Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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SyKoTiC
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#21
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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)The [video] tag is deprecated, please use the [media] tag
Being part of this DooM/Port madness since 2006
It's No Use!
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Ænima
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#22
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by Ænima » Sun Jul 20, 2014 1:37 am
expert difficulty
[spoiler]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]
Last edited by
Ænima on Sun Jul 20, 2014 1:37 am, edited 1 time in total.
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Disguise
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#23
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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...

[/spoiler]
[/Spoiler]
Eheheheh... Sorry to put you through that!

*scratches the back of his head sheepishly*
Last edited by
Disguise on Sun Jul 20, 2014 2:11 am, edited 1 time in total.
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Fabysk
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#24
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by Fabysk » Sun Jul 20, 2014 2:31 am
Ænima wrote:
expert difficulty
[spoiler]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]
(Zand Band: Drum Synthesizer Version) coming your way
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...

[/spoiler]
[/Spoiler]
Eheheheh... Sorry to put you through that!

*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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#25
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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...

[/spoiler]
[/Spoiler]
Eheheheh... Sorry to put you through that!

*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.
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Angel_Neko_X
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#26
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by Angel_Neko_X » Sun Jul 20, 2014 12:00 pm
What?! 9 NOTES?!

"Swan Fox doesn't like hurting other people, I do!" -Diane "Elliot" McModua (Hotline U.A.C)

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Fabysk
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#27
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by Fabysk » Sun Jul 20, 2014 1:01 pm
Angel_Neko_X wrote:
What?! 9 NOTES?!
But the songs are playable...so possibru
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Linkrulezall
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#28
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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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Fabysk
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#29
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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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Metal
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#30
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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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Fabysk
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#31
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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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Linkrulezall
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#32
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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?
Last edited by
Linkrulezall on Fri Sep 19, 2014 2:42 am, edited 1 time in total.
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Doomkid
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#33
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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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Metal
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#34
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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.
<EazyDI>harrased me
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<EazyDI>n*****
<EazyDI>lmao not dinner
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Watermelon
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#35
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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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Fabysk
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#36
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by Fabysk » Wed Oct 08, 2014 5:18 pm
Reckless and Relentless by Asking Alexandria
The [video] tag is deprecated, please use the [media] tag
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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Tux
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#37
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by Tux » Wed Oct 08, 2014 6:08 pm
[spoiler]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]
:(

dear diary, tux today was a faggot again[/size]
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NachtIntellect
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#38
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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.
Did you just bite me? Come here, I will bite you back bastard.
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CloudFlash
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#39
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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... ;-;
https://i.imgflip.com/i5tpe.jpg
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Fabysk
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#40
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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

. 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*