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L0l1nd3r

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Everything posted by L0l1nd3r

  1. L0l1nd3r

    [RC5] EVITERNITY II - RC5 Released!

    Blankets for all the common bed sizes.
  2. L0l1nd3r

    Profane Promiseland RC1 Release.

    Hate to bump this thread, but I'm curious if there will ever be a final release.
  3. L0l1nd3r

    MIDI sound clipping. Any solution?

    My solution to this problem is to use a bit of fluidsynth raw output piped to ffmpeg's raw input and loudnorm filter. This takes the guesswork of midi gain out of the equation. This is my batch script for converting midis to normalized vorbis for vid-dumping my demos from dsda-doom. set "file=%1" set "soundfont=Your_Your_SoundFont_File_Here.sf2" echo Converting %file% using %soundfont% fluidsynth.exe -C 0 -R 1 -r 48000 -T raw -F- -q %soundfont% %file% | ffmpeg.exe -f s16le -ar 48000 -ac 2 -i pipe:0 -filter:a loudnorm=I=-16:dual_mono=true:LRA=11:tp=-1.5 -c:a libvorbis -aq 9 -ar 48000 -y %file:~0,-4%.ogg You'll need to get fluidsynth from here: https://github.com/FluidSynth/fluidsynth/releases FFMpeg can be grabbed from here: https://www.gyan.dev/ffmpeg/builds The GitEssentials build is more than enough. You'll also need a SoundFont. Save the script as convert-vorbis.bat and ensure ffmpeg.exe, a SoundFont.sf2 file, and fluidsynth.exe and its .dll files are all in the same folder. Then you should be able to drag and drop a .mid file onto the .bat file and get a .ogg file. Also, change the "Your_Your_SoundFont_File_Here.sf2" line to the name of your soundfont file. And don't use spaces in file names. The command prompt does not like spaces and will not know what to do.
  4. L0l1nd3r

    Abandon [final]

    Can't wait to path my way through more of these maps for some slick TAS runs. Anyway, enjoy a preview of my madness. Monsters are only in the way of my "pathing."
  5. Sunder - Map 14 (Hive Mother) Demo: su14x755.zip YouTube: https://youtu.be/i2ci0plexo8
  6. L0l1nd3r

    Profane Promiseland RC1 Release.

    Cool. I don't want to commit to a bonkers tas run until the final version.
  7. L0l1nd3r

    Profane Promiseland RC1 Release.

    I'm curious as to when the final version will be released.
  8. L0l1nd3r

    Profane Promiseland RC1 Release.

    Welp. Time to see if I can TAS may way through this in less than 2 hours like I did Okuplok. There goes at least 60 hours of my life...
  9. L0l1nd3r

    dsda-doom v0.25.6 [2023-01-15]

    VR-3EKKR is in GZdoom format. So, sadly no super TAS demos. :(
  10. L0l1nd3r

    REKKR - V1.16

    I opened vrekkr in UDB, and it appears to be in GZDoom format. So sadly no super TAS demos of vrekkr.
  11. Sunder Map 13: Obsidian Nightmare Demo: su13x1125.zip YouTube: https://youtu.be/tZX7xNsnWsk
  12. Sunder Map 12: The Zealous Machine Demo: su12x1539.zip YouTube: https://youtu.be/gEmuPQXjv0U
  13. L0l1nd3r

    DBP51: Deadly Ritual

    I've been enjoying this mapset so far. However I'm noticing some slime trails: Saw this thin line in Map 01: And this large line in map 05: I hope it's not too late to rebuild nodes without breaking any built-in demos.
  14. Sunder Map 11: The Furnace Demo: su11x2409.zip YouTube: https://youtu.be/kbi3JfPjzJU
  15. Project Brutality uses hitboxes to determine damage. Cacodemons are 100% head hitbox so they take double damage. Afrits have a chance to replace cacodemons and they always survive due to having more hp and a normal hitbox. Also the viles have a chance to be replaced by a slightly bigger vile (the hellion) and they can't move from the starting area due to having a slightly larger radius. Basically they need a little bit of wiggle room.
  16. A small request: Remove the W1 Crusher for the Cacodemons in maps 5 and 12. They tend to die a gruesome death under certain gameplay mods.
  17. Love it. I've been throwing it into Project Brutality. The detector triggers easily break which is why I didn't do Map05. I espically love Map06 with storming, then taking the fort, only to be stormed by an army of angry imps.
  18. L0l1nd3r

    DBP50: Emerald City [idgames]

    Found this in map 01 playing in GZDoom. Looking at Sector 716 in Doom Builder, there's nothing there, but movement is blocked in both GZDoom and dsda-doom.
  19. The Auger Zenith Shotgun and SSG sprite offsets are off by 3 to 4 pixels from the Doom 2 Minor Sprite Fixing Project, so the blast overlay appears slightly to the left of the muzzle. I made this to realign the Shotgun and SSG to the sprite fix sprites. File: DBP37_AUGZEN_SG_SSG_Fix.zip
  20. Sunder Map 10: The Hag's Finger Demo: su10x2113.zip YouTube: https://youtu.be/Qkbvh9sQiuc
  21. Sunder Map 09: The Cage Demo: su09x1057.zip YouTube: https://youtu.be/BJbQig9lksc
  22. Yep. Using that version.
  23. Sunder Map 08: Pale Monument Demo: su08x1028.zip YouTube: https://youtu.be/UY1f0EIUrSA
  24. Sunder Map 7: Hollow Icon Demo: su07x933.zip YouTube: https://youtu.be/ZdqbWuQr6Ak
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