[RELz] BetterMusicSystem

Post » Fri May 27, 2011 12:54 pm

Okay, latest test (I'm still running BMS v2.0b5, since TESNexus is down right now and I can't get the latest update)... I disabled Sound Commands and ran the game with BMS and EMC. I also went through all my music folders and removed custom music, replacing it with just the standard vanilla files. Result: Activemovie Window still pops up. I only very recently formatted my PC and haven't installed any codec packs (like K-codec lite or anything), the problem was present before the format and after. Since Activemovie Window is still popping up with album art for music that simply isn't present anymore when the game is running, I have absolutely no clue what's going on.
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Jade
 
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Post » Fri May 27, 2011 8:15 am

Since Activemovie Window is still popping up with album art for music that simply isn't present anymore when the game is running, I have absolutely no clue what's going on.


any mp3 software that wants to reside in the tray? you should know what you have installed...

what process opens that window?
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Kayla Bee
 
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Post » Fri May 27, 2011 12:56 am

That's no need for hostile sarcasm.


sorry, i thought this was a joke! didn't want to make you cry... but you gave me absolutely no info about your problem, this had to be a joke.

so you get silence from time to time... i'll ask my crystal ball if you are using the pause feature or if you run through the troubleshooting steps in the readme. i guess not. you would be able to be very specific if you did.
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Robert Devlin
 
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Post » Fri May 27, 2011 5:21 am

I did troubleshoot it. The problem is that there wasn't any consistency whatsoever of when it go silent or change to an inappropriate playlist.
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Kitana Lucas
 
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Post » Thu May 26, 2011 11:14 pm

2. unwanted pauses?
4. several users reported this, i don't know how this can happen... but i'll fix it!
5. you will get a chest on the top of a mountain.


Reference item 2, "unwanted pauses?".

The pauses that I observed were just fine - exactly what I expected. The pauses occurred randomly and varied somewhat in length. I did note that pauses did not occur after every music track. Usually several tracks would play before a pause would occur. Is this what you intended?
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Philip Rua
 
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Post » Thu May 26, 2011 10:35 pm

yes. with the next release.


Great! :goodjob: Can you estimate when you'll release that?

EDIT: Well it seems i have a bug with this mod; after changing the useSneakSilence to 0, dungeon music doesn't continue after battle and the game begins stuttering. Returning the setting to 1 fixes the bug.
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Tarka
 
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Post » Fri May 27, 2011 9:08 am

any mp3 software that wants to reside in the tray? you should know what you have installed...

what process opens that window?


No process, it's not listed in the task manager. It seems to be connected to Oblivion - close one, the other closes with it.

I have a fresh XP install on my system and have barely installed any programs onto it yet. No extra codecs, just the basic ones that XP puts there for you. Itunes and Adobe Audition installed, otherwise absolutely nothing that handles MP3s, not even WMP is installed on my system.
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Racheal Robertson
 
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Post » Fri May 27, 2011 2:07 am


BETA 7 is online!



RECENT CHANGES:

- combat music starts instantly when you cast a hostile spell (during battle)
- if music was paused before combat the pause will proceed after combat
- sneak and underwater kick in after a short delay (so you can swim without repeatedly triggering underwater, or pick a lock...)
- increased the delay before combat music stops after using a load door
- leaving sneak mode, end of storm and end of night reset the predefined playlist (not vanilla default)
- fixed: when loading while music was paused, loading music was played until the end of the pause
- phonograph and emerald can be found also in a ship at the waterfront

new features:

- you can FADE the music when SNEAKING now (like dialog)




Reference item 2, "unwanted pauses?".
I did note that pauses did not occur after every music track. Usually several tracks would play before a pause would occur. Is this what you intended?


if you change the current playlist (by entering a cell, sneaking, storm...) AND a track is currently playing (i.e. music is not paused) the current music stops and the new music plays.

EDIT: Well it seems i have a bug with this mod; after changing the useSneakSilence to 0, dungeon music doesn't continue after battle and the game begins stuttering. Returning the setting to 1 fixes the bug.


can you reproduce this? (of course not with beta 7 because there is not sneaksilence anymore ;) )
okay, forget it. just try beta 7!

Itunes and Adobe Audition installed, otherwise absolutely nothing that handles MP3s, not even WMP is installed on my system.


i think itunes is enough. i don't like it because i'm pretty sure that it DOES unwanted things in the background. may be you can't really uninstall it (i mean REALLY), so i suggest to setup a new windows. it's not so much work...

