Xaser Posted October 8, 2013 Just to clarificate, I do want to at least claim The Noose Tightens (the most recent "extended" version Bucket posted) for MAP14, so that's at least one slot taken care of. 0 Share this post Link to post
Devalaous Posted October 8, 2013 Is that version in the midi pack? I'm enjoying some of them, but a lot of them oddly sound like Heretic/Hexen music. I quite like Lost Cause, the calmer section of it could do well as an intermission in the same vein as Legion of the Lost. EDIT: Targetne MUST be included, it is pure TNT. 0 Share this post Link to post
Bucket Posted October 9, 2013 Something a bit midtempo. Title: "2093" Length: 2m 33s Size: 13.8 KB http://speedy.sh/QATfZ/2093.mid Megamur said:Now, the old-school practice was to convert MIDI files to MUS format, but Chocolate Doom seems to play embedded MIDIs just fine at least, so I guess it won't be an issue since Choc Doom is our primary platform.I'm pretty sure Vanilla Doom 1.666 and later supports MIDI. Doom95 does not (but who cares?). If we're converting to MUS, I believe the limitations are as follows: - 8 max instruments + drums - No polyphony (chords must be split between tracks) - One default drum set w/fewer sounds available 0 Share this post Link to post
Devalaous Posted October 9, 2013 Bucket, I enjoyed all of your midis in the folder Whoo posted, with the ironic exception of the Deepest Reaches inspired one, mainly because of one ear shattering effect you used near the start, which popped again two or three times later on. One of Jimmy's tracks had a similar effect, both tracks would be better off without those ear destroying notes from out of nowhere. I loaded them up in WMP, so they might sound different ingame where different ports do different things with the midis, but still. 0 Share this post Link to post
Bucket Posted October 9, 2013 I'll probably do a second round of adjustments soon. I will take all comments into consideration. 0 Share this post Link to post
Xaser Posted October 9, 2013 Vanilla Doom indeed supports MIDI, so there's no need to convert to MUS -- I'd recommend against it strongly, as doing so actually damages the track (sometimes resulting in oddities). 0 Share this post Link to post
Megamur Posted October 9, 2013 Does anybody know what we can do about these P_CrossSubsector crashes? Initially, it was due to a nodebuilder screw-up and the SSECTORS lumps were all missing--merely starting up a level caused the crash. But now, even with that rectified and the SSECTORS lumps built, the crash is still occurring when the player enters certain parts of some maps. Can the nodebuilder be reconfigured to address the issue? Or are the maps in question simply too complex? I'm really not familiar with this error and can't find much documentation about how to deal with it. 0 Share this post Link to post
Katamori Posted October 9, 2013 How much is still left for the finish anyway? Can we expect it for a Christmas present for example? Or is it hopeless? 0 Share this post Link to post
Whoo Posted October 10, 2013 Megamur said:Does anybody know what we can do about these P_CrossSubsector crashes? Initially, it was due to a nodebuilder screw-up and the SSECTORS lumps were all missing--merely starting up a level caused the crash. But now, even with that rectified and the SSECTORS lumps built, the crash is still occurring when the player enters certain parts of some maps. Can the nodebuilder be reconfigured to address the issue? Or are the maps in question simply too complex? I'm really not familiar with this error and can't find much documentation about how to deal with it. I'm assuming you're talking about Kyka's modifications to the maps. If so, hopefully I'll be able to correct the problems by using a different nodebuilder. All of them worked before hand, so I'm assuming Kyka just had a bad nodebuilder. Katamori said:How much is still left for the finish anyway? Can we expect it for a Christmas present for example? Or is it hopeless? A far more spooky (albeit incomplete) present is likely in order. 0 Share this post Link to post
Guest Posted October 10, 2013 Whoo said:I'm assuming you're talking about Kyka's modifications to the maps. If so, hopefully I'll be able to correct the problems by using a different nodebuilder. All of them worked before hand, so I'm assuming Kyka just had a bad nodebuilder. It is pretty weird. I don't know what happened. I changed from ZDBSP to Zennode, and it seemed to fix the problem, thoughh I have always been using ZDBSP up to now. Whoo, I'll send you an updated set soon, Currently getting results for testing in. 0 Share this post Link to post
Starpath Posted October 10, 2013 Here are some midi tracks you can use if you want: http://filesmelt.com/dl/TNT2_Starpath_Basscontrol.mid http://filesmelt.com/dl/TNT2_Starpath_Blaster.mid http://filesmelt.com/dl/TNT2_Starpath_Bonemaul.mid http://filesmelt.com/dl/TNT2_Starpath_Orbital.mid http://filesmelt.com/dl/TNT2_Starpath_Planetary.mid http://filesmelt.com/dl/TNT2_Starpath_Soulsphere.mid Lots of bends and other effects, not sure if it will all work in-game. If not, I can fix it. 0 Share this post Link to post
DeathevokatioN Posted October 10, 2013 Can you upload to another site because I'm not going to install a download app to my computer. Oh and really cool forum name btw. :) 0 Share this post Link to post
Starpath Posted October 10, 2013 Oh yeah damn, that's not good, didn't notice. Changed the links. 0 Share this post Link to post
TMD Posted October 10, 2013 Whoo said:A far more spooky (albeit incomplete) present is likely in order. I'm scurred 0 Share this post Link to post
