Just thought I would point out, as I am also on a MAC...
the downloaded ZIP file for this mod once opened on a mac does NOT contain a .minecraft folder as per the instructions. There is a .classes folder, a txt file and a unix executable file only in the zip. I am sure this is probably some problem with the way Mac handles the extraction of the file, but I thought I would point this out for the mod developer and possibly someone else more advances with a mac than me to solve. Basically, if you are on a mac you will probably need to hold tight for a solution.
Tell me, if you put some fire (flint and steel), does it lag too?
----
I'd like to know if you are lagging in the presence of fire... Sorry for the inconvenience!
I am also having horrible lag in caves. I made a little hut out of netherrack and set every block on fire, the ambient sound plays fine, there's no noticeable lag.
Just thought I would point out, as I am also on a MAC...
the downloaded ZIP file for this mod once opened on a mac does NOT contain a .minecraft folder as per the instructions. There is a .classes folder, a txt file and a unix executable file only in the zip. I am sure this is probably some problem with the way Mac handles the extraction of the file, but I thought I would point this out for the mod developer and possibly someone else more advances with a mac than me to solve. Basically, if you are on a mac you will probably need to hold tight for a solution.
Hope that clears it up for other people.
Cheers.
I have no idea if this solves anything, but please redownload the mod. I've renamed the folder in the archive from .minecraft to minecraft (and updated the installation instructions to fit Mac).
I am also having horrible lag in caves. I made a little hut out of netherrack and set every block on fire, the ambient sound plays fine, there's no noticeable lag.
Could you open matmos_defailt.dat, look at line 209 which contains:
EDrippingSounds SndDrip 0.6 0.3 2.7
Remove this line. There should NOT be a blank line in the data file.
Then save the file and see if it works fine afterwards?
The first number is the volume mod (multiplies the sound volume by this amount).
The second number if the minimum interval.
The third number is the maximum interval. A random delay is chosen between these two intervals to play a sound.
I'm telling you this is you want to do your own tests!
Could you open matmos_defailt.dat, look at line 209 which contains:
EDrippingSounds SndDrip 0.6 0.3 2.7
Remove this line. There should NOT be a blank line in the data file.
Then save the file and see if it works fine afterwards?
At first it seemed to have worked, but then it began stuttering again. Some info about where I am when this happens: I'm indoors, in a tunnel of cobblestone with doublestep floors and a rail track nearby, I can hear running water and I *may* be close enough to a fire block to hear it, I'm not sure. Something interesting, the stuttering seems to only happen when I am standing still; if I run around in circles it seems mostly ok.
At first it seemed to have worked, but then it began stuttering again. Some info about where I am when this happens: I'm indoors, in a tunnel of cobblestone with doublestep floors and a rail track nearby, I can hear running water and I *may* be close enough to a fire block to hear it, I'm not sure. Something interesting, the stuttering seems to only happen when I am standing still; if I run around in circles it seems mostly ok.
Thanks for the description. To be honest, I still have no idea of how this would happen.
Replace your matmos_default.dat with this version (you have to rename the file you just downloaded of course). Please tell me if it solved some issues. Sorry!
I have no idea if this solves anything, but please redownload the mod. I've renamed the folder in the archive from .minecraft to minecraft (and updated the installation instructions to fit Mac).
Tell me if it's okay!
Yeah I'm on a Mac, .xxxx files are hidden by default in the Finder (OS X's 'explorer'). It was there, you just needed to open the folder through terminal in order to see the contents - which you need to have open in order to expand, add mods and then compress back into minecraft.jar anyway.
Folks on a Mac, here are the instructions for modifying the minecraft.jar folder in OS X. You will also need to add the files from "minecraft' to the base minecraft folder in your library folder. Here are the instructions for adding mods to minecraft.jar in any case:
1) Go to Applications>Utilities and open terminal.
2) Type in the following, line by line:
cd ~
mkdir mctmp
cd mctmp
jar xf ~/Library/Application\ Support/minecraft/bin/minecraft.jar
3) Outside of terminal, copy all the files and folders into the mctmp directory.
4) Back inside terminal, type in the following:
rm META-INF/MOJANG_C.*
jar uf ~/Library/Application\ Support/minecraft/bin/minecraft.jar ./
cd ..
rm -rf mctmp
Replace your matmos_default.dat with this version (you have to rename the file you just downloaded of course). Please tell me if it solved some issues. Sorry!
I did as you asked, but it still stutters when I'm standing still in my tunnel. Is there an aspect of the mod that changes depending on whether the player is moving or standing still? Maybe something's getting caught in a loop while standing still, at least that seems like something to investigate.