I did troubleshoot it. The problem is that there wasn't any consistency whatsoever of when it go silent or change to an inappropriate playlist.


let's take you by the hand:

1. define silent. (how long? which music, battle or explore? when did it end? or why?)
2. what versions of the plugins are you running? (incl. OBSE)
3. the results of your troubleshooting? (disabled ALL mods, disabled BMS but not EMC, default ini)
4. are you using sneak silence?
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kitten maciver
 
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Post » Fri May 27, 2011 4:24 am

Another update!

Thanks :celebration:
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GPMG
 
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Post » Fri May 27, 2011 12:22 am

let's take you by the hand:

1. define silent. (how long? which music, battle or explore? when did it end? or why?)
2. what versions of the plugins are you running? (incl. OBSE)
3. the results of your troubleshooting? (disabled ALL mods, disabled BMS but not EMC, default ini)
4. are you using sneak silence?


1. Once it happens it rarely come back on even after using the pause of resume keys, all music, but I checked the volume and it's not at 0% when this happens on the latest version.
2. Absolutely everything up to date as of playing, though I see there is a beta 7 now I will have to update that.
3. Without BMS my music works. I didn't test with only BMS but I am absolutely certain it is the only mod that affects music.
4. No.
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Anne marie
 
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Post » Fri May 27, 2011 2:03 am

1. Once it happens it rarely come back on even after using the pause of resume keys, all music, but I checked the volume and it's not at 0% when this happens on the latest version.
2. Absolutely everything up to date as of playing, though I see there is a beta 7 now I will have to update that.
3. Without BMS my music works. I didn't test with only BMS but I am absolutely certain it is the only mod that affects music.
4. No.


1. where in the game? at daytime? using night feature? what happens on cell change / load door?
3. without bms but with emc? what is the problem just to disable all mods and try? i am certain other mods affect BMS's combat detection!
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Tiff Clark
 
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Post » Fri May 27, 2011 2:14 am

Any chance you could upload the Beta 7 to another server service? TesNexus non premium servers are down for the next 24 hours.
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Daddy Cool!
 
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Post » Thu May 26, 2011 11:47 pm

1. where in the game? at daytime? using night feature? what happens on cell change / load door?
3. without bms but with emc? what is the problem just to disable all mods and try? i am certain other mods affect BMS's combat detection!


1. I can't find any consistency of when it cuts out. But once it does even using the pause and resume keys doesn't get it playing again for anything. Usually before this it will confuse two playlists though, usually getting battle and explore mixed up. So it plays battle music all the time.

3. Yes. I'm sure because I had to do troubleshooting for a mod which used a detection system similar to yours, which yes I have replaced with your mod. That and my game won't load without most of my load order.

I'll wait until I can update and try it out, it's certainly improved though over the updates.
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Heather Stewart
 
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Post » Fri May 27, 2011 11:59 am

can you reproduce this? (of course not with beta 7 because there is not sneaksilence anymore ;) )
okay, forget it. just try beta 7!


Yes, it's very reproducable, in addition i get stuttering quite commonly when a music is silenced. I'll install the new beta as soon as Nexus' service provider gets it's [censored] together..
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adame
 
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Post » Fri May 27, 2011 1:34 pm

Any chance you could upload the Beta 7 to another server service? TesNexus non premium servers are down for the next 24 hours.


i just uploaded the file to planet elderscrolls, but they review it within 24h. hrmpf...!

1. I can't find any consistency of when it cuts out. But once it does even using the pause and resume keys doesn't get it playing again for anything. Usually before this it will confuse two playlists though, usually getting battle and explore mixed up. So it plays battle music all the time.

3. Yes. I'm sure because I had to do troubleshooting for a mod which used a detection system similar to yours, which yes I have replaced with your mod. That and my game won't load without most of my load order.

I'll wait until I can update and try it out, it's certainly improved though over the updates.


bms CAN'T mix up battle music. if this happens you clearly stay in combat, which means ANOTHER MOD conflicts with BMS's combat detection.

if you are unable to just disable your mods an run a test, i can't find out which mod this is. therefore i'm also unable to find a solution. i don't know why you don't understand this fact. am i talking to a bread?

can please someone else help me and explain that guy how troubleshooting works? i'm out of here...
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Danel
 
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Post » Thu May 26, 2011 11:59 pm

Damn, I have exactly the same problem with the "activemovie" popup window, it only started doing this two betas ago but I cant be certain what's causing it.

