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Pokeblue

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About Pokeblue

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  1. Thank you, this is what did it. What's strange is that I've tried naming the sound after its lump so that it wouldn't have any special characters in it (just like Duderald's solution), but it still complained. Do I need the quotes regardless? Thanks for this, as well. From my first glance of the documentation, it seemed like exactly what I wanted in order to play sound from a specific actor. Just reread the docs, and no, it wasn't what I wanted. Thanks again. It was one of the things I tried that I neglected to mention. I've seen other people try it when there's multiple sound files with the same name but different extensions. Obviously, it didn't help me in this case. Removing it was actually the solution to my second problem: the fact it wasn't playing in game despite the script compiling. You've been a really big help, please go buy yourself something nice.
  2. I'm having trouble compiling a script that plays a custom sound: You can see the error in the screenshot: Normally this is because I didn't put a SNDINFO.txt in the WAD file. What's confusing me is the fact it still gives me this error despite the fact I did, as well as fill it out properly (supposedly). I tried both old and new syntax. Below are the entire contents of SNDINFO, and partial contents of the WAD: I've tried: different name schemes different ordering of lumps backslash/forwardslash restarting SLADE, UDB, my whole PC What I haven't tried: Magic spells Power cycling my house Cocaine What can I do?
  3. You can try using VMPK, which is something I use in a pinch whenever I don't have access to my MIDI stuff. Keep in mind most keyboards unfortunately won't let you press certain keys together when pressing 3 or more at a time; this is something you'll learn quickly while using this program. That said you should be able to just install it (or maybe you need a virtual midi cable, like LoopBe1, I forget at the moment), and set Sekaiju's MIDI input to VMPK. Happy composing!
  4. I read your reply and it's extremely helpful. I do know I didn't convert the Heavy texture, I just didn't bother originally, and most people seem to like the doomcute computers. I'm glad there are people like you to help me better my map making skills. I also want to thank you for taking the time to improve the map directly.
  5. lmao that's what I did on the one map I've released so far
  6. True, and also true. I agree with that as well OGGs doin loops!? picrel
  7. Oh, I thought you meant there were physical midi controllers that played like guitars. But yes, not every midi thing is a DAW.
  8. - I don't tend to use VSTs, Aria is a bit basic and doesn't support them. I just use a software midi cable to output to VSTHost if I ever need it (Dumb, I know) Also I usually export as a .mid for WADs anyway so it doesn't matter, although I do use VirtualMidiSynth to switch between OPL and SC-55 soundfonts to tweak the music for the best "compatibility" - Both. I usually use a mouse and a Yamaha PSR-330. - Are midi guitars a thing??
  9. Y'all people out here using either complicated and/or paid programs, my tiny simple brain likes Aria Maestosa.
  10. After a little over 18 months I have made some changes to my first map. Differences between the previous version include: - Deathmatch starting points - New secrets - Exit sign (I'M EXITSEING???) - Texture alignment fixes - Added/removed some items and monsters - More item and monster differences between difficulty levels - Replaced your mom with 2 Revenants - MOAR BOCKSES - Other changes in geometry Note: Once again it won't work under DOS or non-enhanced sourceports (like Chocolate Doom) Screenshots: Original post: https://www.doomworld.com/forum/topic/115654-my-first-wad-i-hope-you-like-it/ New File: Warehouse Base R1.zip
  11. It has now been more than a year since I last posted, I need to do more stuff

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  12. Hey, Lois! I'm on Doomworld!

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