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 1 
 on: Yesterday at 00:33:56 
Started by ASIKWUSpulse - Last post by ASIKWUSpulse
Btw I'm not sure how the version numbers of a program work. I know it has to do with the release periods of the program, but I want to make improvements which I know doesn't have a chance of making a big mess that I need a backup to revert to.

When adding a feature in a x.x.x system, which digit should count up?
(The feature is a forgotten question asking about repetitivity)

 2 
 on: November 16, 2018, 23:39:21 
Started by ASIKWUSpulse - Last post by ASIKWUSpulse
I call it TMA Screening Wizard, and has so far just been invented (it's in alpha 1.0.0).

The tool is created for helping getting rid of decision-dilemmas, where you answer a bunch of music rating questions with Yes, Quite/Probably, Unsure, Hardly/Probably Not or No. The answers adds different amount of points to a point-sum which then the tool makes a decision out of.

It's not shared anywhere, more than that WouterVL had a test of a prototype, which was WAY TOO strict. But I've Re-coded it from the ground-up, and now I have something that hasn't been to shabby, yet...
I've developed it so far that it is even capable of hinting out Feature-worthy modules.

NOTE: It's something you NOT put modules' fate onto. It still needs testing, it can give the wrong tips.

Other facts about it:
  • It's written in C++
  • It uses console
  • It's very basic: uses the libs "iostream" and "string"

I can send the .exe-file on request, to screeners who want to have a look at it.

I can send the main.cpp-file on request, to developers who may be interested to develop it futher.

I'll develop it futher if I come up with any new ideas or improvements.

 3 
 on: November 16, 2018, 21:18:32 
Started by ASIKWUSpulse - Last post by ASIKWUSpulse
Sound samples of how it sounds

 4 
 on: November 16, 2018, 20:48:42 
Started by ASIKWUSpulse - Last post by ASIKWUSpulse
Dug around in my old module map from 2013. It was futher back than I'd remember.

It worked when I used version 1.22

 5 
 on: November 16, 2018, 20:18:20 
Started by Kinnikinnick0718 - Last post by ASIKWUSpulse
I can say that I marked the twinbee as 2nd opinion because it sounded no different compared to the original tune.

It's impressive to make an very accurate cover of an existing song in another format just by hearing the notes of a tune, but I think that they shouldn't be posted here. But I may be wrong? I've seen remixes of another vg-tunes, but if the module had had noticeable difference from the original, then it maybe would have been added if it also had sounded good

 6 
 on: November 15, 2018, 12:43:11 
Started by Kinnikinnick0718 - Last post by clop
samples like this \_/\_/\/\/\_/\_/ or nah?

 7 
 on: November 15, 2018, 00:14:01 
Started by Kinnikinnick0718 - Last post by Yomaru_Kasuga
Thanks, Wouter, I understand. Wouter, I need your help! How to import the samples into OpenMPT by creating the ScreamTracker 3 Module and the command effects. So, I need some tutorial please, thanks.

So now, I get held back to original song forever. I'll Never try to do making a covers from MIDI, copying notes from YouTube, NSF, etc. (for all these years to come).

 8 
 on: November 14, 2018, 23:30:19 
Started by Kinnikinnick0718 - Last post by WouterVL
Hello, Friendships! I have really terrible sad news is about the two modules between yk_-_wiwfc.s3m and yk_-_twinbee.mod was rejected because Wouter said that it was not sufficient quality of my modules. So, I worried that when I import the samples from creating the S3M Modules with no effects, Unless if I confused to put volume slide command for a bass and strings. Then the TwinBee Game Remix by creating a protracker module that I remaking my chiptune game music is really better. This can't be wrong?  Oh, no... What am I going to do?... :-(

Maybe instead of complaining in detail about every single module of yours that gets rejected, you could try to make modules that aren't bad?

Why are you naming me here? ASIKWUSpulse flagged both of your modules as needing a second opinion because he initially thought they weren't qualitative enough, and i agreed and made the decision to reject them from the archive.

If you would just learn how to make proper tracker music instead of poorly copying songs from others, then your modules wouldn't be rejected so often, and you wouldn't have to waste your time complaining about it. But the general consensus is that your modules are not very good, and you don't exactly have a good reputation either given that half of your uploaded material consists of MIDI conversions. I'm not just going to tolerate the stuff you upload because you use samples from "brands" or if you use a volume command here and there. If that's the only thing you're concerned about when your modules get rejected every time, then you're completely missing the point.

 9 
 on: November 14, 2018, 22:56:53 
Started by Kinnikinnick0718 - Last post by Yomaru_Kasuga
Hello, Friendships! I have really terrible sad news is about the two modules between yk_-_wiwfc.s3m and yk_-_twinbee.mod was rejected because Wouter said that it was not sufficient quality of my modules. So, I worried that when I import the samples from creating the S3M Modules with no effects, Unless if I confused to put volume slide command for a bass and strings. Then the TwinBee Game Remix by creating a protracker module that I remaking my chiptune game music is really better. This can't be wrong?  Oh, no... What am I going to do?... :-(

 10 
 on: November 14, 2018, 21:39:05 
Started by ASIKWUSpulse - Last post by Saga Musix
Quote
I think that the skip-node created enough time-space for the curve to make an miscount in volume offset, so the value of the release-curve became relative to where you was in the AD-curve.
That's not it, the volume offset was just always calculated in a very hard to understand way (so hard that I couldn't explain off the top of my head how it worked ;D) - I have made it more logical in OpenMPT 1.28 now.

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