I've checked all my mp3's for embedded art and none have any, so Im going to disable BMS and try without it and see if it still does it, I'll report back.
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Matt Terry
 
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Post » Thu May 26, 2011 10:23 pm

Damn, I have exactly the same problem with the "activemovie" popup window, it only started doing this two betas ago but I cant be certain what's causing it.


That's a good point actually... I don't think I had this problem with earlier versions of BMS, only some of the more recent ones. I wish I could remember which version I was using when the problem first occurred. Anyways, I've given up trying to find a workable, realistic solution to this problem, so I hope you have better luck.
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Marine Arrègle
 
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Post » Fri May 27, 2011 6:55 am

bms CAN'T mix up battle music. if this happens you clearly stay in combat, which means ANOTHER MOD conflicts with BMS's combat detection.

if you are unable to just disable your mods an run a test, i can't find out which mod this is. therefore i'm also unable to find a solution. i don't know why you don't understand this fact. am i talking to a bread?

can please someone else help me and explain that guy how troubleshooting works? i'm out of here...


Well at least this piece bread of knows the proper use of capital letters.
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Daramis McGee
 
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Post » Fri May 27, 2011 2:31 am

Well at least this piece bread of knows the proper use of capital letters.


Good point :celebration:
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Brad Johnson
 
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Post » Thu May 26, 2011 9:58 pm

Well at least this piece bread of knows the proper use of capital letters.


Ad hominem... never a pretty sight. If you really care about grammar/punctuation then you should have wrote: "Well, at least this piece of bread knows the proper use of capital letters."

Point: Don't overreact about grammar, especially when in an argument. It's a rather useless and degrading thing to do.
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Emily Jeffs
 
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Post » Fri May 27, 2011 4:54 am

I've played for a good hour and never had the activemovie window pop up, I'll keep playing over the next day or so without BMR just to ensure I didnt just get lucky.
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D IV
 
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Post » Fri May 27, 2011 12:16 am

Selene_Stormweav...
QUOTE (Coolit @ Oct 5 2009, 07:31 PM) *
Damn, I have exactly the same problem with the "activemovie" popup window, it only started doing this two betas ago but I cant be certain what's causing it.


That's a good point actually... I don't think I had this problem with earlier versions of BMS, only some of the more recent ones. I wish I could remember which version I was using when the problem first occurred. Anyways, I've given up trying to find a workable, realistic solution to this problem, so I hope you have better luck.


It's at least 1.6, maybe earlier. I know I swapped between it and 1.4 early on in this char's lifetime, but I'm not sure if I got the image by then.
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Adam
 
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Post » Fri May 27, 2011 2:45 am

did someone search google about that activemovie thing? seems this is a common problem with oblivion and some other software... some say it is caused by fdshow...
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Conor Byrne
 
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Post » Fri May 27, 2011 7:06 am

http://www.cdr-zone.com/forum/about3214-0-asc-0.html is a fairly nice forum talking about this problem, has several suggestions that seem to maybe limit the problem, although apparently there isn't an actual fix. They're guessing it is a Microsoft problem mainly, but I don't know if linux's emulaters (wine, etc) running oblivion would get around this problem. Anyone know?
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butterfly
 
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Post » Thu May 26, 2011 11:01 pm

The following issues were noted in the Beta 7 mod version.

1. Although I was able to access the phonograph in the Captain's Cabin of the Marie Elena moored on the Imperial Isle Waterfront, when I dropped the item in order to play it, it appeared without mesh, floating in the air (see screenshot 1). The meshless phonograph played its tracks successfully. I was able to pick the phongraph up and return it to the equipment list via its menu.

http://i32.photobucket.com/albums/d15/MickyDee145/Oblivion2009-10-0520-56-12-44.jpg

When I looked in the Data\Meshes\BetterMusicSystem Folder, i found the phono03.nif file where it should be.

2. The Emerald of Music properly displayed and played without issue. (See screenshot 2.)

http://i32.photobucket.com/albums/d15/MickyDee145/Oblivion2009-10-0520-57-13-60.jpg
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Danel
 
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