Zand Band: A Music Mod (Chart Creator Updated) (Vote for Genres)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.

Which Songs Have You Passed?

 
Total votes: 0

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SyKoTiC
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RE: Zand Band: Keyboard

#21

Post by SyKoTiC » Sat Jul 19, 2014 9:45 pm

Fabysk wrote: What songs do you want me to include for the next update so I know what you want.
Spoiler: pls (Open)
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Ænima
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RE: Zand Band: Keyboard

#22

Post by Ænima » Sun Jul 20, 2014 1:37 am

expert difficulty

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Last edited by Ænima on Sun Jul 20, 2014 1:37 am, edited 1 time in total.
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RE: Zand Band: Keyboard

#23

Post by Disguise » Sun Jul 20, 2014 2:09 am

Fabysk wrote:Oh the pain I must go through...
[spoiler]Warning: Madness inbound!
[Spoiler]
The making of "Through The Fire and the Flames"...Second Intro...
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[/Spoiler]
Eheheheh... Sorry to put you through that! :razz: *scratches the back of his head sheepishly*
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RE: Zand Band: Keyboard

#24

Post by Fabysk » Sun Jul 20, 2014 2:31 am

Ænima wrote: expert difficulty

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(Zand Band: Drum Synthesizer Version) coming your way :cool:
Disguise wrote:
Fabysk wrote:Oh the pain I must go through...
[spoiler]Warning: Madness inbound!
[Spoiler]
The making of "Through The Fire and the Flames"...Second Intro...
Image[/spoiler]
[/Spoiler]
Eheheheh... Sorry to put you through that! :razz: *scratches the back of his head sheepishly*
It's alright. It's fun to make songs playable on this mod
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Ænima
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RE: Zand Band: Keyboard

#25

Post by Ænima » Sun Jul 20, 2014 3:07 am

Fabysk wrote:
Disguise wrote:
Fabysk wrote:Oh the pain I must go through...
[spoiler]Warning: Madness inbound!
[Spoiler]
The making of "Through The Fire and the Flames"...Second Intro...
Image[/spoiler]
[/Spoiler]
Eheheheh... Sorry to put you through that! :razz: *scratches the back of his head sheepishly*
It's alright. It's fun to make songs playable on this mod
Yo, learn to use functions, it's so much easier. I would post my ACS from Doom Hero, but as i mentioned in the other thead, I sadly no longer have it.

Basically though, you want to have each "note" be spawned with the same function, so that all you have to do is copy+paste "BlueNote();", "RedNote();", etc, or "SpawnNote(Red,3);".

http://zdoom.org/wiki/Functions
Last edited by Ænima on Sun Jul 20, 2014 3:10 am, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
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ZandroSkins: a pack made by our community
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Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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RE: Zand Band: Keyboard

#26

Post by Angel_Neko_X » Sun Jul 20, 2014 12:00 pm

What?! 9 NOTES?!
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RE: Zand Band: Keyboard

#27

Post by Fabysk » Sun Jul 20, 2014 1:01 pm

Angel_Neko_X wrote: What?! 9 NOTES?!
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But the songs are playable...so possibru
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RE: Zand Band: Keyboard

#28

Post by Linkrulezall » Fri Sep 19, 2014 12:45 am

I think I've got the solution to your problem of the music falling out of sync when someone attempts to pause the game normally. Rather than using SetMusic to start the song, use AmbientSound. When the songs are treated as sounds rather than music, the game pauses them with the gameplay.

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RE: Zand Band: Keyboard

#29

Post by Fabysk » Fri Sep 19, 2014 12:55 am

Linkrulezall wrote: I think I've got the solution to your problem of the music falling out of sync when someone attempts to pause the game normally. Rather than using SetMusic to start the song, use AmbientSound. When the songs are treated as sounds rather than music, the game pauses them with the gameplay.
I have tried using AmbientSound before the first release, but it caused the "map" to lag for a little, making the initiation of incoming notes go off sync
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RE: Zand Band: Keyboard

#30

Post by Metal » Fri Sep 19, 2014 1:57 am

Would be cool to use just the regular Doom and Doom 2 music for songs to play, and then make songs that other people post unlockable.
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RE: Zand Band: Keyboard

#31

Post by Fabysk » Fri Sep 19, 2014 2:02 am

Metal wrote: Would be cool to use just the regular Doom and Doom 2 music for songs to play, and then make songs that other people post unlockable.
How would I accomplish making songs unlockable and stay like that when the player quits the game? This would be something cool do insert after Version 1.2
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RE: Zand Band: Keyboard

#32

Post by Linkrulezall » Fri Sep 19, 2014 2:38 am

Metal wrote: Would be cool to use just the regular Doom and Doom 2 music for songs to play, and then make songs that other people post unlockable.
'Cuz there's nothing I've wanted more than to play D_THE_DA in a rhythm game.
In all seriousness though, that might not be a bad idea. However, certain songs (especially ones like E1M2 and E1M8) would probably end up feeling a bit hollow without the ability to do long notes, but then again how would that be pulled off with the way this is set up?
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RE: Zand Band: Keyboard

#33

Post by Doomkid » Fri Sep 19, 2014 12:53 pm

I was just about to say e1m1 and d_betwee would both be excellent.

