
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#6227 Posted 20 March 2020 - 07:06 AM
#6228 Posted 20 March 2020 - 11:33 AM
NightFright, on 20 March 2020 - 07:06 AM, said:
Understood, I would try that if I have some time, thanks your explanation.

#6229 Posted 21 March 2020 - 02:01 AM
https://youtu.be/kv4lwVWkYlo
According to Bashe, volume and decay/release times of many instruments have been "optimized". Graf Zahl, who is a determined fan of the patches, considers this a sacrilege which ruins the general character of the package. Anyway, there is a slight chance Bashe will get back to working on the project and considers doing a vanilla version without any personal adjustments.
This post has been edited by NightFright: 21 March 2020 - 02:19 AM
#6230 Posted 21 March 2020 - 02:45 AM
Listened the comparison video, the RotT music, soundfont version sounds a little off to me when I prefer patches version, other music...well, I'm not sure if I'm old or something but I found soundfont version was more clear but patches version was...very unique feel.
But, OPL3 still sounds better to me, at least for Duke3D music...(Yeah, I downloaded soundfont and tried that already.)

#6231 Posted 21 March 2020 - 03:08 AM
#6232 Posted 21 March 2020 - 04:30 AM
#6233 Posted 21 March 2020 - 04:57 AM
BTW if you are looking for a small, compact and yet nice-sounding smallfont to ship with EDuke32, Synthoridity over at VOGONs made this nice conversion of a 5MB Turtle Beach soundfont, with some minor tweaks to make it sound better. Maybe not all instruments are top-notch, but for a soundfont of this size it's pretty well balanced and all instruments can be heard clearly. My personal favorite remains 8MBGM Enhanced, however. Was made for Descent and classic LucasArts adventures, but also performs admirably in Doom, Dark Forces and Duke3D.
This post has been edited by NightFright: 21 March 2020 - 06:06 AM
#6234 Posted 21 March 2020 - 01:23 PM

#6235 Posted 21 March 2020 - 03:56 PM
#6236 Posted 21 March 2020 - 10:35 PM
This post has been edited by Newken: 21 March 2020 - 10:37 PM
#6237 Posted 21 March 2020 - 11:24 PM
#6239 Posted 24 March 2020 - 05:47 AM

#6240 Posted 25 March 2020 - 07:36 AM
This post has been edited by NightFright: 25 March 2020 - 07:39 AM
#6241 Posted 25 March 2020 - 08:39 AM
#6242 Posted 25 March 2020 - 10:05 AM
#6243 Posted 25 March 2020 - 12:07 PM
Anyway, I am currently working on a MIDI guide for GZDoom which will also include a download compilation with soundfonts. It can be useful for EDuke32 as well.
This post has been edited by NightFright: 25 March 2020 - 12:08 PM
#6244 Posted 25 March 2020 - 01:09 PM

#6245 Posted 25 March 2020 - 01:17 PM
This post has been edited by NightFright: 25 March 2020 - 01:17 PM
#6247 Posted 26 March 2020 - 12:07 AM
#6248 Posted 26 March 2020 - 06:54 PM
I don't know if chorus and reverb are coming to TinySoundFont any time soon. I've been kind of thinking about how a cheap fake reverb implementation like the sound system itself uses would work in a library like that though. The operation of the ASS reverb is shit simple... instead of mixing into a blank buffer, it decays the bits already present and mixes on top of them. If something like that was done on a per .sf2 "voice" basis, it might work well enough. The actual .sf2 spec doesn't say how the effect is supposed to be implemented.
#6249 Posted 27 March 2020 - 01:42 PM
The EAWPats soundfont however needs it more, for two reasons: 1) The Timidity patches use it a lot and it contributes considerably to the characteristics of the instruments. 2) The soundfont was made drier in general which is hard to compensate by any synth, so if it's missing, you really notice it. Hopefully Bashe will create that vanilla-like version at some point still to undo some of the liberties he took with the conversion.
I don't claim to be an expert in this area, by no means. But as someone who has been experimenting with soundfonts in GZDoom and EDuke32 since many years, I gained some insights into what certain tracks should sound like. You don't need soundfonts with hundreds of megs since there are really good ones out there in the range of 8-30 MB which do just fine. The synth itself can also make a difference, but I think that anyone claiming they can hear a difference between e.g. Fluidsynth or BassMidi ingame is exaggerating. For the average user it's definitely negligible.
I appreciate that you guys still try to squeeze more out of TSF in the future. It's already almost everything I wished for. Small detail still: I tried and it seems I can't set up dirs outside of the EDuke32 folder, unless I am making some mistakes with the slashes or something.
This post has been edited by NightFright: 27 March 2020 - 01:51 PM
#6250 Posted 28 March 2020 - 12:13 AM
#6251 Posted 28 March 2020 - 11:37 AM
However, I doubt there's anything that beats my personal favorites (8MBGM Enhanced, Masquerade55, EAWPats or the Yamaha S-YXG50 VSTi). With soundfonts it's also a matter of habit. Once you get used to a certain type of sound, anything different from that doesn't seem right to your ears.
This post has been edited by NightFright: 28 March 2020 - 11:39 AM
#6252 Posted 29 March 2020 - 12:50 AM
This post has been edited by NightFright: 29 March 2020 - 12:53 AM
#6253 Posted 29 March 2020 - 11:10 AM
Mapster32 should log its command line parameters, like EDuke32 does. Patch attached.
Attached File(s)
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build-8761-8791.cpp.patch.zip (382bytes)
Number of downloads: 387
#6254 Posted 29 March 2020 - 03:07 PM
#6255 Posted 31 March 2020 - 10:41 PM

This post has been edited by oasiz: 31 March 2020 - 10:46 PM
Reason for edit: Added a newline to not break layout
#6256 Posted 31 March 2020 - 10:56 PM
Just point at a floor aligned sprite and start sloping away.