BloodGDX (News & Releases)
#391 Posted 11 December 2017 - 08:56 AM
2. If you want smaller files you're still better off using ogg. The average bitrate of the files included with the GOG version is 130 kbps anyway and you're not gonna get good results with MP3 below that bitrate.
#392 Posted 11 December 2017 - 09:26 AM
M210, on 11 December 2017 - 08:42 AM, said:
music { id "unholy.mid" filename "file.ogg" }
Thanks! fgsfds has done it here. It works, but sometimes the music won't play after loading saves.
#393 Posted 11 December 2017 - 09:52 AM
#394 Posted 11 December 2017 - 10:20 AM
Whats about mid music? It' starting?
This post has been edited by M210: 11 December 2017 - 10:22 AM
#395 Posted 11 December 2017 - 10:25 AM
M210, on 11 December 2017 - 10:20 AM, said:
No problem with midi so far.
Update: There is also sometimes problem with CD audio initialization when switching in game from midi to CD audio.
This post has been edited by J432: 11 December 2017 - 10:45 AM
#397 Posted 11 December 2017 - 11:27 AM
#398 Posted 11 December 2017 - 02:36 PM
Newken, on 11 December 2017 - 11:27 AM, said:
Yes, this is a good way to reproduce it. Although it seemed random, this way was sound muted always I tried it (at least ten times).
#399 Posted 11 December 2017 - 02:49 PM
M210, on 11 December 2017 - 08:42 AM, said:
music { id "unholy.mid" filename "file.ogg" }
could you add the possibility to include changeable main-menu music?
#400 Posted 11 December 2017 - 02:56 PM
M210, on 11 December 2017 - 05:55 AM, said:
changelog:
1. OGG Music support
2. Minor bug fixes
3. New sound settings menu (check your sound settings)
4. Definition script for hires music
5. Def scripts case sensitive fix
6. Map info settings show map / show map and author info
7. Console text scale command ("osdtextscale")
8. Console spawndude command
9. New SoundLoop algorithm
10. Digital mouse axis feature
11. Custom difficulty
Thanks M210! At last!
#401 Posted 11 December 2017 - 07:14 PM
skitey, on 11 December 2017 - 02:49 PM, said:
I can add "id" for it
#402 Posted 11 December 2017 - 07:40 PM
#403 Posted 11 December 2017 - 11:39 PM
#404 Posted 12 December 2017 - 12:02 AM
M210, on 11 December 2017 - 09:06 PM, said:
Ok, it's done.
v0.784 (12 December 2017)
1. Game crash fix when trying change volume in main menu
2. Game crash fix on levels without a music track when "external" music type enabled
3. Turkish language symbols fix (Blood resources not found)
4. OpenAL Error fix (stop music)
I'm added meesages to console, if openal will generate errors, therefore let me know, if you see it.
#405 Posted 12 December 2017 - 02:07 PM
https://steamcommuni...s/?id=292092069
#406 Posted 12 December 2017 - 04:16 PM
I would like to make a request. A option in the menu to toggle voxels on and off, and the ability to bind it to a key from the console.This way I can compare my voxels to the original sprites in game on the fly.
Also sprites that have floor-alignment will not replace with voxels made of them.I guess it was never planned to have voxels of sprites used that way but it would be nice if they worked.
This post has been edited by -=SomeThingEviL=-: 12 December 2017 - 04:19 PM
#407 Posted 12 December 2017 - 06:27 PM
#408 Posted 12 December 2017 - 06:53 PM
#409 Posted 12 December 2017 - 06:53 PM
#410 Posted 12 December 2017 - 09:54 PM
Zaxx, on 12 December 2017 - 06:53 PM, said:
Yes, no problem with audio in latest release. I play with Rearrangements for Orchestra by Noderus.de and it feels almost like a new game.
https://forums.duke4...post__p__291754
This post has been edited by J432: 12 December 2017 - 09:55 PM
#411 Posted 12 December 2017 - 11:00 PM
-=SomeThingEviL=-, on 12 December 2017 - 04:16 PM, said:
does this mean, we never get a replacement for the pinned "flat" guys on the wall..like the entrance guy and the one between the barrels in the "operation" room?
#412 Posted 13 December 2017 - 04:30 AM
-=SomeThingEviL=-, on 12 December 2017 - 06:53 PM, said:
Speaking of which. M210 any chance of adding an in-game toggle for hi-res textures? Would help tell when a texture is off without restarting the game with a new DEF file.
#413 Posted 13 December 2017 - 09:15 PM
Do you remember this bug? I'm finally got it
I made this for a better comparison of demofiles and detecting differens.
Phredreeke, on 13 December 2017 - 04:30 AM, said:
Yes, I will make it later.
Attached File(s)
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scree0001.png (574.37K)
Number of downloads: 53
This post has been edited by M210: 13 December 2017 - 09:16 PM
#415 Posted 14 December 2017 - 03:35 PM
Dzierzan, on 14 December 2017 - 12:21 PM, said:
I did not even notice the custom option at the difficulty selection at first. Tried it, seems to work perfectly, now you can fight against more enemies without increasing their health. Superb!
#416 Posted 14 December 2017 - 03:57 PM
Zaxx, on 14 December 2017 - 03:35 PM, said:
Just to bring it up again, but the enemies' health should also be adjustable
#417 Posted 14 December 2017 - 04:50 PM
Jim, on 14 December 2017 - 03:57 PM, said:
It's not now? I can only see a damage slider but I'd be surprised if that wasn't actually "damage + health".
Anyway if there is one slight problem with the feature is that it's not really straight forward (especially for a new player) what it exactly does. We know what the slider means because we played the game a lot and know how the difficulty settings work but for others the names of the actual difficulty levels would be more useful.
This post has been edited by Zaxx: 14 December 2017 - 04:53 PM
#418 Posted 14 December 2017 - 05:36 PM
#419 Posted 14 December 2017 - 08:14 PM
#420 Posted 14 December 2017 - 09:40 PM
I will keep the original difficulties but it's really cool, so much options!
Is there a way to fix the color filter to make it like the original game? (the pic at the start of e1m1 change yellow>orange by exemple)
Good luck for the next stuff and fix