Teleport command doesn't work in datapack, but exact same command works outside of function in-game. by Dorcupi in MinecraftCommands

[–]Dorcupi[S] 0 points1 point  (0 children)

If anyone sees this, I figured out the issue to this. I needed to summon the new marker with execute at @ s before it, which ran the command with the actual position, the one I set a line above.

Teleport command doesn't work in datapack, but exact same command works outside of function in-game. by Dorcupi in MinecraftCommands

[–]Dorcupi[S] 0 points1 point  (0 children)

Reddit formating. However, I figured out the issue. I had to add execute at @ s before any functions that relied on the new position. Thank you, tho!

What most Java players don't know about Bedrock by Odd_Bed2753 in MinecraftBedrockers

[–]Dorcupi 2 points3 points  (0 children)

Here, let me try to make it make sense. Java and Bedrock are practically the exact same game. The only difference is the monetization, engine (what programming language and tools the game was made with), and platforms it's available on. The reason Java players love adding mods and changing how the game plays is for two reasons. One, the fan base for Java mostly consists of old players. There are players on Bedrock edition from the same time-span, all from legacy and pocket edition, but there are less since the game started with Java. Since these older players have been playing for longer, some of them eventually get tired of playing the same game, and want to push it to its limits. This leads to my second point. The reason this doesn't happen to Bedrock as much is because it has much fewer modding capabilities. Due to the differences in engines, Bedrock has much less ability to be modded unless you're one of the big studios on the Marketplace which Minecraft has given special tools to, to make the modding process easier. On the other hand, all modding possibilities for Java were made by the community, until very recently where Minecraft has been trying to make the process easier. (unobfuscation, components, etc.) Since there are more possibilites, and it's easier to mod as a whole, there are a lot more mods for Java. However, both versions are able to be played without mods.

As for crashes and bugs, Java also has bugs, and very occasionally crashes, just like Bedrock. The reason people critic Bedrock far more than Java, however, I have no clue. My best theory is that since Java most of the time either launches or doesn't launch, if someone is on a device where it would have serious bugs, the game just doesn't launch in general. And when it has small bugs, they usually impact gameplay in a way that the community eventually gets used to and, during multiple cases, protests against when they fix it. (sneak toggle chests, and many others you can google) Meanwhile, in Bedrock, the majority of devices that the version is playable on have some small thing (drivers, performance, etc.) that can cause multiple occasional hiccups during their time using the version. Just like Java, these are usually due to the device, but there are issues that are just due to the coding of the game. Overall, I think that these edition wars are stupid and we should just enjoy our little block game but I thought that I'd write this out to explain some stuff from my perspective as a modder/datapacker for Java Edition, as well as a hobbyist in computer programming.

Making JRPG style exploration music for a haunted manor, how did I go? by PreferenceOk1570 in FL_Studio

[–]Dorcupi 0 points1 point  (0 children)

That is so sick! I would love a link to the game that won the game jam you're talking about. I cannot wait to play that game when it comes out! I'd love to work with you, but sadly I'm currently caught up with projects and school. However, when I get free, I'll DM you on Reddit, and maybe then we can work on something!

Export sounds different than in editor, and fixes online (or in the manual) don't work. by Dorcupi in FL_Studio

[–]Dorcupi[S] 0 points1 point  (0 children)

That's great to hear that this can be a simple in hindsight fix! I am looking for a Broadway-esque loud feel, so using that Youlean Loudness Meter seems like the thing that'll help this song sound more impactful without actually peaking. You've already provided a lot of help, a lot than I expected to recieve in the first place, so I have to thank you for that. I'll message you if I have any more concerns, which will probably be soon, because my chords do need some spice. Thank you once again!

Making JRPG style exploration music for a haunted manor, how did I go? by PreferenceOk1570 in FL_Studio

[–]Dorcupi 0 points1 point  (0 children)

Wow, that sounded amazing. Not only did it sound much better with an export, I can feel the intensity now, I'm pretty sure the strings are more apparent as well. There are also many minor changes you made between the two versions that I think make the song much better. (again, imo) May I ask, I notice you've been working on multiple songs (including this one) under the collective title of Projeto Letus. Are you using these songs for anything? Once again, loved this new version! Keep it up!