Whoo Posted October 10, 2013 KiiiYiiiKiiiA said:It is pretty weird. I don't know what happened. I changed from ZDBSP to Zennode, and it seemed to fix the problem, thoughh I have always been using ZDBSP up to now. Whoo, I'll send you an updated set soon, Currently getting results for testing in. I've had node builders randomly break in the past, so it's not too uncommon. Starpath said:Here are some midi tracks you can use if you want: http://filesmelt.com/dl/TNT2_Starpath_Basscontrol.mid http://filesmelt.com/dl/TNT2_Starpath_Blaster.mid http://filesmelt.com/dl/TNT2_Starpath_Bonemaul.mid http://filesmelt.com/dl/TNT2_Starpath_Orbital.mid http://filesmelt.com/dl/TNT2_Starpath_Planetary.mid http://filesmelt.com/dl/TNT2_Starpath_Soulsphere.mid Lots of bends and other effects, not sure if it will all work in-game. If not, I can fix it. Thanks for the submission. Not sure how well they would fit into the mapset, but we'll see later on. 0 Share this post Link to post
DeathevokatioN Posted October 10, 2013 Starpath said:Oh yeah damn, that's not good, didn't notice. Changed the links. Cool stuff, these wouldn't sound out of place if they were used in a Castlevania mapset. :P It'd be nice if atleast one of these found a home, it'd definitely be at it's best if used in a casual laid back tech base. 0 Share this post Link to post
Devalaous Posted October 11, 2013 TNT had the oddball Open Season track and Death's Bells, so they could gain a place. Also, a halloween public beta of sorts? Shit, that means I have a deadline to test the hell out of Kyka's remaining 15 maps. NO PRESSURE. 0 Share this post Link to post
Devalaous Posted October 11, 2013 As long as those final boss textures aren't included in any way, I'm fine with whatever. 0 Share this post Link to post
Bucket Posted October 11, 2013 These are the (hopefully) final versions of my tracks. I feel these are the best candidates; kindly delete everything of mine that isn't in this list. 2093 A.D. TaraNTulas Target NeuTralized TeNeT * The Noose Tightens Till Next Time * TiNTinnabulation ToNighT... you * TourNamenT TraNsiTion * TrenchaNT TrepaNaTion Trial aNd Terror TriNiTy TyphoN ex Tartaros TyraNt's Tomb HANDY DANDY ZIP FILE: http://speedy.sh/QKZsZ/tnt2midi.zip (* Denotes tracks written for Title and Inter screens and so on.) 0 Share this post Link to post
Devalaous Posted October 11, 2013 ...so I assume Target Neutralised was the targetne.mid in Whoo's zip? It had no artist attached to it. 0 Share this post Link to post
Whoo Posted October 13, 2013 Ragnor said:Also, a halloween public beta of sorts? Yeah, that's what I'm shooting for. I still have to decide whether or not I should include all the completed maps or just a couple like the last beta (but either way MAP30 will be saved for the final release). Bucket said:*mids* Thanks for all your contributions man. I'll make sure these versions get put in the MIDI pool. Ragnor said:As long as those final boss textures aren't included in any way, I'm fine with whatever. Do you not like them or are you saying that just so they're kept secret? 0 Share this post Link to post
GBT3 Posted October 14, 2013 All final boss related stuff and textures should be cut out if it's not intended to appear before map 30. All unfinished maps can be replaced with simple transition pieces like hub map in style of pseudo intermission screen, but as in-game map, nothing so big like back to Saturn, just simplified to fit mood and style. 0 Share this post Link to post
Memfis Posted October 14, 2013 donno if you care but I personally would prefer that you didn't release some crippled version. Come on, the project is almost done, why not just work on it for 2-3 more months and release the full thing? If you show off most of the stuff now, the official release won't be exciting at all, just "oh, here are the missing 3 levs, ok". What are you trying to achieve by this teaser release anyway, hype I guess? I don't sound very convincing I think so maybe imagine George Lucas releasing a new movie with 15 minutes missing. 0 Share this post Link to post
Whoo Posted October 14, 2013 Memfis said:donno if you care but I personally would prefer that you didn't release some crippled version. Come on, the project is almost done, why not just work on it for 2-3 more months and release the full thing? If you show off most of the stuff now, the official release won't be exciting at all, just "oh, here are the missing 3 levs, ok". What are you trying to achieve by this teaser release anyway, hype I guess? I don't sound very convincing I think so maybe imagine George Lucas releasing a new movie with 15 minutes missing. That's what I'm also considering before I release anything. To put it bluntly, yes it's mostly for hype; I want to post it on other Doom communities (like Zdaemon, Zdoom, etc) that haven't really heard that there's a TNT 2 in development. What I've been leaning towards lately is just a small, perhaps two-map, demo. 0 Share this post Link to post
Devalaous Posted October 14, 2013 Yeah I meant all trace of the final boss not present in this beta. No textures, no maps that use them. EDIT: I've tested about 11 maps extensively now, btw 0 Share this post Link to post
Megamur Posted October 14, 2013 Right, another small teaser pack would be good. I didn't even know TNT 2 existed until I saw and tried out the really, really old demo released a while back. So another one like that with two or three maps would probably be an effective advertisement. 0 Share this post Link to post
Xaser Posted October 14, 2013 Starpath said:http://filesmelt.com/dl/TNT2_Starpath_Orbital.mid Gaddamn, I love this one so friggin' much, it's unreal. Only thing is it doesn't loop yet, but otherwise I'd very much like to see this used... somewhere at least. 0 Share this post Link to post
Pottus Posted October 14, 2013 Xaser said:Gaddamn, I love this one so friggin' much, it's unreal. Only thing is it doesn't loop yet, but otherwise I'd very much like to see this used... somewhere at least. Perfect Doom music :) 0 Share this post Link to post