I guess we all already played d_ampie in guitar hero 2 though ;)

By the way, this project is awesome!
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RE: Zand Band: Keyboard

#34

Post by Metal » Sat Sep 20, 2014 2:00 am

Fabysk wrote:
Metal wrote: Would be cool to use just the regular Doom and Doom 2 music for songs to play, and then make songs that other people post unlockable.
How would I accomplish making songs unlockable and stay like that when the player quits the game? This would be something cool do insert after Version 1.2
I'm mostly talking out of my ass with that part, simply because I know very very little about ACS and modding. Was just a thought, if it's too complicated and far fetched, maybe there's something else that's possible to make it more 'addictive' or to keep people coming back for more, so to speak.


Linkrulezall wrote: 'Cuz there's nothing I've wanted more than to play D_THE_DA in a rhythm game.
In all seriousness though, that might not be a bad idea. However, certain songs (especially ones like E1M2 and E1M8) would probably end up feeling a bit hollow without the ability to do long notes, but then again how would that be pulled off with the way this is set up?[/align]
I got a chance to listen to all the doom music over again and looking back on it now, some of the songs would be either too difficult, or too boring. But the ones that are made from original artists (Slayer, Alice in Chains, Megadeth, etc) would probably be the best bet.
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RE: Zand Band: Keyboard

#35

Post by Watermelon » Sat Sep 20, 2014 4:24 am

I wonder if theres a program out there that could take certain frequencies and see when they appear -- cause if you get that output, I could make a program that would generate ACS code. If such a thing exists, I'm unsure.

I know that with MIDI files, that can be done by checking instrument pitch and the time between the pitches... so that can be 'programatically' done.

I bring this up because it must SUCK having to manually do all this.

Also how is the plasma with unlagged? Or is it single player only?

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RE: Zand Band: Keyboard

#36

Post by Fabysk » Wed Oct 08, 2014 5:18 pm

Reckless and Relentless by Asking Alexandria
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Skip to 3:00 after the intro frets

And yes, I have changed the fret sprite, the neck of the "keyboard", and moving skybox to view the entire crowd and stage. Pretty much what has changed visually
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RE: Zand Band: Keyboard

#37

Post by Tux » Wed Oct 08, 2014 6:08 pm

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:(
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RE: Zand Band: Keyboard

#38

Post by NachtIntellect » Wed Oct 08, 2014 6:12 pm

Fabysk wrote:
Linkrulezall wrote: I think I've got the solution to your problem of the music falling out of sync when someone attempts to pause the game normally. Rather than using SetMusic to start the song, use AmbientSound. When the songs are treated as sounds rather than music, the game pauses them with the gameplay.
I have tried using AmbientSound before the first release, but it caused the "map" to lag for a little, making the initiation of incoming notes go off sync
You could try delaying the actual time it starts or... You could try to downsize the file by converting it to Ogg if you haven't already, this will reduce the lagg or so I have seen.
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RE: Zand Band: Keyboard

#39

Post by CloudFlash » Wed Oct 08, 2014 6:20 pm

Or you could just make two ambient sound spots: one hidden someplace far from the player that will go immediately after the round starts and 'remove' the lag, and another that will start when players are ready.
...actually wonder if this would even work the way I described, or would it rather cause double lag... ;-;
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RE: Zand Band: Keyboard

#40

Post by Fabysk » Wed Oct 08, 2014 6:28 pm

CloudFlash wrote: Or you could just make two ambient sound spots: one hidden someplace far from the player that will go immediately after the round starts and 'remove' the lag, and another that will start when players are ready.
...actually wonder if this would even work the way I described, or would it rather cause double lag... ;-;
I'm completely lost :lol: . I'll see what I can do to fix this issue. If I can't fix it, I'll have to set a key bind where it uses the console command to use the alternate pause function using the Esc key. I first figured out how to do this while adding a quit function to Project 115. For now, I'll have to experiment around. *thought all of this right now*
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