This mod looks great, but i'm not going to download it (yet) :wink.gif:
could i suggest something?
maybe, if you can/want to do it, you could also add more music?
music that also fits your surroundings.
so when you're fighting, you'll hear exciting music, like in this video:
but less arabic :tongue.gif:
when in a forest, you hear peacefull music.
when near a waterfall/on water, something like this:
(you could "recognize" a waterfall when there are like 5 blocks of water or more on top of eachoter, or just 1 source block wich "falls" down 5 blocks, if you understant me)
stuff like that :wink.gif:
Rollback Post to RevisionRollBack
Click to check it out! Adds new foods and plants to try!
I did as you asked, but it still stutters when I'm standing still in my tunnel. Is there an aspect of the mod that changes depending on whether the player is moving or standing still? Maybe something's getting caught in a loop while standing still, at least that seems like something to investigate.
There is nothing special when standing still, apart from the fact that large scans (analysis of 131,072 blocks) will not happen since you haven't moved far away from where you were during the last scan.
And these scans are performed every 13 seconds.
Maybe the OpenAL have problems playing the sounds.
Does the stuttering happen when you constantly move your mouse without moving? (there is an internal detail in the code I know about where there might be a problem: If you answer "It doesn't happen when I'm only moving the mouse around", then I can maybe understand where the problem is happening in the code.)
Have you thought of making "activated" redstone buzz with the sound of electricity?
Or a larger amount makes a loud electrical humming noise.
This is actually possible using the database, but only partially, it will only detect repeater and torches, not wires, because of the Scanner only saving dataValue and no extra data.
This mod looks great, but i'm not going to download it (yet) :wink.gif:
could i suggest something?
maybe, if you can/want to do it, you could also add more music?
music that also fits your surroundings.
so when you're fighting, you'll hear exciting music, like in this video:
but less arabic :tongue.gif:
when in a forest, you hear peacefull music.
when near a waterfall/on water, something like this:
(you could "recognize" a waterfall when there are like 5 blocks of water or more on top of eachoter, or just 1 source block wich "falls" down 5 blocks, if you understant me)
stuff like that :wink.gif:
Ah, the Scanner doesn't detect anything related to fights :sad.gif:
For the music, it could be somehow possible. It is not currently possible to fade out a sound that have been playing for a long time, but actually, something like this has been implemented in the code but was left unused since I couldn't find a way to play looping sounds ingame to fade out on remote.
However, maybe I can do something in the next update by adding something to measure the players' health, so that it can be used as a condition in the database.
Also, the scanner can't detect structures of blocks. It only counts them in the scanned volume :sad.gif:
I've done a bit of testing out in a field. I first tried encasing myself in cobblestone, this produced no stuttering.
Next, I dug a 1x2 hole into a nearby dirt wall, 2 blocks deep. As soon as I stepped into the back of the hole, it started stuttering. After stepping back out, I had to wait for a moment for it to stop.. after doing this a few times, it seems to be linked to a specific ambient sound that would begin playing once I were standing in the hole. Kind of a deep, dull rumble sound, probably the rumble1.wav.
I can't say for sure whether this one .wav file is causing the stuttering, but when it fades out completely everything goes back to normal.
EDIT:
Does the stuttering happen when you constantly move your mouse without moving?
Yes, as long as I'm not walking around, no amount of moving the mouse around will stop the stuttering.
More useful infos (Potentially) on stuttering problem.
If I install this mod in a fresh install of Minecraft I get no stuttering. If I install this mod over top a modpack, stutters galore.
One interesting thing is that if I install the modpack (I'm using the NOW modpack) the bug where footstep sounds don't occur while you're walking down stairs, but suddenly 'catch up' when you reach the bottom comes back. It's a bug that's been technically fixed in vanilla MC since a few patches ago, so I think the modpack may be using some older Minecraft audio code.
Incidentally, with the modpack and this mod installed I also get no stuttering so long as I keep moving.
I've done a bit of testing out in a field. I first tried encasing myself in cobblestone, this produced no stuttering.
Next, I dug a 1x2 hole into a nearby dirt wall, 2 blocks deep. As soon as I stepped into the back of the hole, it started stuttering. After stepping back out, I had to wait for a moment for it to stop.. after doing this a few times, it seems to be linked to a specific ambient sound that would begin playing once I were standing in the hole. Kind of a deep, dull rumble sound, probably the rumble1.wav.
I can't say for sure whether this one .wav file is causing the stuttering, but when it fades out completely everything goes back to normal.
EDIT:
Yes, as long as I'm not walking around, no amount of moving the mouse around will stop the stuttering.
Thanks for the data,
In you're running on Windows,
Can you read the OP thread, look at the FAQ, and follow instructions at the end on how to run the game with a console?
I'd be interested to know if anything is printed out to the console when this happens. Things will be printed massively, but I want to see if there's anything printed in the console that should not be.
Some things will be printed when you're in the menu, and some other when you're in game.
Since the in-game will erase the menu information, maybe you can get both logs?
