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I just can't stand the sound of default general MIDI instruments, especially when they try to do electric guitar. It ends up sounding almost like Genesis/Megadrive FM robo-farting, but without actually having the interesting chiptune limitations.
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# ? Apr 9, 2013 06:15 |
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# ? May 15, 2024 00:58 |
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So speaking of old Mac games that don't work on OS X anymore, goon Haveblue and I did this. haveblue (with some of my assistance) ported Pathways into Darkness to OS X. You can grab it (Free!) on the Mac App Store here. Bungie didn't want to GLP the source, so they granted me and Mark permission to port it over in a quasi licensing agreement. I wanted to post about this sooner, but Bungie is very tight lipped on things. This news is officially going out tomorrow morning, but I wanted to share this with goons right away.
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# ? Apr 9, 2013 06:18 |
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hippieman posted:So speaking of old Mac games that don't work on OS X anymore, goon Haveblue and I did this. Any chance of a Windows port? I'm guessing not, since this was always a Mac thing, but it never hurts to ask.
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# ? Apr 9, 2013 07:11 |
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hippieman posted:So speaking of old Mac games that don't work on OS X anymore, goon Haveblue and I did this. Well done, this sounds like it was hard work!
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# ? Apr 9, 2013 07:13 |
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Dominic White posted:I just can't stand the sound of default general MIDI instruments, especially when they try to do electric guitar. It ends up sounding almost like Genesis/Megadrive FM robo-farting, but without actually having the interesting chiptune limitations. I dunno, dude. Listening a second time to the soundfont sampler you posted, and actually comparing it directly to the original track this time, the version you posted sounds pretty darn muted, lifeless, and artificial in comparison. It's marginally better than the other replacement soundfonts I've been recommended, but that's an incredibly low bar to set -- it's still definitely a pretty major downgrade from the original track in terms of sonic range, instrument quality, punchiness, etc. There's a massive hole in the middle of the soundfont version's mix, making the instruments feel really hollow. The drums, like I mentioned in the previous post, are completely non-present, and sound like they were assembled from several different sources with no effort made towards proper EQ, dynamics processing, or even setting their levels correctly in relation to one another. The distorted guitar is more fuzz than note, totally lacking the clearer harmonics of the SoundCanvas distorted guitar, which causes its chords and melody to lose a lot of clarity. Forgive me if this comes across as more inflammatory than I intend, but like most other custom soundfonts, it sounds paper-thin and like an amateur mix job. I'd second your suggestion to use something other than FMOD for midi playback regardless, though, as for some reason it plays them in mono. There's a lot of instrument panning and stereo-width stuff going on in a lot of the songs, and it loses all of that. The standard Windows GS device does the trick, or you could alternately use FluidSynth, Bassmidi, or Timidity with a SoundCanvas soundfont. Here's the one I use when I'm composing and mixing. BTW, I posted some shots on Doomworld the other day previewing Back to Saturn X episode 2. There's a lot still under wraps, but this should give a little taste of what's to come: Vader - The Theory of Broken Circles Tarnsman - Unbaited Vicar of Scorched Earth Esselfortium - Eureka Signs Xaser - Beneath a Festering Moon
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# ? Apr 9, 2013 09:25 |
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I am seriously 4 minutes into BTSX 1 and it's beautiful. Does the GZDoom version required passing the .DEH file in the command line? It seems to work either way but I want to make sure before getting too far in.
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# ? Apr 9, 2013 13:36 |
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horse mans posted:I am seriously 4 minutes into BTSX 1 and it's beautiful. Does the GZDoom version required passing the .DEH file in the command line? It seems to work either way but I want to make sure before getting too far in. I'm pretty sure (but can't double check) that BTSX has an embedded BEX that auto-loads in ports that support it (which GZDoom should) that has the same function as the DEH. If I'm wrong, it doesn't matter, because all it's going to do is change the map names in the automap and the story texts after MAP06, MAP11, etc..
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# ? Apr 9, 2013 14:34 |
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I keep coming across amazing looking areas and then realizing that it all works in vanilla doom. Impressive stuff. Thanks for the MIDI instrument primer essel, now I have something else to obsess over for doom.
