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<blockquote data-quote="Searinox" data-source="post: 8618416" data-attributes="member: 110193"><p>Here's the CIA version for those who asked: <a href="https://www.dropbox.com/s/5ca95gsbu913x4p/PrBoom3DS-CIA-movedir-fix.7z?dl=0" target="_blank">https://www.dropbox.com/s/5ca95gsbu913x4p/PrBoom3DS-CIA-movedir-fix.7z?dl=0</a></p><p></p><p>Also an update on the music bug mentioned earlier: the music track in question - The Dave D. Taylor Blues - is at fault. The way the WADs are packaged is that each level is linked to a unique music track, even if that track is the same. So for levels 8, 14 and 22 in Doom 2 there is a unique music file for each - d_ddtblu.mus, d_ddtbl2.mus and d_ddtbl3.mus respectively.</p><p></p><p>The very first instance of this track - d_ddtblu.mus used for level 8 - is correctly terminated after the last note. ALL other instances of this track, including in other WADs like TNT Evilution and Plutonia Experiment - use the incorrectly terminated version. This is what results in the trailing note at the end of the track.</p><p></p><p>By using a WAD editor - such as SLADE3 - it is possible to replace the other two instances of this track with the first, fixing the music. The .mus file can also be exported and then used to overwrite it in other WADs. Normally the synth clears all playing note states on loop but some custom tracks actually depend on this as a feature, so in most Doom ports I think it's handled on a per-case basis, with it being allowed to happen by default should a track need it, and disabled explicitly for the original soundtrack/specific songs.</p></blockquote><p></p>
[QUOTE="Searinox, post: 8618416, member: 110193"] Here's the CIA version for those who asked: [URL]https://www.dropbox.com/s/5ca95gsbu913x4p/PrBoom3DS-CIA-movedir-fix.7z?dl=0[/URL] Also an update on the music bug mentioned earlier: the music track in question - The Dave D. Taylor Blues - is at fault. The way the WADs are packaged is that each level is linked to a unique music track, even if that track is the same. So for levels 8, 14 and 22 in Doom 2 there is a unique music file for each - d_ddtblu.mus, d_ddtbl2.mus and d_ddtbl3.mus respectively. The very first instance of this track - d_ddtblu.mus used for level 8 - is correctly terminated after the last note. ALL other instances of this track, including in other WADs like TNT Evilution and Plutonia Experiment - use the incorrectly terminated version. This is what results in the trailing note at the end of the track. By using a WAD editor - such as SLADE3 - it is possible to replace the other two instances of this track with the first, fixing the music. The .mus file can also be exported and then used to overwrite it in other WADs. Normally the synth clears all playing note states on loop but some custom tracks actually depend on this as a feature, so in most Doom ports I think it's handled on a per-case basis, with it being allowed to happen by default should a track need it, and disabled explicitly for the original soundtrack/specific songs. [/QUOTE]
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, hi
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, not that bad ig
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Lazy day for me. Was gonna go grocery shopping but it's raining so I don't feel like going out. Listened to music and messed with server stuff instead
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, and i have school tommorrow cuz its sunday
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atleast you get paid
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I feel like school, back when I was actually in school, was more entertaining though, because of how much I get to interact with people, hang out with friends, and other stuff like that. All I get to talk to at work is my boring coworkers lol
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