A question: is it possible to create my own scripts/condition sheets and distribute them via resource pack?
I'd like to create a set of conditions for custom/modded biomes and dimensions.
Absolutely! I designed it that way so people could add their own! I'm about to release a big update this weekend that exposes BiomeDictionary tag variables to the scripting engine. This will be very useful for creating custom sound scapes for specific biomes.
I went ahead and released 1.2, I want you to be able to use the new stuff I added for your resource pack as well as the new format for the json files (start with engine.json, and then check out the json files in emitters/ for ideas on how you can create your own!)
Absolutely! I designed it that way so people could add their own! I'm about to release a big update this weekend that exposes BiomeDictionary tag variables to the scripting engine. This will be very useful for creating custom sound scapes for specific biomes.
I went ahead and released 1.2, I want you to be able to use the new stuff I added for your resource pack as well as the new format for the json files (start with engine.json, and then check out the json files in emitters/ for ideas on how you can create your own!)
Loving your mod man !! It just keeps getting better .
The Meaning of Life, the Universe, and Everything.
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Loving your mod man !! It just keeps getting better .
I'm glad! I'm hoping I get to enjoy it myself some this weekend. By the way, a lot of the new biome sounds are compatible with Biome mods, as long as they use the BiomeDictionary in forge (most popular ones like BoP do).
I'm glad! I'm hoping I get to enjoy it myself some this weekend. By the way, a lot of the new biome sounds are compatible with Biome mods, as long as they use the BiomeDictionary in forge (most popular ones like BoP do).
Thats good man . My Fav Biome adding mod is EnhancedBiomes Here . I use that mod with RTG here Which generates Minecraft in a Realistic way while EnhancedBiomes adds the most realistic looking Biomes . BOP is nice just not realistic ,but it is pretty in a way I must admit . Just not my cup of tea .
Man I would love for you to toss those two mods RTG and EnhancedBiomes together in your mods folder ,and select Realistic for the world-gen ,and make a new world ,and fly around and look how awesome it looks . Throw those 2 mods and your mod together ,and be amassed . You mod makes it that much more realistic . The RTG mod is no where near done ,and has weekly updates ,and just keeps getting better as well as your mod does every update . Keep an eye out for the next RTG update man its going to be out tomorrow or Sunday and will be the most esthetically pleasing update yet .
What I would love is if you can man only if you can ,but don't do it just for me add as much support for RTG ,and EnhancedBiomes as you can ;because I am building a pack around your mod RTG and EnhancedBiomes . I noticed your mod is not working in several Biomes . It worked in quit a few just not some I would love some TLC be thrown in to your mod for max support for RTG and EB. Thank you man ,but please if you find some free time to look at those two mods man Do so. Thank you brother me ,and the wife are loving your mod .
Thats good man . My Fav Biome adding mod is EnhancedBiomes Here . I use that mod with RTG here Which generates Minecraft in a Realistic way while EnhancedBiomes adds the most realistic looking Biomes . BOP is nice just not realistic ,but it is pretty in a way I must admit . Just not my cup of tea .
Man I would love for you to toss those two mods RTG and EnhancedBiomes together in your mods folder ,and select Realistic for the world-gen ,and make a new world ,and fly around and look how awesome it looks . Throw those 2 mods and your mod together ,and be amassed . You mod makes it that much more realistic . The RTG mod is no where near done ,and has weekly updates ,and just keeps getting better as well as your mod does every update . Keep an eye out for the next RTG update man its going to be out tomorrow or Sunday and will be the most esthetically pleasing update yet .
What I would love is if you can man only if you can ,but don't do it just for me add as much support for RTG ,and EnhancedBiomes as you can ;because I am building a pack around your mod RTG and EnhancedBiomes . I noticed your mod is not working in several Biomes . It worked in quit a few just not some I would love some TLC be thrown in to your mod for max support for RTG and EB. Thank you man ,but please if you find some free time to look at those two mods man Do so. Thank you brother me ,and the wife are loving your mod .
I'll check them out this weekend. I haven't added support for some Biomes yet, like Snowy/Deserty ones, those have a lot more "white" noise and less animal sounds so their a little trickier to create sounds scapes for. Both mods you listed use Forge, so I imagine integration will be pretty easy. If they are OpenSource I may fork their repo and add in BiomeTag support for them so I my mod works better out of the box. If they add new blocks I can also take this into account in my block counters. I'll start targeting these mods and BoP for integration since I'm a big fan of BoP and you seem to be my biggest fan haha.
PS: If you can get me the names of the biomes that you're having trouble with in EB, it will help me out when trying to support them.
I went ahead and released 1.2, I want you to be able to use the new stuff I added for your resource pack as well as the new format for the json files (start with engine.json, and then check out the json files in emitters/ for ideas on how you can create your own!)
