[modpack] Ambiance Sounds [ambianceplus][wip]

User avatar
burli
Member
 
Posts: 1558
Joined: Fri Apr 10, 2015 13:18

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by burli » Tue Apr 18, 2017 19:11

Did you see my last post? Andrey01 has the exact same issue and I think this should solve it, but I didn't push it to the repo
 

User avatar
texmex
Member
 
Posts: 590
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by texmex » Wed Apr 19, 2017 11:53

Oh, sorry. I assumed it was another problem that was fixed already. Will try.
Taking a break from Minetest.
Mods Commons, Sling, hbSprint, Floodables, item_drop⑂, Telemosaic⑂, Herbs⑂.
Texturepacks Good Morning Craft
 

User avatar
burli
Member
 
Posts: 1558
Joined: Fri Apr 10, 2015 13:18

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by burli » Wed Apr 19, 2017 12:21

I never could reproduce this error so I don't know what causes the error or if this fixes the problem and I never get feedback if this patch really fixes the issue.
 

User avatar
christoferlevich
Member
 
Posts: 284
Joined: Thu Dec 01, 2016 23:44
Location: Athol, Massachusetts
GitHub: ChristoferL

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by christoferlevich » Fri Apr 21, 2017 11:21

Street sounds would be awesome too
everything can be a learning experience...
 

User avatar
burli
Member
 
Posts: 1558
Joined: Fri Apr 10, 2015 13:18

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by burli » Fri Apr 21, 2017 11:27

I don't want to continue this mod right now because it makes more sense to do this client side. So I'll wait until CSM is more stable. Or maybe someone else will do a CSM ambiance mod
 

User avatar
christoferlevich
Member
 
Posts: 284
Joined: Thu Dec 01, 2016 23:44
Location: Athol, Massachusetts
GitHub: ChristoferL

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by christoferlevich » Fri Apr 21, 2017 11:35

burli wrote:I don't want to continue this mod right now because it makes more sense to do this client side. So I'll wait until CSM is more stable. Or maybe someone else will do a CSM ambiance mod


I am not sure what CSM (Client Service Management?) is - but I'll add the street sounds and share them (if I can figure out how (to share them). I really am a work in progress. I am learning a lot by messing with other peoples mods.
everything can be a learning experience...
 

User avatar
Glory!
Member
 
Posts: 77
Joined: Thu Apr 30, 2015 17:45
Location: Inside my clothes
In-game: GutsAndGlory

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by Glory! » Fri Apr 21, 2017 12:00

CSM: Client Side Mod.
The mod is on the client, not server.

The only real advantage I see for AmbiancePlus as a CSM is that you don't have to download dozens of MB every time you connect to multiplayer; and you won't have to rely on the server itself. (Most servers probably don't use this due to the sheer amount of data.)
日本語の学生です。
電車好き。あなたは?
open MT-Skin Database for servers, now! (me)
 

User avatar
christoferlevich
Member
 
Posts: 284
Joined: Thu Dec 01, 2016 23:44
Location: Athol, Massachusetts
GitHub: ChristoferL

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by christoferlevich » Sat Apr 22, 2017 08:09

I was running it all last week in a local network with 25 pc's without too much trouble, but the environment is ideal, the hardware new, and I am guessing 25 clients isn't that many. With that said, would the client then be able to customize their audio - and that could be a great thing (thinking like - GTA Radios - lol). I guess CSM is better overall!
everything can be a learning experience...
 

User avatar
Sergey
Member
 
Posts: 784
Joined: Wed Jan 11, 2017 13:28
Location: Russia
 

User avatar
xeranas
Member
 
Posts: 139
Joined: Fri Feb 05, 2016 11:06
GitHub: xeranas

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by xeranas » Wed May 24, 2017 09:56


These videos are under "Standard YouTube Licence" which means that without uploader / video owner permission you cannot use them.
 

User avatar
Sergey
Member
 
Posts: 784
Joined: Wed Jan 11, 2017 13:28
Location: Russia

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by Sergey » Wed May 24, 2017 10:03

xeranas wrote:

These videos are under "Standard YouTube Licence" which means that without uploader / video owner permission you cannot use them.

