Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

Everything posted by Csonicgo

  1. Csonicgo

    Cacowards 2018 - 25 Years of Doom

  2. Csonicgo

    So why is Alien Vendetta in particular so well liked?

    Well the four people that I know did the first real speedruns of HR and HR2 (that I downloaded anyway) called themselves "the nordic connection" or something along those lines, and Anders was definitely in that group.
  3. Csonicgo

    So why is Alien Vendetta in particular so well liked?

    AV was the first real collab megawad from the scandinavian doom scene in a long while since HR, in the style of HR with new mapping techniques from the Gothic DM series. It was also one of Anders Johnsen's last projects. I guess you'd just have to be there in the community at the time to understand why it was such a big deal? But it was a big deal. I played it for hours and hours... Edit: I did mention that it was nordic, but not everyone who contributed was, but it was mostly the "scandinavian style" or what is now "Compet-N Style"... does anyone map for speedrunning anymore? or is that just "every map" now?
  4. Csonicgo

    Deathless - an Ultimate Doom megawad (Final!)

    Well,I know what I'll be playing this weekend.
  5. Happy Holidays and all that. v2.10 is out. Probably the last one of the year. Whew. Gotta release something solid before the Cacoward cabal passes me over for some last minute jokewad! This likely will be the last release of the year, although I can feel that is already a lie because that's how this project has always been. "It's done" and then six months later, I'm still working on it. But I am taking a break, and giving all the projects that incorporate this a chance to "catch up" with all the changes. Please use this for your projects! And for the WOPL: I have no idea what volume model to use. I picked "Generic" as that was default in the bank editor, but if you wanna use another volume model, go ahead - as long as it sounds okay, I don't care. If you want the WOPL version in ZDoom, well, You'll have to wait I guess. Eternity Engine is getting it, no reason for GZDoom not to have it. DMX is becoming a pain in the butt to support. DMX PATCHES HAVE BEEN FIXED! There is now a File called DMXOPLV.WAD that must be loaded with Vanilla Doom and Vanilla Doom only. Maybe ZDoom too, I don't know. I hate that DMX forces me to do this, but a lot of instruments that were "broken" now work. Yay? Well, I never learn, do I? The previous thread was getting a bit cluttered and a pain to edit using the new forum system, so I made another thread for Version 2. After my discovery of DMX being able to use OPL3 waveforms (refer to this thread), I realized that most of my original patches I created a while back were all rejected by me prematurely because they were using OPL3 waveforms. They were miles better than the OPL2 versions, so I decided to place them back in! The result is, well, what I always wanted to release in the first place! So here it is! DMXOPL v2.10 Or click the download link at the bottom of this post. DEMO: What's new in v2.10: Rhodes piano fixed for WOPL New instruments from Papiezak, including: Banjo, Picked Bass, Shamisen Woodblock (edited a bit) Added new Guitar Fret noise (thanks Patch93) Lead 8 has been tweaked (thanks Patch93) Pad 3 has been tweaked. Strings are now modified for DMX + Vanilla. Timpani lowered an octave and tweaked to add a better attack and harmonics. Lead 4 tweaked to match SC-55 Reduced detune for strings Added vibrato to Strings 1 (WOPL only) Strings 2 redone (WOPL only) Faster attacks on Pan Flute and Blown Bottle (Thanks Patch93) Fretless Bass changed, again Acoustic Bass tweaked, sounds considerably better now New Timbale set (WOPL only) Lead 7 redone Gunshot modified to be less annoying Pad 2 (warm) matches SC55 now Pad 8 (sweep) "matches" SC55 now FX 6 (goblin) matches SC55 now FX 2 (Soundtrack) matches SC55 now Blown Bottle tweaked, it now sounds tolerable. Brass Section attack tweaked to have chorus on the attack as well as the sustain. That was my fault. Cor Anglais matches SC-55 Lead 5 (Charang) Sounds like SC-55 Pad 4 (Choir) sounds like SC-55 OPL2 support removed - it was getting old and sounded terrible compared to the OPL3 version, and no one was really using it. It was only there for MAME OPL2 support in ZDoom for low-end devices, but since the buffer issue was discovered and fixed (I think), OPL2 support seemed silly. No one will be using AdLib for this! Various mixing tweaks What's new in v2.8: Most Note Offsets have been fixed! Thanks, @papiezak! New Electric Grand, thanks Papiezak! New Honky-Tonk Piano, thanks again to Papiezak! New Muted Guitar! New Finger Bass! New Harpsichord! New Sitar! New Viola! New Bari Sax! New Drawbar Organ (so much better now) Fretless Bass tuned a bit Rhodes Piano tweaked a bit Percussion organ fixed, finally Added all