In any case if you happen not to know:
To copy the contents of the console, right click on it, click "select all", and press ENTER to copy (NOT Ctrl+C).
You should be seeing messages like this.
More useful infos (Potentially) on stuttering problem.
If I install this mod in a fresh install of Minecraft I get no stuttering. If I install this mod over top a modpack, stutters galore.
One interesting thing is that if I install the modpack (I'm using the NOW modpack) the bug where footstep sounds don't occur while you're walking down stairs, but suddenly 'catch up' when you reach the bottom comes back. It's a bug that's been technically fixed in vanilla MC since a few patches ago, so I think the modpack may be using some older Minecraft audio code.
Thanks for the info!
MAtmos does NOT modify any class file, but it still does rely on others.
Especially, it relies on the SoundManager and on "paulscode" original audio library.
Maybe there is actually a conflict with other mods. If that's the case, It would be nice if those who got the issue (who have some spare time) to try out MAtmos with only ModLoader installed, see if it's possible to isolate the issue.
I'd like to know the nature of how this has been "fixed" as you said.
Remember you can create Minecraft sessions using batch files like:
To start minecraft using a simulated Roaming on directory (Batch File Directory)/user/myname, create a batch file in your Minecraft.exe location and start it
@echo off
md "%CD%\user"
md "%CD%\user\ha3"
set "APPDATA=%CD%\user\myname"
start Minecraft
To start a program that relies on (Roaming) like MCPatcher while using the custom Roaming location:
Drag and drop the program onto the batch file containing:
@echo off
md "%CD%\user"
md "%CD%\user\ha3"
set "APPDATA=%CD%\user\ha3"
start %1
Ah, the Scanner doesn't detect anything related to fights :sad.gif:
For the music, it could be somehow possible. It is not currently possible to fade out a sound that have been playing for a long time, but actually, something like this has been implemented in the code but was left unused since I couldn't find a way to play looping sounds ingame to fade out on remote.
However, maybe I can do something in the next update by adding something to measure the players' health, so that it can be used as a condition in the database.
Also, the scanner can't detect structures of blocks. It only counts them in the scanned volume :sad.gif:
but i know there is a way to detect the block id of a certain block, the Allocator mod also uses block/item id's to detect blocks/items, maybe you can ask the maker of that mod for a bit of help?
Rollback Post to RevisionRollBack
Click to check it out! Adds new foods and plants to try!
I really hope Notch implements this in some later update.
the downloaded ZIP file for this mod once opened on a mac does NOT contain a .minecraft folder as per the instructions. There is a .classes folder, a txt file and a unix executable file only in the zip. I am sure this is probably some problem with the way Mac handles the extraction of the file, but I thought I would point this out for the mod developer and possibly someone else more advances with a mac than me to solve. Basically, if you are on a mac you will probably need to hold tight for a solution.
Hope that clears it up for other people.
Cheers.
I am also having horrible lag in caves. I made a little hut out of netherrack and set every block on fire, the ambient sound plays fine, there's no noticeable lag.
I have no idea if this solves anything, but please redownload the mod. I've renamed the folder in the archive from .minecraft to minecraft (and updated the installation instructions to fit Mac).
Tell me if it's okay!
Could you open matmos_defailt.dat, look at line 209 which contains:
Remove this line. There should NOT be a blank line in the data file.
Then save the file and see if it works fine afterwards?
The first number is the volume mod (multiplies the sound volume by this amount).
The second number if the minimum interval.
The third number is the maximum interval. A random delay is chosen between these two intervals to play a sound.
I'm telling you this is you want to do your own tests!
At first it seemed to have worked, but then it began stuttering again. Some info about where I am when this happens: I'm indoors, in a tunnel of cobblestone with doublestep floors and a rail track nearby, I can hear running water and I *may* be close enough to a fire block to hear it, I'm not sure. Something interesting, the stuttering seems to only happen when I am standing still; if I run around in circles it seems mostly ok.
Thanks for the description. To be honest, I still have no idea of how this would happen.
Please, can you (anyone who has stuttering issues), download this file: http://dl.dropbox.com/u/3370078/MAtmos/matmos_default_test_stutter.dat
Replace your matmos_default.dat with this version (you have to rename the file you just downloaded of course). Please tell me if it solved some issues. Sorry!
Yeah I'm on a Mac, .xxxx files are hidden by default in the Finder (OS X's 'explorer'). It was there, you just needed to open the folder through terminal in order to see the contents - which you need to have open in order to expand, add mods and then compress back into minecraft.jar anyway.
Folks on a Mac, here are the instructions for modifying the minecraft.jar folder in OS X. You will also need to add the files from "minecraft' to the base minecraft folder in your library folder. Here are the instructions for adding mods to minecraft.jar in any case:
1) Go to Applications>Utilities and open terminal.
