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About Kappa971
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The updated Italian translation for 0.81.1 and 0.82.0-alpha can be found here: https://archive.org/details/it_20231123
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There is an unofficial patch for Blood for Roland hardware: https://www.vogons.org/viewtopic.php?f=7&t=36501&p=359683&hilit=blood+midi#p359683 You must apply the patch with Lunar IPS to "sounds.rff" file. Now Blood will work with GS Reset.
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I'll give you a clue to find the ROMs: "MAME 0.264 romset"
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It's a shame. Even the Microsoft GS Wavetable synth has this effect but not SCVA.
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I'm not a music expert but e1m1 doesn't sound realistic at all (but paradoxically it sounds better with that limitation). I don't think that in real life the sound of cymbals can be interrupted like that (and maybe that's why SCVA doesn't emulate this feature/limitation). Anyway I would have expected Roland to emulate the device perfectly, with all its limitations. Maybe the original SC-8820 also removed these limitations with the SC-55 instrument map?
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You will notice differences between the Sound Canvas VA cymbals (in SC-55 mode) and a real SC-55 in Doom 1. For example in e1m1.mid, you will notice that in SCVA the cymbals are not "cut". I think I read that it was a limitation of the original SC-55 that SCVA doesn't emulate at all, and that the composers of Doom's music have used in other songs in the game as well. Then there are differences with some instruments, I think the cymbals themselves have a different sound than the original. I don't own a SC-55, I was able to hear the differences thanks to the various videos on YouTube.
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Unfortunately without the "issues" section enabled in the DSDA-Doom GitHub repository, it is very easy for problems like this to get lost in other messages.
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Maybe it's the same problem I have with Intel GMA 4500 graphics on Linux? From what you described it seems the same problem.
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I don't know what exactly these tweaks do, and I don't want to apply them as other games (including PrBoom-Plus) are working fine, so there must be something wrong with DSDA-Doom. Thanks anyway.
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The problem is present with both "glboom" and "shaders" light modes. PrBoom-Plus also has these light modes and they work fine (with this Intel graphics, "glboom" works best because it's lighter)
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I would like to report a strange problem with Intel GMA 4500 MHD integrated graphics and DSDA-Doom OpenGL render in Linux (Debian and Ubuntu). Selecting the OpenGL renderer, vsync and uncapped framerate enabled, you will notice a strange phenomenon that resembles the trails effect of GTA 3! This doesn't happen in any other OpenGL game, not even in PrBoom-Plus, and in any other PC that I have tried (unfortunately I don't have another PC with Intel graphics). This phenomenon seems to be accentuated when 62 fps is hit... I don't know the other Intel chips, but in this one when vsync is enabled, the fps counter shows 62 fps in all the games I have tried, despite the monitor refresh rate indicated is 60hz. As mentioned, PrBoom-Plus syncs correctly at 62fps without that weird effect. If that doesn't happen with other Intel integrated graphics, no problem, as you can imagine this isn't my gaming PC.
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For information: "Vendetta" in Italian means "revenge".