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# ? Apr 9, 2013 14:51 |
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kmxexii posted:I'm pretty sure (but can't double check) that BTSX has an embedded BEX kmxexii posted:that auto-loads in ports that support it (which GZDoom should) kmxexii posted:If I'm wrong, it doesn't matter, because all it's going to do is change the map names in the automap and the story texts after MAP06, MAP11, etc..
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# ? Apr 9, 2013 14:52 |
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BTSX is worth running on doom2.exe/Chocolate Doom at least once just to marvel at the fact that such a pretty map set runs on doom2.exe.
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# ? Apr 9, 2013 14:53 |
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hippieman posted:So speaking of old Mac games that don't work on OS X anymore, goon Haveblue and I did this. Awesome, I get to use my parent's Mac again to play a Bungie game, just like the good old days!
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# ? Apr 9, 2013 15:35 |
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The Kins posted:Fantastic! Good to hear the source still exists, even if it's not openly available. Kind of funny to see the old System 7 fonts on modern OSX dialogue boxes. If a Windows port happens, it won't be done by me (not my specialty), so without a more liberal source release that's pretty unlikely. Right now the game is about 80% platform-agnostic gameplay code, 10% easily portable OpenGL/OpenAL invocation, and 10% OS X GUI.
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# ? Apr 9, 2013 15:58 |
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I was really impressed with BTSX and was having a blast with it but as someone who hates revenants, having one or two of the fuckers around every other corner starting within the first six levels really sapped my desire to keep going. I didn't finish it. Also, to continue my negativity, I played through DTWIDI Ep1 last year and kept getting annoyed that every secret area seemed to swell into some overblown hidden passageway that dumped me out someplace I had already been and got me lost every time. I only finished the first episode. No Rest for the Living is my favorite WAD ever, for perspective. Those levels are very tightly designed and don't overstay their welcome.
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# ? Apr 9, 2013 21:05 |
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Copper Vein posted:I was really impressed with BTSX and was having a blast with it but as someone who hates revenants, having one or two of the fuckers around every other corner starting within the first six levels really sapped my desire to keep going. I didn't finish it. Try a lower difficulty setting -- they've all been tested and balanced. esselfortium fucked around with this message at 23:32 on Apr 9, 2013 |
# ? Apr 9, 2013 23:28 |
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haveblue posted:If a Windows port happens, it won't be done by me (not my specialty), so without a more liberal source release that's pretty unlikely. Right now the game is about 80% platform-agnostic gameplay code, 10% easily portable OpenGL/OpenAL invocation, and 10% OS X GUI. If someone out there wants to port this to windows, I can most likely clear the paperwork to make this happen. But if you leave it up to me and haveblue, it'll be Mac only. Likewise if some brave (or stupid) soul wants to try to port this to iPhone, I can help push that through, but god help you.
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# ? Apr 10, 2013 01:50 |
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hippieman posted:If someone out there wants to port this to windows, I can most likely clear the paperwork to make this happen. But if you leave it up to me and haveblue, it'll be Mac only. Likewise if some brave (or stupid) soul wants to try to port this to iPhone, I can help push that through, but god help you. I'm doing a big feature article for Indie Statik about old mainstream titles turned indie (or at least officially passed down to their fans), like Marathon and Pathways - mind dropping some contact details on that for me to include? Because I'd love to play a native Windows version of it, and spreading the word that Bungie would give official blessing if someone's willing to step up might help. Dominic White fucked around with this message at 03:05 on Apr 10, 2013 |
# ? Apr 10, 2013 03:02 |
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I don't believe I saw this mentioned anywhere in the thread: I just found out about a handy little Doom utility available here, called the "Unofficial Master Levels for Doom 2 Patch." If you have the Master Levels, point this program toward their wads and it'll combine them into a single-wad extra episode for Doom II. It even has a few level orders to choose from, mostly based on the various console ports.Copper Vein posted:I was really impressed with BTSX and was having a blast with it but as someone who hates revenants, having one or two of the fuckers around every other corner starting within the first six levels really sapped my desire to keep going. I didn't finish it.
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# ? Apr 10, 2013 04:59 |
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hippieman posted:If someone out there wants to port this to windows, I can most likely clear the paperwork to make this happen. But if you leave it up to me and haveblue, it'll be Mac only. Likewise if some brave (or stupid) soul wants to try to port this to iPhone, I can help push that through, but god help you.