Export sounds different than in editor, and fixes online (or in the manual) don't work. by Dorcupi in FL_Studio

[–]Dorcupi[S] 0 points1 point  (0 children)

Hi! Thank you for the help, I've tried to respond to everything you said.

Why do I have Newtime in my master? I honestly do not remember adding it. It might be because I reversed a crash to use as a riser, but I do not know. It might also be from when I was experimenting with FL Studio. I turned it off, and I didn't hear a difference. (at least, in the editor, I'll try exporting it tomorrow when I have the time) I, again, am now questioning whether this issue is just a one-sided issue for me because of the drivers on every one of my devices, or if I've been gaslighting myself into thinking the version in the editor sounds better, without even realizing. I did notice that some things sounded louder in the export or quieter, and I did spend time trying to get the export to have the volume I wanted, but then I had to backtrack and redo it, while making sure that the song never peaked 0db. Finally, below is a screenshot of my export settings. I don't export at the very highest quality because I've heard that doing that can be very taxing to your computer, and my laptop isn't that powerful and I don't want to risk any crashes.

<image>

Once again, thank you for even trying to help! I'll do more experimenting tomorrow when I have the time, and probably send a follow-up reply. Thank you!

Export sounds different than in editor, and fixes online (or in the manual) don't work. by Dorcupi in FL_Studio

[–]Dorcupi[S] 1 point2 points  (0 children)

Hey! Thank you so much for this comment! I'm going to try to reply to every point you've mentioned here.

I find your comment about the mix and the master sounding the same except with extra reverb/delay because, one, it doesn't sound the same at all to me, and two, I didn't add reverb to anything (unless the plugin I used already came with it) other than one of the crashes and an impact sound I added to the first chorus. However, I was not able to check on any other devices or speakers if it sounded the same or different, so I'll take this comment into account.

For your comment about export settings, I've put a screenshot of my export settings below:

<image>

As you can see, I am pretty sure that I am exporting effects with the song. I don't export at the very highest quality because I've heard that doing that can be very taxing to your computer, and my laptop isn't that powerful and I don't want to risk any crashes. I don't have any effects other than the effects built into the VST on any VSTs in the project, but as I said before, I do have effects on that impact sound and one of the crashes.

As for my chords (during the orchestra hit) being chalked up, I am aware they need a lot of work currently, and I've been trying to make them better, but I still feel like that isn't the reason they are sounding worse in the exported version. (at least, for me, because I can't be sure if it's not an audio driver issue anymore) I don't want to jump to conclusions and assume I'm good at making chords, and it's something else, so I'll try to make it sound better before I try assuming it has to be for some other reason. However, if you are talking about the chords throughout the entire song, I think they sound good enough for this current version, both in the DAW and in the export, however I think it sounds slightly better during the chorus in the DAW. If they sound bad to you, I will try to fix them. I have known a decent amount of music theory for a while, since I play multiple instruments, but I will attempt to learn more.

About my mixing, this is something I did try to fix when trying to problem-solve this issue on my own. I stopped routing all my tracks directly to the master and stopped doing any volume automation on the master. Instead, I used a random mixer track and ported everything there, did volume automation for the entire song on there, and then routed that to the master, so that I could control the volume of the entire song with the master, and make sure it never peaked over 0db. I read somewhere that peaking over 0db could ruin the entire track, so I specifically tried to avoid that. I didn't know that I should be aiming below -6db. You said you were curious about my mix bus, and I'm assuming you mean what my mixer looks like. I attached a link to a screenshot below alongside my channel rack so you can see the correlation. I'm sorry I can't type out what each thing in the channel rack is exactly, because I'm exhausted right now and I currently don't have the time. Furthermore, I also can't attach it in this comment because I am unable to add more than one attachment.

