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InsideQC Forums • View topic - qbismSuper8 builds

qbismSuper8 builds

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Re: qbismSuper8 builds

Postby qbism » Mon Sep 17, 2012 4:54 pm

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Re: qbismSuper8 builds

Postby Spirit » Mon Sep 17, 2012 5:07 pm

Just manually install the codecs you want. Again, I recommend capturing with H264 (x264) if you can. Nothing comes close to its quality. If you can use ffmpeg's presets, I use "slow". That leads to not completely insane sizes while maintaining very high quality images.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: qbismSuper8 builds

Postby qbism » Tue Sep 18, 2012 4:21 am

I'm another H264 convert. Codec name is X264 with klite. I set it to "very fast" in the settings dialogue if recording in real-time.
FFDS with mjpeg set to 95% quality is also OK.

XVID is a good default because it works out-of-the-box and encodes pretty fast. But quality is not there yet...
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Re: qbismSuper8 builds

Postby raithe » Fri Oct 05, 2012 10:08 pm

Wanted to say thanks for the Awesome engine, really brings out the scale of some of the larger maps. Love it. Any chance of FakeCD (mp3) soundtracks support in future builds? Also a couple of bugs I noticed, if you're running fullscreen the game will crash to desktop on E2M5 right as the elevator comes out of the water. Menu is glitchy in windowed mode (bits stays on screen after closed). In Soul of Evil on the Devils Rift map when you activate the altar it goes to a cut scene showing a shambler being summoned, the game crashes to console with a rubble_01.mdl not precached message. This only happens if you're playing though the maps one after the other (rift is the 3rd counting the start) if you launch the map directly it usually works. Possibly related I get the occasional slew of "couldn't precache foo" messages when starting maps at times but it seems random and tricky to reproduce, though some mods do it more than others.

Thanks for the 8-bitty goodness, keep it coming.
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Re: qbismSuper8 builds

Postby leileilol » Sat Oct 06, 2012 2:55 am

If there's going to be any fakecd at all, i'd recommend using DUMB w/OGG extension instead. This is something I tried (and failed) to do.
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Re: qbismSuper8 builds

Postby qbism » Sat Oct 06, 2012 4:41 am

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Re: qbismSuper8 builds

Postby leileilol » Sun Oct 07, 2012 2:43 am

Engoo uses ASS for MIDI and DUMB for MOD, but it only loads and not plays. I chose DUMB because it was fast and it could also compile in DOS through DJGPP.

I would hijack the "cd" commands if there's no CD loaded (yeah, and good luck playing CD audio in Windows 7 anymore)
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Re: qbismSuper8 builds

Postby qbism » Sun Oct 07, 2012 3:16 pm

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Re: qbismSuper8 builds

Postby qbism » Sun Oct 07, 2012 3:26 pm

...off-topic, but is there an audio utility to convert an audio track to mod or xm format? The software would compare sequences of audio, find matches, and slice it up. Good for repetitive music.
There are plenty of threads on the internet asking similar question with replies describing the difference between mp3 and mod formats. Yes, that's why it's hard.
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Re: qbismSuper8 builds

Postby leileilol » Sun Oct 07, 2012 5:34 pm

It's possible to load a WAV file in Modplug Player and save a module. No splitting and such, tho
I wouldn't do that as . (don't bother preaching s3m/it/xm to me - I enjoy working in strict limitations!)
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Re: qbismSuper8 builds

Postby raithe » Mon Oct 08, 2012 4:55 am

Well you go really over to the pixelated side of music and convert from mp3->midi->mod...

I'll upload a save when I have a spare half-hour to run through the map.
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Re: qbismSuper8 builds

Postby qbism » Tue Oct 09, 2012 6:30 am

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Re: qbismSuper8 builds

Postby leileilol » Tue Oct 09, 2012 5:05 pm

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Re: qbismSuper8 builds

Postby mh » Wed Oct 10, 2012 11:08 pm

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Re: qbismSuper8 builds

Postby qbism » Thu Oct 11, 2012 1:01 am

OK, maybe will add SOME asm back. Wish gcc could handle that nice inline syntax.
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