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# ? Apr 10, 2013 09:44 |
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hippieman posted:Bungie didn't want to GLP the source, so they granted me and Mark permission to port it over in a quasi licensing agreement. I wanted to post about this sooner, but Bungie is very tight lipped on things. This news is officially going out tomorrow morning, but I wanted to share this with goons right away. How about getting in touch with the people over at GOG.com? They could help you with the Windows port, and it'd be on a better place than the Apple app store.
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# ? Apr 10, 2013 16:07 |
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Dominic White posted:I'm doing a big feature article for Indie Statik about old mainstream titles turned indie (or at least officially passed down to their fans), like Marathon and Pathways - mind dropping some contact details on that for me to include? Because I'd love to play a native Windows version of it, and spreading the word that Bungie would give official blessing if someone's willing to step up might help. I just have to say that Activision's officially sanctioned re-release of the 90s PC RTS Dark Reign on the Xbox Live Indie Games channel by some random fan developers had better be in that article.
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# ? Apr 10, 2013 17:27 |
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Dominic White posted:I'm doing a big feature article for Indie Statik about old mainstream titles turned indie (or at least officially passed down to their fans), like Marathon and Pathways - mind dropping some contact details on that for me to include? Because I'd love to play a native Windows version of it, and spreading the word that Bungie would give official blessing if someone's willing to step up might help. You write for them often? If so keep up the good work, that's one of my new favorite indie sites.
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# ? Apr 10, 2013 17:32 |
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RiffRaff1138 posted:I don't believe I saw this mentioned anywhere in the thread: I just found out about a handy little Doom utility available here, called the "Unofficial Master Levels for Doom 2 Patch." If you have the Master Levels, point this program toward their wads and it'll combine them into a single-wad extra episode for Doom II. It even has a few level orders to choose from, mostly based on the various console ports. I feel like BTSX is just the right difficulty at UV, where I have to do levels multiple times to get it right. Plus I love the amount of work they put into the level design and aesthetics. I can't wait for Ep 2.
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# ? Apr 10, 2013 17:32 |
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Its a really lovely level set and the difficulty is nice even on UV. Still, 21+? maps all in techbases gets a little much. Probably better than 21+ maps in hell though
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# ? Apr 10, 2013 21:04 |
maev posted:Its a really lovely level set and the difficulty is nice even on UV. Still, 21+? maps all in techbases gets a little much. Probably better than 21+ maps in hell though That's pretty much my only complaint with BTSX--because of the way they're building each "episode", the levels feel somewhat aesthetically homogeneous. I don't think it would be as apparent if you were playing the WAD slowly, but if you're blasting through it a handful of sessions, it's hard not to notice.
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# ? Apr 10, 2013 22:04 |
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Cream-of-Plenty posted:That's pretty much my only complaint with BTSX--because of the way they're building each "episode", the levels feel somewhat aesthetically homogeneous. I don't think it would be as apparent if you were playing the WAD slowly, but if you're blasting through it a handful of sessions, it's hard not to notice. The character of the bases does change as you go along, I just finished US Mustard Company (love the level names) and it's a much grungier techbase.
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# ? Apr 10, 2013 23:16 |
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Install Gentoo posted:I just have to say that Activision's officially sanctioned re-release of the 90s PC RTS Dark Reign on the Xbox Live Indie Games channel by some random fan developers had better be in that article. That might get an honorable mention. I'm trying to make it all free stuff (and there's plenty to cover even there), but thanks for the reminder. That's a pretty interesting one. Sega adopting the fan-made Sonic CD port also falls into that category. Reive posted:You write for them often? If so keep up the good work, that's one of my new favorite indie sites. Thanks! I do a lot of the reviews, sometimes news and a lot of the big article stuff. I did that honkin' great Roguelike roundup a while back.
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# ? Apr 10, 2013 23:24 |
SavageMessiah posted:The character of the bases does change as you go along, I just finished US Mustard Company (love the level names) and it's a much grungier techbase. Yeah, I know. I'm not saying the levels are identical. I'm saying they're "somewhat aesthetically homogeneous". Like, they're really similar--moreso than most WADs I've played.