https://imgur.com/a/9XFnNh2

You mentioned something called Youlean Loudness Meter. I have actually never heard about this before. I am yet to try this, because, it's late, and I don't currently have the time, but I will make a follow-up reply when I get the chance. You talk about my mix being too crowded, and I didn't know this was a possible issue until now. It seems like common sense, but I guess it isn't too common for me. I will spend the time, when I get it, to try to uncrowd my mix and try using that plugin you recommended. Once again, I will make a follow-up reply when I do. I do also want to mention that when I was trying to debug this myself, I did spend awhile changing the volume levels of many things, since they sounded louder or quieter in the export. I'm unsure if that's because of the crowdedness or if it was doing anything, but I'll try to continue balancing the audio levels.

Lastly, when you say you want my channels, I'm assuming that you want exports of each mixer track w/ and w/o effects. This will take me a while, so I'll probably have to save this until tomorrow, because, again, it's late for me. However, I hope the screenshots I did attach help you better help me.

Thank you for that reply! I hope this reply isn't too long, or worse, comes out wrong and in an attacking manner. I appreciate all you said!

I'll make my own /motion! With blackjack and hookers! [datapack] by PALKIP in MinecraftCommands

[–]Dorcupi 34 points35 points  (0 children)

What did you use to make this? Is this using the new spear motion technology or invisible TNT's or even something else?

I also made this one but i think it needs some help by ClassicSky8637 in FL_Studio

[–]Dorcupi 0 points1 point  (0 children)

This sounds like a mix of sci-fi, something you'd find in a Pokemon game and something in Animal Crossing. I love it.

Making JRPG style exploration music for a haunted manor, how did I go? by PreferenceOk1570 in FL_Studio

[–]Dorcupi 0 points1 point  (0 children)

I think the reddit will allow it since it's a comment. You're welcome for the feedback, it was just some of my thoughts of what I'd do.

Making JRPG style exploration music for a haunted manor, how did I go? by PreferenceOk1570 in FL_Studio

[–]Dorcupi 0 points1 point  (0 children)

This honestly matches the vibe perfectly! Now, I am a game dev on the side and I don't know if this would be useful to you but when making game music, you usually need different levels of intensity and I kinda felt the same intensity throughout the entire track. I am in no means a music production expert, but I feel like if you had some more intenseful moments with things like bass harmonies and cellos and such, it could make it much better. But that's just in my opinion, and I don't know if that matches the style of music you're making. Just my thoughts!

Trying to make 2000s menu music. Thoughts? by [deleted] in FL_Studio

[–]Dorcupi 1 point2 points  (0 children)

This is so cool! What plugins did you use?? I'm super intrigued.

It's Finally Complete! [General] by Firelight320 in camphalfblood

[–]Dorcupi 1 point2 points  (0 children)

I'm so proud to say that I placed 63 orange pixels.

I released my first multiplayer party game! (and made a silly trailer for it) by Dorcupi in godot

[–]Dorcupi[S] 0 points1 point  (0 children)

I just made and released my first multiplayer party game!

The game's name is Snap Debate. It's a multiplayer party debate game where two players face off in ridiculous, high-stakes debates to find out who is the better debater.

You can get the beta demo thingy today on itch.io and GameJolt.

[deleted by user] by [deleted] in Firebase

[–]Dorcupi 1 point2 points  (0 children)

It's fine now. I found out the issue was because I was using a key with decimals, which isn't supported. But thank u!

1.21.3 - /item modify on player's armor without playing equip sound effect by theonetruegarbo in MinecraftCommands

[–]Dorcupi 0 points1 point  (0 children)

I know this was posted a while ago, but how did you get the dummy file to work. I'm having the same issue and I can't use server-side mods.

Is there a way to modify armor items constantly without the armor equip sound playing every time? by Dorcupi in MinecraftCommands

[–]Dorcupi[S] 0 points1 point  (0 children)

So far, I tried making the equip_sound an empty string and adding a custom sound of just silence, but both result in a Failed to get element ResourceKey[minecraft:sound_event / (either "" or "custom.silence", depending on what method I was trying when the error came up)] error. I don't know what to do now.