2) Type in the following, line by line:
3) Outside of terminal, copy all the files and folders into the mctmp directory.
4) Back inside terminal, type in the following:
5) Run Minecraft, enjoy!
I did as you asked, but it still stutters when I'm standing still in my tunnel. Is there an aspect of the mod that changes depending on whether the player is moving or standing still? Maybe something's getting caught in a loop while standing still, at least that seems like something to investigate.
Or a larger amount makes a loud electrical humming noise.
This mod looks great, but i'm not going to download it (yet) :wink.gif:
could i suggest something?
maybe, if you can/want to do it, you could also add more music?
music that also fits your surroundings.
so when you're fighting, you'll hear exciting music, like in this video:
but less arabic :tongue.gif:
when in a forest, you hear peacefull music.
when near a waterfall/on water, something like this:
(you could "recognize" a waterfall when there are like 5 blocks of water or more on top of eachoter, or just 1 source block wich "falls" down 5 blocks, if you understant me)
stuff like that :wink.gif:
There is nothing special when standing still, apart from the fact that large scans (analysis of 131,072 blocks) will not happen since you haven't moved far away from where you were during the last scan.
And these scans are performed every 13 seconds.
Maybe the OpenAL have problems playing the sounds.
Does the stuttering happen when you constantly move your mouse without moving? (there is an internal detail in the code I know about where there might be a problem: If you answer "It doesn't happen when I'm only moving the mouse around", then I can maybe understand where the problem is happening in the code.)
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
This is actually possible using the database, but only partially, it will only detect repeater and torches, not wires, because of the Scanner only saving dataValue and no extra data.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Ah, the Scanner doesn't detect anything related to fights :sad.gif:
For the music, it could be somehow possible. It is not currently possible to fade out a sound that have been playing for a long time, but actually, something like this has been implemented in the code but was left unused since I couldn't find a way to play looping sounds ingame to fade out on remote.
However, maybe I can do something in the next update by adding something to measure the players' health, so that it can be used as a condition in the database.
Also, the scanner can't detect structures of blocks. It only counts them in the scanned volume :sad.gif:
I've done a bit of testing out in a field. I first tried encasing myself in cobblestone, this produced no stuttering.
Next, I dug a 1x2 hole into a nearby dirt wall, 2 blocks deep. As soon as I stepped into the back of the hole, it started stuttering. After stepping back out, I had to wait for a moment for it to stop.. after doing this a few times, it seems to be linked to a specific ambient sound that would begin playing once I were standing in the hole. Kind of a deep, dull rumble sound, probably the rumble1.wav.
I can't say for sure whether this one .wav file is causing the stuttering, but when it fades out completely everything goes back to normal.
EDIT:
Yes, as long as I'm not walking around, no amount of moving the mouse around will stop the stuttering.
If I install this mod in a fresh install of Minecraft I get no stuttering. If I install this mod over top a modpack, stutters galore.
One interesting thing is that if I install the modpack (I'm using the NOW modpack) the bug where footstep sounds don't occur while you're walking down stairs, but suddenly 'catch up' when you reach the bottom comes back. It's a bug that's been technically fixed in vanilla MC since a few patches ago, so I think the modpack may be using some older Minecraft audio code.
Incidentally, with the modpack and this mod installed I also get no stuttering so long as I keep moving.
Thanks for the data,
In you're running on Windows,
Can you read the OP thread, look at the FAQ, and follow instructions at the end on how to run the game with a console?
I'd be interested to know if anything is printed out to the console when this happens. Things will be printed massively, but I want to see if there's anything printed in the console that should not be.
Some things will be printed when you're in the menu, and some other when you're in game.
Since the in-game will erase the menu information, maybe you can get both logs?
In any case if you happen not to know:
To copy the contents of the console, right click on it, click "select all", and press ENTER to copy (NOT Ctrl+C).
You should be seeing messages like this.
Thanks again!
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Thanks for the info!
MAtmos does NOT modify any class file, but it still does rely on others.
Especially, it relies on the SoundManager and on "paulscode" original audio library.
Maybe there is actually a conflict with other mods. If that's the case, It would be nice if those who got the issue (who have some spare time) to try out MAtmos with only ModLoader installed, see if it's possible to isolate the issue.
I'd like to know the nature of how this has been "fixed" as you said.
Remember you can create Minecraft sessions using batch files like:
To start minecraft using a simulated Roaming on directory (Batch File Directory)/user/myname, create a batch file in your Minecraft.exe location and start it
To start a program that relies on (Roaming) like MCPatcher while using the custom Roaming location:
Drag and drop the program onto the batch file containing:
but i know there is a way to detect the block id of a certain block, the Allocator mod also uses block/item id's to detect blocks/items, maybe you can ask the maker of that mod for a bit of help?