silence.



    I thought of that too, however there is a problem. Galacticraft localizes the dimension names, so ListOfGalacticraftDimensions would not only have to contain "Moon" but "Moon" in all the different languages Galacticraft supports. So I read their source, and adding the BiomeTags to their new Biomes will probably be pretty easy, so I might do it myself to speed up that process. After that I can potentially take a look at their API so I can add additional variables based on it (no promises on that but you guys like my mod so I want to help you).

    Posted in: WIP Mods
  • 0

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine
    Quote from hrolphy»


    Ohhh that is just awesome. Are there BoP compatibility at this point in time?

    I really liked Matmos, but it never really worked well for me. This mod has even better sound, very well picked!
    I luv it!

    Another thing, if at one point I decide to turn off some of the sounds, how would I go about doing that exactly?


    In 1.2.1 / 1.2.0 : yes there is some preliminary support for BoP mainly because I switched from keying off of BiomeNames to keying of their BiomeTypes in the BiomeDictionary. So especially for BoP biomes that are just a twist something like a "Forest" or "Swamp", you should hear the soundscapes I've built for vanilla forests and swamps.
    Posted in: WIP Mods
  • 1

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine

    The leaves are the problem actually, grass / leaves triggers bird / bug sounds that aren't restricted by biome (since on most normal maps if you are near these it makes sense to hear those sounds).

    It sounds like you could fix them by changing the following in emitters/backgrounds.json:

        {
            "Name" : "DayBkgGrassBugs",
            "Type" : "Looping",
            "Sound" : "ambiotic:bkgs.day_bugs_loop",
            "Conditions" : "LS.Temperature >= 0.5 && LS.Temperature < 1.80 && #IsDay# && #BugPlants#",
            "Restrict" : "Player.DIM != 0 || #UnderGround# || Player.Submerged ||  LS.Salinity >= 0.1 || #IsJungle#",
            "Volume" : {
                "Type" : "Scripted",
                "Code" : "0.1*#Muffle#"
            }
        },
    
        {
            "Name" : "NightBkgGrassBugs",
            "Type" : "Looping",
            "Sound" : "ambiotic:bkgs.night_bugs_loop",
            "Conditions" : "LS.Temperature >= 0.5 && LS.Temperature < 1.80 && #BugPlants#",
            "Restrict" : "Player.DIM != 0 || #UnderGround# || Player.Submerged || #IsDay#  ||  LS.Salinity >= 0.1 || #IsJungle#",
            "Volume" : {
                "Type" : "Scripted",
                "Code" : "0.1*#Muffle#"
            }
        },


    The important part here is "Restrict" : "Player.DIM != 0 this basically ensures that these bug sounds will only play in the over world dimension. You can also add this restriction in forest.json to stop bird noises.

    I've opened an issue with the Galacticraft developer here: https://github.com/micdoodle8/Galacticraft/issues/1919 about registering his Biomes with Forge. If he did this I could support them better out of the box. If you're interested in a better fix for this, please show your support by commenting on this issue.

    Posted in: WIP Mods
  • 0

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine

    Is it constant bird sounds? Or just bird sounds that play once in awhile? Is the moon a different dimension then the Overworld in Galatic Craft? Also do you know how to use IRC? I hang out in #minecraftforge on EsperNet, it would probably be easier for me to help you there.


    Also, this might be caused by a bug that I've fixed but haven't released yet. By any chance do you teleport to the moon from a location that it makes sense for the bird sounds to play? Theres a bug in the last release that causes the BlockScanner to not update properly after a teleport, meaning it will often still play sounds from your previous location after a teleport.

    Posted in: WIP Mods
  • 0

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine
    Quote from crunkazcanbe»

    I would like these sounds as well . Nice find . I like this . :)

    Well I don't know if I'll add all of these sounds: there are a lot in that pack. But I can certainly explore adding some.
    Posted in: WIP Mods
  • 0

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine

    Well what's the context? Is this an adventure map you're making? Because yes ... then its very easy. Is it some single player map you just happened to build a temple in? Still easy but not really what I designed this for.

    You can use something like:

    "Conditions" : "Player.X > -50 && Player.X < 50 && Player.Y > 64 && Player.Y < 84 && Player.Z > -50 && Player.Z < 50"

    In a looping sound for the music. This would only play the sound when the user is inside the cube formed by -50, 65, -50 and 50, 84, 50.

    Posted in: WIP Mods
  • 0

    posted a message on Ambiotic [v1.2.0]: MAtmos Inspired Ambient Sound Engine
    Quote from chezpaul2»

    haha... my bad. ;-)


    In my next release I'll make it quietly warn you that it doesn't do anything when installed on a server instead of crashing the whole thing, which I agree is rather obnoxious.
    Posted in: WIP Mods
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