Thank you. Just seen the stuff, it looks cool.
Well I play some space-themed and tech mods, such as Galacticraft, which adds dimensions like The Moon, Mars, Space station. Among other things I noticed with this mod, my Moon dimension is now a bit... windy?
So my 1st goals would be:
make air-less dimensions silent. Just I don't know how to get the dim name to use it as a condition.
make HighWind silent at very high altitudes.
Maybe, create my own per-planet sound emitters, 1st for Mars, and probably for Venus and other planets with atmosphere.
Then release my custom emitters in my resource pack, which supports those mods I mentioned above.
Well I play some space-themed and tech mods, such as Galacticraft, which adds dimensions like The Moon, Mars, Space station. Among other things I noticed with this mod, my Moon dimension is now a bit... windy?
So my 1st goals would be:
make air-less dimensions silent. Just I don't know how to get the dim name to use it as a condition.
make HighWind silent at very high altitudes.
Maybe, create my own per-planet sound emitters, 1st for Mars, and probably for Venus and other planets with atmosphere.
Then release my custom emitters in my resource pack, which supports those mods I mentioned above.
1. I'll add a new variable to the scripting language Player.DimName that will give you this, currently I only give you the number with Player.DIM
2. This is super easy in backgrounds.json, if you want the high wind to stop playing at say 200:
The important part is && Player.Y < 200 in the Conditions.
3. I'm guessing you'd do this by dimension name, so you can make a mars.json file and one of the conditions for all the sounds in it will be Player.DimName == 'Mars' perhaps.
Also, I didn't mention it, but there's a debugging command that lets your run javascript code in the game so you can test code, the command is ambeval. Some examples:
This command supports tab completions so that you can list the variables and namespaces.
I'm pretty busy tomorrow, but I cad add the Player.DimName sometime after 10 PM EST. This will probably be a special release of 1.2.1 to add the new variable. I will also create an example resource pack that you can modify for your dimensions.
The Meaning of Life, the Universe, and Everything.
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EzerArch
Release 1.2.1 is special for you so that you can work on your own resource pack for my mod. The file ambiotic-skinny-1.2.1.jar is the mod without any of the resources / engine definitions I include in the default build. The file ambiotic-respack-1.2.1.zip contains the defaults I normally package with the jar. You can extract this zip file, modify its contents, then re-zip it like you would any other resource pack to make changes to the sound engine.
This release includes Player.DIMName which you can use to get the player's current world name (ie "overworld", "end", "nether").
But 1st off, before this release, I kinda managed to achieve one of my goals which is to "make HighWind silent at very high altitudes". This is what I did:
#1: Created an "\ambiotic\emitters" folder in "\.minecraft\resourcepacks\Aeon Extension Patch - Dev\assets"
#2: Copied background.json
#3: Edited the HighWind with this code:
The Meaning of Life, the Universe, and Everything.
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This is a beautiful complement to my current setup. I sorely missed MAtmos, so I'm quite happy to see this.
I see that you want to add BoP integration, so that's great. But is there any way to implement a blacklist or whitelist configuration file (Or something to that extent) that disables (Or enables) certain music in specific biomes? Ie, BoP's Kelp Forest biome is apparently registered as a "Forest" in Forge, and plays the Forest ambient noise. Pretty jarring to hear birds chirping and leaves rustling in the middle of an ocean, I've got to say. ;p
Regardless, this is a really nifty mod and I'm definitely looking forward to hearing what kind of ambience you'll put in deserts or snowy areas.
The Meaning of Life, the Universe, and Everything.
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Arianne, I targeted Vanilla with 1.2 since it was the easiest for me to test, but now that I have a decent library of sounds to draw on, yes I will be looking at adding better support for BoP and other Biome mods, mostly just by dialing in the settings a little better for these. Some biome mods make questionable use of the BiomeTags in my opinion but Ill try to work around it.
But 1st off, before this release, I kinda managed to achieve one of my goals which is to "make HighWind silent at very high altitudes". This is what I did:
#1: Created an "\ambiotic\emitters" folder in "\.minecraft\resourcepacks\Aeon Extension Patch - Dev\assets"
#2: Copied background.json
#3: Edited the HighWind with this code:
It makes the sound volume increase towards Y=250, and decrease towards Y=100 or Y=400, and silent under 100 or above 400.
#4: started up Minecraft. It works.
Now I'll check the new release, specially for the Player.DIMname thing.
Awesome! If you come up with a comprehensive resource pack for a specific set of mods, I'd love to host it somewhere a long side my default resource pack.
Hmm... you said that if the biomes are registered with Forges biome detection thingy, that there should be sounds in modded biomes?