the patches from @papiezak from their fork Renamed voices to match General Midi Redid the Shakuhachi Jazz guitar tweak Timpani Tweak (may change this) Small trumpet tweak Synth Brass 2 changed Synth Bass 1 changed Cleaned up the source code Guitar Fret changed Halo Pad Vibraphone Volume fixes Helicopter Seashore Applause Music Box Recorder Clarinet Contrabass Other stuff I forgot What's new in v2.7: Percussion: High and Low Agogo enhanced Hand Claps enhanced Ride Cymbal tweaked Pedal Hi-Hat tweaked Closed Hi-Hat Tweaked Agogo enhanced Maracas cleaned up (WOPL ONLY) Jingle Bells and Shaker Instruments: String Ensemble 1 and 2 tweaked (tremolo removed, detune tweak) Orchestra Hit has faster attack Sawtooth is SC-55 accurate now Acoustic Piano redone Vibraphone Redone Violin Redone Nylon Guitar redone Celesta Redone Glockenspiel redone Marimba redone Xylophone redone Reed Organ tweaked Steel guitar redone Jazz Guitar redone Cello Redone Trumpet now matches a real trumpet (or an FM trombone, that's weird) Breath Noise redone Clarinet Redone Pick Bass redone Percussive organ redone Overdriven Guitar tweaked (this may change in a later release) Timpani redone Charang implemented (another Paul Radek patch gone) Star Theme redone Synth Drum redone Choir Aahs now sound correct New Steel Drum (Sounds amazing) Pan Flute redone Fretless Bass redone Chorus Piano now has a little chorus to it Clavichord redone New Slap Bass 1 Harmonica redone Various mixing tweaks have been done, not listed here. What's new in v2.5: Electric Guitars (Thanks to Patch93!) Guitar Harmonics (Patch93) Tubular Bells (Patch 93) Bass Lead Slap Basses (OlPainless) Percussive organ matches KORG Banjo tweaked Tremolo removed from Lead 7 (5th wave) Brightness tweaked to match Sound Canvas Harmonica volume lowered a bit Trombone (OlPainless) French Horn (OlPainless) Taiko (Daiko) drum (OlPainless) High and low bongos (OlPainless) All congas (OlPainless) String Ensemble 1 and 2 are completely redone. Synth strings reduced in volume. All percussion volumes tweaked to match each other. Splattering issues eliminated in some songs (Thanks, Zeem!) Rock Organ quietened Clean Guitar quietened Tremolo Strings redone Harp redone to match HARP1 on DX-7 Dulcimer quietened New Brass section (OlPainless) New snares (WARNING, will BREAK on 0,1-tick notes! Blame the Midi composers for this silliness!) An /idgames/ release will be shortly, although I cannot guarantee 1:1 compatibility just yet. it's very, very close now, though. What's new in v2.1a: HI-HATS! What's new in v2.1: I added some more harmonics to the bright piano, and made all pianos a little quieter. Cor Anglais (English horn) Now matches Formants of a horn played by an actual person Side stick percussion improved Timbales match real ones Vibraslap sounds better Alto, Tenor and Baritone Sax improved Clarinet improved Bassoon improved, one of the last Paul Radek Patches to be replaced Koto Redone for Shadow Warrior midis Tremolo strings redone, but still not to my liking. May not be able to do anything about this. Acoustic Bass redone, another Paul Radek patch gone Gunshot redone, another Paul Radek Patch gone. Matches the sound of the Duck Hunt "Zapper" fire Synth Bass 1 tweaked, another Paul Radek patch gone - Matches SC-55 What's new in v2.0: These voices were modified to use OPL3 waveforms: Snare drums All Keyboards Slap Basses Toms Square Wave Timpani Brass Section Nylon and Steel guitars Clarinet Viols Chiffer And of course, various mixing fixes here and there. If you want to use this - please note the previous version is still supported, and if there are any major issues found with it, I'll fix them - eventually. If you don't know what I'm talking about at all here, refer to this earlier thread. For those with slower systems, OPL2 version is probably your best bet. However, if you have access to a compiler and want to remove the skipping and popping in (G)ZDoom due to buffer underruns, You can change the number "14" in line 108 in this file: src/sound/mididevices/music_opl_mididevice.cpp int ret = OpenStream(14, (FullPan || io->IsOPL3) ? 0 : SoundStream::Mono, callback, userdata); to 4 or 5. This will largely fix the problem. Vanilla Doom requires you have "DMXOPTION=-opl3" variable set. If you don't set this, bad things will happen (It'll sound like garbage, for starters). All Commercial IWADS, including Strife, Hacx and Chex Quest, have been tested, and will work. Freedoom also works with it, and I recommend using this with Freedoom as the default GENMIDI Freedoom uses is not the best out there. These PWADS have been personally tested by me and confirmed to work: 2Sector Batman Doom BTSX Episodes 1 & 2 Community Chest 1-3 Cygnus IV Deus Vult I and II (and Zero) Equinox Going Down Jenesis Speed of Doom STRAIN ...And a few secret ones (I'm not telling) So, tell me what you think! DMXOPL.ZIP
  6. Csonicgo

