EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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: 342
#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.
#6257 Posted 31 March 2020 - 11:22 PM
I'll believe it when I see it in my mapster In the remote possibility that it's real, is there an ETA on when we can use it?
#6259 Posted 01 April 2020 - 06:24 AM
#6261 Posted 01 April 2020 - 07:39 AM
#6262 Posted 01 April 2020 - 07:56 AM
#6263 Posted 01 April 2020 - 09:17 AM
#6264 Posted 02 April 2020 - 02:45 AM
oasiz, on 02 April 2020 - 01:27 AM, said:
I've added a dozen on time savers from things like "paste slope" to things like "hide all sector effectors". There is an insane amount of quick wins in the editor that never have been addressed before.
Continuing on from the sloped sprite thread.
What I'd like to see in mapster is better support for terrain dealing with quadrilaterals and triangles. It'd be nice if there was a function that automatically aligned the slopes of quadrilaterals to the wall connected to that opposite the first wall. Same for triangles. If I could set up some geometry of rectangles and triangles, make sure the first walls are correct, then hit a button to automatically align everything, that would be a massive timesaver indeed.
On a related note, the auto-align (alt + [ or ]) doesn't seem to be working well triangles when trying to align to adjacent or opposite sectors.
This post has been edited by Micky C: 02 April 2020 - 02:46 AM
#6265 Posted 02 April 2020 - 02:54 AM
I do have a tooltip that displays the angle of a wall so you could make sure that firstwalls are at least turned the same amount of units.
Auto-sloping... I could maybe have some ideas to enhance the current one in mapster but not sure.
#6266 Posted 02 April 2020 - 03:43 AM
For mappers who are reading, some quick geometry tips are:
Quadrilaterals will align perfectly between any two flat heights if the upper and lower wall are parallel.
Two triangles will connect any two flat heights regardless of sector shape.
An additional triangle is needed at the upper or lower end if either surface is not flat.
Something that would be really cool if if the designated sectors were continuously auto-aligning, so that you can drag vertices around manually and see the results in real time.
#6267 Posted 02 April 2020 - 04:29 AM
Are you thinking of a situation where you have a flat surface with slopes around it and being able to raise it up/down like a wave fx kind of would and have the slopes "work" against it ?
I guess I could create a loop that goes through all walls that touch the main sector and somehow figure out how to make the sloping match.
#6268 Posted 02 April 2020 - 12:54 PM
#6269 Posted 02 April 2020 - 01:11 PM
Really should do some blog posts that highlight some of these features, so easy to miss!
#6270 Posted 05 April 2020 - 02:30 AM
oasiz, on 02 April 2020 - 04:29 AM, said:
Are you thinking of a situation where you have a flat surface with slopes around it and being able to raise it up/down like a wave fx kind of would and have the slopes "work" against it ?
I guess I could create a loop that goes through all walls that touch the main sector and somehow figure out how to make the sloping match.
Yeah like that. Although even a simple once-off batch effect would be a big help.
On the topic of the current auto-slope alt + [ ], it's really not working well at all for me lately. Is anyone else getting this?