Noiser Posted October 3, 2023 (edited) Wow, this is beautiful! I love the custom palette 1 Share this post Link to post
Xyzzу Posted November 13, 2023 (edited) Bumping this one more time to let everyone know, as a heads-up, that Saturnia has been updated - despite it being up on /idgames. This update mostly addresses a couple problems discovered in coop by the TNSTeam. It also reorders some of the maps (03, 05 and 07) to hopefully provide a more sensible progression. There's also been some slight edits to map 06 and 31 in particular. Simply redownload the file from /idgames to get it. BTW @whybmonotacrab On 9/30/2023 at 1:23 PM, Χyzzy said: Dangit BMO, I wished you announced this sooner :c Reveal hidden contents I would've added you to MAP09's easter egg! This should no longer be the case c: Thanks for playing! Edited November 13, 2023 by Χyzzy 7 Share this post Link to post
OpenRift Posted November 15, 2023 Very interesting set of maps, did encounter an issue in vanilla on MAP05 where the MIDI won't play because of the vanilla's MIDI limitations. 0 Share this post Link to post
Xyzzу Posted November 15, 2023 (edited) @OpenRift Strange, I never had that happen in all my playthroughs of it in Chocolate Doom. The MIDI in question is 82.91 KB, which should be small enough to convert to MUS under vanilla's limits. Plus, this MIDI was originally made for the Plutonia: Revisited Community Project, which itself is vanilla. Dunno how else to put it but are you sure your "vanilla" Doom is correct? 😅 0 Share this post Link to post
OpenRift Posted November 15, 2023 3 hours ago, Χyzzy said: @OpenRift Strange, I never had that happen in all my playthroughs of it in Chocolate Doom. The MIDI in question is 82.91 KB, which should be small enough to convert to MUS under vanilla's limits. Plus, this MIDI was originally made for the Plutonia: Revisited Community Project, which itself is vanilla. Dunno how else to put it but are you sure your "vanilla" Doom is correct? 😅 Something to note about Chocolate Doom is that although like 99% of its functionality mirrors Doom on DOS, that 1% has to do with how the original DMX sound library handled MIDIs (among some other minute functional differences). Chocolate Doom doesn't have the same limitations with MIDIs that the original vanilla EXEs have. Also, it isn't small enough to be converted to MUS format, because it needs to be under 64KB in size (iirc sometimes it can be over 64KB but this is very uncommon) to properly convert to MUS format, like the thread you linked says. If you don't believe me, download midi3mus, export the MIDI file from the WAD, then drag and drop it on midi3mus.exe. It will generate a 0KB file. That's how you know it won't convert. Trust me, I know what I'm talking about, I've seen many a vanilla WAD (especially ones made recently) that have MIDIs that go over the limit, and it's driven me crazy. It's funny you bring up PRCP tho, I actually encountered that same problem with that very same MIDI in PRCP when I was playing it in DOSBox. I knew it sounded familiar lmao 2 Share this post Link to post
Finnisher Posted November 15, 2023 Shall try this out asap! What is complevel 4 btw in common language? Doom strict? 1 Share this post Link to post
OpenRift Posted November 15, 2023 1 minute ago, Finnisher said: Shall try this out asap! What is complevel 4 btw in common language? Doom strict? Final Doom compatibility. 2 is Doom II 1.9, 3 is Ultimate Doom 1.9 1 Share this post Link to post
Xyzzу Posted November 15, 2023 (edited) 4 hours ago, OpenRift said: playing it in DOSBox Oh, you're in the trenches actually playing this in vanilla Doom lmao. I assume you DeuSF'd your way into playing it? TIL 0 Share this post Link to post
plums Posted November 15, 2023 (edited) To clear up a bit of info about vanilla Doom and music files: When you (directly or via vanilla Doom) convert a file into MUS, a bunch of information is stripped out, especially regarding timing. This results in a smaller filesize, but the size reduction depends on what gets stripped out, which in turn depends on the midi, so it's never predictable. The resultant MUS filesize has to be under 64k (65535 bytes). It's also subject to some channel limitations. ~80k midis seem to be *roughly* a reliable if conservative maximum, often you can go higher, occasionally midis that size are still too big. The only way to be sure is by testing the conversion. Here's a short thread with some links to other useful threads: https://www.doomworld.com/forum/topic/119041-vanilla-music-limits-and-oddities/ I feel like Chocolate Doom should at least optionally check for vanilla music compatibility, but maybe that's more trouble than it's worth. Anyhow this wad looks good, will give it a spin in the near future. Edited November 15, 2023 by plums 3 Share this post Link to post
OpenRift Posted November 15, 2023 8 hours ago, Χyzzy said: Oh, you're in the trenches actually playing this in vanilla Doom lmao. I assume you DeuSF'd your way into playing it? Yeah. There's ways to make that stuff easier. 0 Share this post Link to post