    DMXOPL v2.10 - Happy Holidays (Nov 27)

    Oh thank you! Apologies for not updating anything in this thread, I've been away with real life things. If it helps, the development version of DMXOPL is in the latest release of GZDoom. So go check that out!
  7. Csonicgo

    Doom 64 for Doom II - /idgames link is up

    Excellent! will definitely be playing this!
  8. Csonicgo

    [WIP] Eviternity - A Boom Format Megawad

    I'm really loving that teal range.
  9. Csonicgo

    British or American spelling?

    I've wondered what exactly that entails. Most Americans do not type as they speak (thank goodness) so I have to wonder if they're teaching some particular dialect. I can't think of any that change fundamental concepts like grammar, except Appalachian English, which I grew up around. So it's difficult for me to see what's different about it from anything else.
  10. Csonicgo

    British or American spelling?

    Given that most spelling differences concern words taken from Romance Languages and Latin, any differences that do exist are so minuscule that they rarely become an issue.

    1. Master O

      Master O

      So that's where Weird Al got "Headline News"'s melody from...

  12. Csonicgo

    Is there any mod that *tweaks* the Cajun Bots?

    In the original Cajunbot implementation (before ZDoom), they kinda were. Not very many parameters, but it was something.
  13. Csonicgo

    Post your Doom textures!

    Avant-garde here, folks. Texture shitposting.
  14. Csonicgo

    Favorite Source Port?

    Possibly because those maps are....wait for it... made for other ports? Eternity sticking to its scope is a good thing. Supporting other source ports' maps makes sense only if those maps are part of that port's history. Why would I expect Eternity to play ZDoom maps? ZDoom exists to play ZDoom maps. I wouldn't use ZDoom or GZDoom to play Eternity maps, that's absurd! GZDoom running Legacy maps is understandable though, because Legacy at the time was not maintained and didn't work properly with modern systems, leaving a handful of maps and TCs in an unplayable state. It made more sense to tailor another source port to run Legacy maps than it was to fix Legacy to run on modern systems. Legacy also required 512 MB RAM to run something that had 1/12 the complexity of something like Action Doom. Now, should I expect Eternity to play Legacy maps too? I'll be honest with you, hardware renderers in ports these days make Doom look worse than GL Quake. Then again, GL Quake had lightmaps! Okay, okay, that's a little harsh. Strife VE has lightmaps (no really it does) so I'm shocked that a certain source port that shall not be named hasn't ripped the code yet!
  15. "Female Protagonist in the new Doom movie?" - the greatest thread in the history of doomworld forums, locked by a moderator after 12,239 pages of heated debate,

    1. Delete


      The producers are probably monitoring the thread now laughing it up.

  16. Jeez your profile page avi and header 👀

  17. Csonicgo

    Doom 64 for Doom II - /idgames link is up

    Remember the max amount of notes you can get away with is 9 without note cuts if you're using something like DMXOPL - I was working on a strictly 2-op version but it didn't work out well...
  18. Csonicgo

    What's your Opinion on Linux?