Well, I've been playing with the Wastelands biome quite a lot lately, and I think it would be kinda awesome if there were ambient sounds to this empty world, like the sound of dried, crumbling dirt blowing in the wind, the whistling scream of the wind through the dead branches of the lifeless forests... and the ghastly wales of something hiding deep in the mountains, all tied together with the ambient sounds of old glass crackling from shattered windows, the faint sounds of animals scavenging for food, the occasional bird screeching as it flies off to find food in this empty world while traveling through the abandoned and destroyed cities...
(if you need, I can provide biome IDs, I think there's 5 in total, Wastelands, Wasteland Mountains, Wasteland Forest, Wasteland City, and Radioactive Wastelands, which would probably have the faint sound of a geiger counter clicking in the back ground, growing faster and louder the closer you get to a pool of radioactive waste)
Awesome! If you need more wind sound effects to play with, I currently have a whole bunch I can send you, their all royalty free I collect them as I find them on weird parts of the web.
Hmm... you said that if the biomes are registered with Forges biome detection thingy, that there should be sounds in modded biomes?
Well, I've been playing with the Wastelands biome quite a lot lately, and I think it would be kinda awesome if there were ambient sounds to this empty world, like the sound of dried, crumbling dirt blowing in the wind, the whistling scream of the wind through the dead branches of the lifeless forests... and the ghastly wales of something hiding deep in the mountains, all tied together with the ambient sounds of old glass crackling from shattered windows, the faint sounds of animals scavenging for food, the occasional bird screeching as it flies off to find food in this empty world while traveling through the abandoned and destroyed cities...
(if you need, I can provide biome IDs, I think there's 5 in total, Wastelands, Wasteland Mountains, Wasteland Forest, Wasteland City, and Radioactive Wastelands, which would probably have the faint sound of a geiger counter clicking in the back ground, growing faster and louder the closer you get to a pool of radioactive waste)
So this stuff sounds very specific to a certain mod. I could add these things but their not going in the "default" sound pack really. I do encourage you to download the resource pack and play with adding your own sounds, I've tried to make it as easy as possible to script / customize ambient sound effects.
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.
A question: is it possible to create my own scripts/condition sheets and distribute them via resource pack?
I'd like to create a set of conditions for custom/modded biomes and dimensions.
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
Absolutely! I designed it that way so people could add their own!
I'm about to release a big update this weekend that exposes BiomeDictionary tag variables to the scripting engine.This will be very useful for creating custom sound scapes for specific biomes.I went ahead and released 1.2, I want you to be able to use the new stuff I added for your resource pack as well as the new format for the json files (start with engine.json, and then check out the json files in emitters/ for ideas on how you can create your own!)
Loving your mod man !! It just keeps getting better .
I'm glad! I'm hoping I get to enjoy it myself some this weekend. By the way, a lot of the new biome sounds are compatible with Biome mods, as long as they use the BiomeDictionary in forge (most popular ones like BoP do).
Thats good man . My Fav Biome adding mod is EnhancedBiomes Here . I use that mod with RTG here Which generates Minecraft in a Realistic way while EnhancedBiomes adds the most realistic looking Biomes . BOP is nice just not realistic ,but it is pretty in a way I must admit . Just not my cup of tea .
Man I would love for you to toss those two mods RTG and EnhancedBiomes together in your mods folder ,and select Realistic for the world-gen ,and make a new world ,and fly around and look how awesome it looks . Throw those 2 mods and your mod together ,and be amassed . You mod makes it that much more realistic . The RTG mod is no where near done ,and has weekly updates ,and just keeps getting better as well as your mod does every update . Keep an eye out for the next RTG update man its going to be out tomorrow or Sunday and will be the most esthetically pleasing update yet .
What I would love is if you can man only if you can ,but don't do it just for me add as much support for RTG ,and EnhancedBiomes as you can ;because I am building a pack around your mod RTG and EnhancedBiomes . I noticed your mod is not working in several Biomes . It worked in quit a few just not some I would love some TLC be thrown in to your mod for max support for RTG and EB. Thank you man ,but please if you find some free time to look at those two mods man Do so. Thank you brother me ,and the wife are loving your mod .
I'll check them out this weekend. I haven't added support for some Biomes yet, like Snowy/Deserty ones, those have a lot more "white" noise and less animal sounds so their a little trickier to create sounds scapes for. Both mods you listed use Forge, so I imagine integration will be pretty easy. If they are OpenSource I may fork their repo and add in BiomeTag support for them so I my mod works better out of the box. If they add new blocks I can also take this into account in my block counters. I'll start targeting these mods and BoP for integration since I'm a big fan of BoP and you seem to be my biggest fan haha.
PS: If you can get me the names of the biomes that you're having trouble with in EB, it will help me out when trying to support them.
Thank you. Just seen the stuff, it looks cool.
Well I play some space-themed and tech mods, such as Galacticraft, which adds dimensions like The Moon, Mars, Space station. Among other things I noticed with this mod, my Moon dimension is now a bit... windy?