1) These videos are examples of what may be done.
2) Croaking of frogs is copyrighted? WTF! What's wrong with the f*cking world we live in!
 

User avatar
azekill_DIABLO
Member
 
Posts: 6743
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by azekill_DIABLO » Fri May 26, 2017 12:51

author rights is problematic sometimes. if only we were communist.
 

User avatar
Sergey
Member
 
Posts: 784
Joined: Wed Jan 11, 2017 13:28
Location: Russia

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by Sergey » Fri May 26, 2017 12:59

The longer I live the more I understand that the best country in the world was Soviet Union.

I can not describe in words how I miss USSR. F*cking bastards who ruined my country.
 

User avatar
xeranas
Member
 
Posts: 139
Joined: Fri Feb 05, 2016 11:06
GitHub: xeranas

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by xeranas » Fri May 26, 2017 17:18

Sergey wrote:1) These videos are examples of what may be done.

Got it. I just wanted pointed/reminded mod maintainer and other thread readers to be aware of content licenses. I suggest freesound org for tracks searching (most are licensed under creative commons by attribute or non-profit variations).
 

User avatar
texmex
Member
 
Posts: 590
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by texmex » Fri May 26, 2017 18:56

azekill_DIABLO wrote:author rights is problematic sometimes. if only we were communist.

You can have it in Minetest at least. ¯\_(ツ)_/¯
Taking a break from Minetest.
Mods Commons, Sling, hbSprint, Floodables, item_drop⑂, Telemosaic⑂, Herbs⑂.
Texturepacks Good Morning Craft
 

User avatar
azekill_DIABLO
Member
 
Posts: 6743
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

User avatar
BrunoMine
Member
 
Posts: 964
Joined: Thu Apr 25, 2013 17:29
Location: SP-Brasil
GitHub: BrunoMine

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by BrunoMine » Tue Jul 04, 2017 20:21

Would you like help with development (coding)?
If so, would you rather use GitHub to discuss technical details?
 

ShadMOrdre
Member
 
Posts: 89
Joined: Mon Dec 29, 2014 08:07
Location: USA
In-game: shadmordre

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by ShadMOrdre » Fri Dec 01, 2017 03:32

burli wrote:
Andrey01 wrote:When i installed the mod i was getting a error:
Code: Select all
Lua:Runtime error from mod 'ambplus_caves' in callback LuaABM::trigger(): ...rator/.minetest/mods/ambianceplus/ambplus_caves/init.lua:21: attempt to index local 'ppos' (a nil value) stack traceback:
 ...rator/.minetest/mods/ambianceplus/ambplus_caves/init.lua:21: in function <.
 ...rator/.minetest/mods/ambianceplus/ambplus_caves/init.lua:10>


Doesn't really makes sense. There should always be a player. Maybe try this for a quick fix. Have not much time to take a closer look

Code: Select all
   if ppos.y > 0 or not ppos then


Tell me if the same error appears then in other mods



Burli,

On a server, it is possible that a player does not exist if no one is logged in. Minetest would crash when my world admin account logs out of the server. Since I usually play on a private LAN server, I usually log into the world with the admin account, so that I have full control. When I log this player out, the crash occurs.

Could you give a better example of how the above fix should be implemented into the code? Each abm that you use to trigger the sounds has the same code wherein the code above has to be inserted into init.lua in multiple places, and I am unsure where I should actually add the If/Then statement. I'll gladly give feedback regarding my success/failure. And also, since this is a modpack, the fix above would need to be applied to each mod.....caves/deserts/forests, and so updating each section gets a little confusing...especially for non dev players.

Thanks in advance for your help!

Shad MOrdre
My other virtual world is an Opensimulator.
 

User avatar
burli
Member
 
Posts: 1558
Joined: Fri Apr 10, 2015 13:18

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by burli » Fri Dec 01, 2017 05:22

It might happen if you log out and after that the ABM is fired anyway.

I'm updating the mod and will insert the check. But I never had this situation so I can't test it
 

Previous

Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 4 guests