    My major gripe with Linux on a desktop machine has always been drivers. And I understand why this is the case, but it's still a fact that driver support was awful for many, many years. It didn't help that a lot of drivers in the 90's on Windows used software just as much as hardware to work properly.
  19. Csonicgo

    [Indie] Selling Games made in the doom engine?

    As the lines blur more and more, I would consider Action Doom 2 in this boat. You can get on Steam with $100 and not much else, and that officially makes Valve the Publisher. With no ESRB Rating.
  20. Csonicgo

    DMXOPL v2.10 - Happy Holidays (Nov 27)

    DMXOPL is now in GZDoom! Hooray! Use LIBADL as your midi player, and in the options, select bank 72 , or "WOPL (DMXOPL BY SNEAKERNETS)". Be sure to set the chip count up to 6 or 7, or 10 if you have a good computer.
  21. Csonicgo

    Jim Flynn

    Jim was one of the most creative mappers I remember from that era. Who else would try to make minesweeper in Doom? Truly a legend. No telling what maps we could have seen from him after Boom.
  22. Csonicgo

    Eternity Engine 4.00.00 Völuspá

    I'm glad it's out. Now to make it work on everything.
  23. DISCLAIMER: This is a mild annoyance, not really a showstopper, but I'm ranting anyway. I have Simple myopia in one eye and astigmatism in the other, which means that seeing sharp objects far away is an extreme pain, even with glasses. This makes games that like to pack on the fine-lined text an immediate uninstall for me. One of the things that I liked about Doom is that the HUD had nice, chunky red letters that stood out: Extra chunky. Quake 3? Same thing. Some even said they were too large: Shut up kiddie, those numbers are perfect. Doom 3? Not as big, but, free from clutter from the action: Smaller size is made better through contrast on the teal background. Then, I picked up Wolf: TNO, which apparently requires a Hubble telescope to read: Might as well not even have a HUD at this point! Aaaand let's see how Doom 2016 loo-- Oh fuck that, NO! Is that armor a 6? an 8? from distance of my couch to the TV, it might as well be random letters, because I can't see that shit. I have had zero problems with HUDs in most games. The numbers are ideally fit to a standard size display and scaled up as resolutions get higher. they aren't supposed to get smaller. It's NOT supposed to be like this: I might have health, who knows? Who cares! Rip and tear amirite? I'm sorry, Bethesda, but unless there's an option to scale the HUD up, or add contrast to the background, This won't be touched even if it's in the bargain bin. It's one of the reasons Super Mario Maker gets shit from me: I have saw coins and spikeball score. I should be good! Game makers, it must be nice being able to sit 4 inches from the screen as you develop these games, and PC gamers, it must be nice to sit 4 inches from the screen as you play these games, but console users are usually playing these games on the same setup they watch Netflix, Family Feud, and PornHub. You know, couch on one side of the room, and the TV on the other side? These TV setups aren't meant for reading fine-print text. That's why car commercials do that fine-print shit near the end of the thing - because you can't read it unless you get up and look! Does everyone in the industry have eyes that can see the RGB pixels in their monitors, or am I just the outlier here? This is bullshit!
  24. I always assumed there was no way Doom (or a port based on the linux source) could be on anything but 32-bit or higher, yet, here we are: The 65816 should sound familiar - the CPU inside the SNES, which also had a Doom port. But this is an actual Doom port with real Doom source code. On a 16-bit CPU. I had no idea of this thing's existence until fairly recently, during a discussion I had on Discord about "What is there left to port Doom to", so --- How does this work? Black magic in the form of a recompiler: The game runs at a virtually unplayable single-digit frame rate, though, and I can't find the source code anywhere. I may be looking in the wrong places. The idea of Doom ported to crazy CPUs like this amuses me for some geeky reason. Yeah, you can port Doom to any ARM CPU, big whoop - but the real impressive feat is if a port could actually be "somewhat playable" on a CPU that has no damn business running Doom in the first place. 😉
  25. I've been sitting on a BTSX Episode 1 review for months now, real life happened. I better go finish that now.

    1. leodoom85


      Finish it. Looks like that review is harder than the mapset....

    2. Csonicgo


      There's a lot to say about it. And the events surrounding it.