So my 1st goals would be:
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
1. I'll add a new variable to the scripting language Player.DimName that will give you this, currently I only give you the number with Player.DIM
2. This is super easy in backgrounds.json, if you want the high wind to stop playing at say 200:
The important part is && Player.Y < 200 in the Conditions.
3. I'm guessing you'd do this by dimension name, so you can make a mars.json file and one of the conditions for all the sounds in it will be Player.DimName == 'Mars' perhaps.
Also, I didn't mention it, but there's a debugging command that lets your run javascript code in the game so you can test code, the command is ambeval. Some examples:
This command supports tab completions so that you can list the variables and namespaces.
I'm pretty busy tomorrow, but I cad add the Player.DimName sometime after 10 PM EST. This will probably be a special release of 1.2.1 to add the new variable. I will also create an example resource pack that you can modify for your dimensions.
EzerArch
Release 1.2.1 is special for you so that you can work on your own resource pack for my mod. The file ambiotic-skinny-1.2.1.jar is the mod without any of the resources / engine definitions I include in the default build. The file ambiotic-respack-1.2.1.zip contains the defaults I normally package with the jar. You can extract this zip file, modify its contents, then re-zip it like you would any other resource pack to make changes to the sound engine.
This release includes Player.DIMName which you can use to get the player's current world name (ie "overworld", "end", "nether").
Let me know if you have any questions.
THANK YOU!
But 1st off, before this release, I kinda managed to achieve one of my goals which is to "make HighWind silent at very high altitudes". This is what I did:
#1: Created an "\ambiotic\emitters" folder in "\.minecraft\resourcepacks\Aeon Extension Patch - Dev\assets"
#2: Copied background.json
#3: Edited the HighWind with this code:
It makes the sound volume increase towards Y=250, and decrease towards Y=100 or Y=400, and silent under 100 or above 400.
#4: started up Minecraft. It works.
Now I'll check the new release, specially for the Player.DIMname thing.
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
This is a beautiful complement to my current setup. I sorely missed MAtmos, so I'm quite happy to see this.
I see that you want to add BoP integration, so that's great. But is there any way to implement a blacklist or whitelist configuration file (Or something to that extent) that disables (Or enables) certain music in specific biomes? Ie, BoP's Kelp Forest biome is apparently registered as a "Forest" in Forge, and plays the Forest ambient noise. Pretty jarring to hear birds chirping and leaves rustling in the middle of an ocean, I've got to say. ;p
Regardless, this is a really nifty mod and I'm definitely looking forward to hearing what kind of ambience you'll put in deserts or snowy areas.
Arianne, I targeted Vanilla with 1.2 since it was the easiest for me to test, but now that I have a decent library of sounds to draw on, yes I will be looking at adding better support for BoP and other Biome mods, mostly just by dialing in the settings a little better for these. Some biome mods make questionable use of the BiomeTags in my opinion but Ill try to work around it.
Awesome! If you come up with a comprehensive resource pack for a specific set of mods, I'd love to host it somewhere a long side my default resource pack.
This is Galaxy Space's Venus with Ambiotic sound effects:
(Tweet)
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
Hmm... you said that if the biomes are registered with Forges biome detection thingy, that there should be sounds in modded biomes?
Well, I've been playing with the Wastelands biome quite a lot lately, and I think it would be kinda awesome if there were ambient sounds to this empty world, like the sound of dried, crumbling dirt blowing in the wind, the whistling scream of the wind through the dead branches of the lifeless forests... and the ghastly wales of something hiding deep in the mountains, all tied together with the ambient sounds of old glass crackling from shattered windows, the faint sounds of animals scavenging for food, the occasional bird screeching as it flies off to find food in this empty world while traveling through the abandoned and destroyed cities...
(if you need, I can provide biome IDs, I think there's 5 in total, Wastelands, Wasteland Mountains, Wasteland Forest, Wasteland City, and Radioactive Wastelands, which would probably have the faint sound of a geiger counter clicking in the back ground, growing faster and louder the closer you get to a pool of radioactive waste)
Awesome! If you need more wind sound effects to play with, I currently have a whole bunch I can send you, their all royalty free I collect them as I find them on weird parts of the web.
So this stuff sounds very specific to a certain mod. I could add these things but their not going in the "default" sound pack really. I do encourage you to download the resource pack and play with adding your own sounds, I've tried to make it as easy as possible to script / customize ambient sound effects.
Running on a KCauldron 1.7.10 1492.155 server, I get this error when launching server after I added your mod.
http://pastebin.com/6HrmaVJP
I hope you can make this work on KCauldron. ;-)
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
This a client side only mod, you do not install it on a server, you'll get errors.
haha... my bad. ;-)
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
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.