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# ? Apr 10, 2013 23:25 |
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Is there anyway to change the HUD size in Zandronum so it doesn't look tiny at 1080p? I've done it before in skulltag, but I think it might of been a console command thing.
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# ? Apr 11, 2013 01:59 |
Reive posted:Is there anyway to change the HUD size in Zandronum so it doesn't look tiny at 1080p? I don't have the game in front of me right now but you want "hud scaling". Look for that under display or hud options.
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# ? Apr 11, 2013 02:08 |
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Reive posted:Is there anyway to change the HUD size in Zandronum so it doesn't look tiny at 1080p? I was able to, yeah. You go into Display Options > Messages > Scaling Options. You'll have to toy with it a bit.
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# ? Apr 11, 2013 02:09 |
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How do I get bmouse working with Cryptic Passage? e: Just like you do with Blood, duh. Just had some things in my config that made CP not launch. Bloodmobile fucked around with this message at 12:16 on Apr 11, 2013 |
# ? Apr 11, 2013 10:29 |
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So some guys are making a Duke thing that should be out on the 15th this month. Here's hoping it's remotely as good as it makes itself out to be.
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# ? Apr 11, 2013 13:33 |
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Bloodmobile posted:How do I get bmouse working with Cryptic Passage? I am honestly amazed that bmouse works at all. I really had no idea what I was doing. I can read C a little but overall it was a total hackjob that I could only compile using Borland Turbo C++ 4.0, released in 1993. I threw in an INI reader library that I found (which I forgot to credit in the readme, oops. MIT license or something I think) and JonoF helped me write some code to fill in the gaps. They should just loving release Blood's source code already. That bullshit about it potentially fracturing the userbase because of multiple multiplayer source ports is ridiculous and it being closed source means none of the innovations that have gone into eduke32 could be merged. It'll be just another broken, half-assed source port coded by people who aren't aware of any of the Build engine's many obscure quirks. See the iPhone or Android Duke3D port as an example. It's a loving mess.
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# ? Apr 11, 2013 14:35 |
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SwissCM posted:They should just loving release Blood's source code already. That bullshit about it potentially fracturing the userbase because of multiple multiplayer source ports is ridiculous and it being closed source means none of the innovations that have gone into eduke32 could be merged. It'll be just another broken, half-assed source port coded by people who aren't aware of any of the Build engine's many obscure quirks. See the iPhone or Android Duke3D port as an example. It's a loving mess. Also, that updated source port isn't even coming out any more edit: link for the full story Convex fucked around with this message at 18:28 on Apr 11, 2013 |
# ? Apr 11, 2013 14:47 |
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I thought it was just put on hiatus because the company that holds the rights to Blood was going through bankruptcy.
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# ? Apr 11, 2013 16:41 |
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Convex posted:Also, that updated source port isn't even coming out any more Oh typical. If they could have gotten their poo poo together for just a moment and thrown out a GPL-licensed code dump in time we'd all be much better off right now.
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# ? Apr 11, 2013 17:25 |
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esselfortium posted:http://essel.spork-chan.net/tunes/seventeen-more-times/ Holy CRAP im enjoying most of this alot. Entered "Throw money at this artist." territory when i hit Dirac. Enjoying this track way too much! And done, thanks for the music Essel, this track is just amazingly awesome and pushed it way over "sold!" for me. Hope Itunes doesn't take too much of your cut. Thyrork fucked around with this message at 03:03 on Apr 12, 2013 |
# ? Apr 12, 2013 02:58 |
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Shadowmorn posted:Holy CRAP im enjoying most of this alot. Dirac is the track that led me to buy it as well about a year ago
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# ? Apr 12, 2013 15:14 |
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Colon Semicolon posted:So some guys are making a Duke thing that should be out on the 15th this month. Here's hoping it's remotely as good as it makes itself out to be. Well, I know the guy from MSDN is working on it, and a few other old Dukers from back in the day (They did the AMC TC), so I imagine it will be pretty good. The voice acting and story will be awful, but the gameplay will be good.
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# ? Apr 12, 2013 16:44 |
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# ? May 15, 2024 00:58 |
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CowboyAndy posted:The voice acting and story will be awful, but the gameplay will be good. This will just make it a more authentic throwback to 90's Build games
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# ? Apr 12, 2013 18:13 |