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News & Releases

User is offline   Phredreeke 

  • 123

#391

1. It's generally advised not to convert from one lossy file to another.
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.
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User is offline   Newken 

  • 12

#392

View PostM210, on 11 December 2017 - 08:42 AM, said:

Perhaps :)) Try ogg version, files must be named as blood02 - blood09.ogg or make a def file as

 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.
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User is offline   J432 

  • 6

#393

I can confirm that CD music sometimes does not play after loading savegame or at the start of new level. It seems to be completely random.
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User is online   M210 

  • 413

#394

Mp3 not support yet. The ogg is really bigger? O-o
Whats about mid music? It' starting?


This post has been edited by M210: 11 December 2017 - 10:22 AM

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User is offline   J432 

  • 6

#395

View PostM210, on 11 December 2017 - 10:20 AM, said:

Whats about mid music? It' starting?


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

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User is online   M210 

  • 413

#396

Ok, but I need more information :)
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User is offline   Newken 

  • 12

#397

It also happens without saving. How to reproduce it: choose Episode 1, get killed, choose Episode 1 again.
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User is offline   J432 

  • 6

#398

View PostNewken, on 11 December 2017 - 11:27 AM, said:

It also happens without saving. How to reproduce it: choose Episode 1, get killed, choose Episode 1 again.


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).
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User is offline   skitey 

  • -1

#399

View PostM210, on 11 December 2017 - 08:42 AM, said:

Perhaps :)) Try ogg version, files must be named as blood02 - blood09.ogg or make a def file as

 music { id "unholy.mid" filename "file.ogg" }


could you add the possibility to include changeable main-menu music?
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User is offline   max_nukem 

  • 10

#400

View PostM210, on 11 December 2017 - 05:55 AM, said:

Ok, I released v0.783 with OGG music support :)

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!
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User is online   M210 

  • 413

#401

View Postskitey, on 11 December 2017 - 02:49 PM, said:

could you add the possibility to include changeable main-menu music?

I can add "id" for it
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User is offline   Jim 

  • 18

#402

There is one more variable in custom diffculty: enemy health
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User is offline   skitey 

  • -1

#403

View PostM210, on 11 December 2017 - 07:14 PM, said:

I can add "id" for it

yes, that would be nice :)
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User is online   M210 

  • 413

#404

View PostM210, on 11 December 2017 - 09:06 PM, said:

Thanks. It's fixed. I will release 0.784 when I fix music start on load game and after dead


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.
1

User is offline   Tiddalick 

  • 4

#405

If you want higher quality music then was given in the GOG release, check out my guide I published on Steam a while ago.
https://steamcommuni...s/?id=292092069
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#406

Thank you for all your hard work on this project.

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

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User is offline   Phredreeke 

  • 123

#407

You can turn off voxels by reducing the visual quality setting.
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#408

Thanks Phredreeke, good to know. Now I just need a way to make it a toggle key for convenience.
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User is online   Zaxx 

  • 212

#409

Wow, I had issues with the CD audio in the previous version (it just stopped after changing maps) but now it works perfectly. Man, this soundtrack is still great, thanks for implementing this feature, M210. :)
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User is offline   J432 

  • 6

#410

View PostZaxx, on 12 December 2017 - 06:53 PM, said:

Wow, I had issues with the CD audio in the previous version (it just stopped after changing maps) but now it works perfectly. Man, this soundtrack is still great, thanks for implementing this feature, M210. :)


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

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User is offline   skitey 

  • -1

#411

View Post-=SomeThingEviL=-, on 12 December 2017 - 04:16 PM, said:

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.

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?
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User is offline   Phredreeke 

  • 123

#412

View Post-=SomeThingEviL=-, on 12 December 2017 - 06:53 PM, said:

Thanks Phredreeke, good to know. Now I just need a way to make it a toggle key for convenience.


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.
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User is online   M210 

  • 413

#413

It's seems I'm succesully ported Blood's PriorityQueue algorithm with original bugs :)
Do you remember this bug? I'm finally got it :D
I made this for a better comparison of demofiles and detecting differens.


View PostPhredreeke, on 13 December 2017 - 04:30 AM, 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.

Yes, I will make it later.

Attached File(s)




This post has been edited by M210: 13 December 2017 - 09:16 PM

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User is offline   Dzierzan 

  • 23

#414

Thanks for adding custom difficulty feature!
1

User is online   Zaxx 

  • 212

#415

View PostDzierzan, on 14 December 2017 - 12:21 PM, said:

Thanks for adding custom difficulty feature!

I did not even notice the custom option at the difficulty selection at first. :D Tried it, seems to work perfectly, now you can fight against more enemies without increasing their health. Superb!
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User is offline   Jim 

  • 18

#416

View PostZaxx, on 14 December 2017 - 03:35 PM, said:

I did not even notice the custom option at the difficulty selection at first. :D Tried it, seems to work perfectly, now you can fight against more enemies without increasing their health. Superb!



Just to bring it up again, but the enemies' health should also be adjustable
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User is online   Zaxx 

  • 212

#417

View PostJim, on 14 December 2017 - 03:57 PM, said:

Just to bring it up again, but the enemies' health should also be adjustable

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

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User is offline   Phredreeke 

  • 123

#418

Yeah, if I drag the Damage slider down I can kill a zombie with one alt-fire shotgun shot, just like on Still Kicking difficulty.
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User is offline   Jim 

  • 18

#419

Well, then damage and health should be independently adjustable
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User is offline   Manhs 

  • 13

#420

Good job m210! custom difficulty should be a nice add for people who want more enemies without to get more damage in extra crispy ^^
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 B)
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