[modpack] Ambiance Sounds [ambianceplus][wip]

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

by burli » Post

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

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

by texmex » Post

Oh, sorry. I assumed it was another problem that was fixed already. Will try.

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

by burli » Post

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.

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

by christoferlevich » Post

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

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

by burli » Post

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

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

by christoferlevich » Post

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...

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

by Glory! » Post

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.)
Behold the Razgriz, its wings of black sheath. :: My skin A competitor that unfortunately needs attention to stay afloat.

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

by christoferlevich » Post

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...

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

by Sergey » Post

Last edited by Sergey on Wed May 24, 2017 10:04, edited 1 time in total.

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

by xeranas » Post

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

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

by Sergey » Post

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!

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

by azekill_DIABLO » Post

author rights is problematic sometimes. if only we were communist.
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Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by Sergey » Post

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.

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

by xeranas » Post

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).

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

by texmex » Post

azekill_DIABLO wrote:author rights is problematic sometimes. if only we were communist.
You can have it in Minetest at least. ¯\_(ツ)_/¯

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

by azekill_DIABLO » Post

not bad.
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Re: [modpack] Ambiance Sounds [ambianceplus][wip]

by BrunoMine » Post

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

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

by ShadMOrdre » Post

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

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

by burli » Post

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

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

by mcaygerhard » Post

ShadMOrdre wrote:
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:
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.
that's the problem.. this mod is quite old but works for MT 0.4 that is currently more visited rahter the very alone MT 0.5 server list

Code: Select all

index 3568590..8eb2f8f 100644
--- a/ambplus_caves/init.lua
+++ b/ambplus_caves/init.lua
@@ -15,7 +15,11 @@ minetest.register_abm({
 
        local ppos
        for _,player in ipairs(minetest.get_connected_players()) do
-               ppos = player:getpos()
+               if player ~= nil then
+                       ppos = player:get_pos()
+               else
+                       return
+               end
        end
        
        if ppos.y > 0 then
@@ -70,7 +74,11 @@ minetest.register_abm({
 
        local ppos
        for _,player in ipairs(minetest.get_connected_players()) do
-               ppos = player:getpos()
+               if player ~= nil
+                       ppos = player:getpos()
+               else
+                       return
+               end
        end
        
        if ppos.y > 0 then
@@ -125,7 +133,11 @@ minetest.register_abm({
 
        local ppos
        for _,player in ipairs(minetest.get_connected_players()) do
-               ppos = player:getpos()
+               if player ~= nil
+                       ppos = player:getpos()
+               else
+                       return
+               end
        end
        
        if ppos.y > 0 then
@@ -172,7 +184,11 @@ minetest.register_abm({
 
        local ppos
        for _,player in ipairs(minetest.get_connected_players()) do
-               ppos = player:getpos()
+               if player ~= nil
+                       ppos = player:getpos()
+               else
+                       return
and so one .. with all loops around players.. in fact i see this way too inneficient.. but as i noted is the only way to..

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