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Turtle
Registered: Jan 2002 Posts: 70 |
GoatTracker v2.0 beta
That's a great one!!!!
Cadaver, didn't I hear you denying any activities in that direction a few weeks ago in an other thread.
I guess this major version release will make a lot composers more than happy. All points on my wishlist are marked as accomplished....
Now it's time to start a new topic of tips&tricks with this release.
Thanx,
Turtle |
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Fanta
Registered: Jan 2002 Posts: 28 |
quite cool! i think what's still really missing is the possibility to run both vibrato and wavetable at once like with an arpeggio (bad example but still...). any changes to fix that somewhen?? |
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cadaver
Registered: Feb 2002 Posts: 1163 |
No, frequency is & will be "direct" controlled in official GT, so it's not like there's something to "fix", that'd be a paradigm change and would probably break many old tunes. So there's at least a prime opportunity for hacking.. |
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cadaver
Registered: Feb 2002 Posts: 1163 |
Did somewhat important fix in V2.63 for the calculated vibrato/portamento: it's now calculated from the last note set in wavetable, not the last pattern note. This means that you can for example set the note one octave higher in wavetable (xx 0c), and vibrato/portamento will still be same as if it was octave lower. Also toneportamentos are being calculated according to the start note.
Edit: Also, make sure that the GT V2.63 zip you got has timestamp 13:45 or later, there was a nasty error where channel 3 was missing a variable, leading to it possibly corrupting channel 1 playback :) |
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dalezy
Registered: Apr 2002 Posts: 477 |
this is just too tempting, i'm about to convert back to goat again, or at least try it out again for a motivational change. now all i have to do is get arsed to understand how the pulse+filtertable work, because they're somewhat different to jch. :D |
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cadaver
Registered: Feb 2002 Posts: 1163 |
Some additional hints:
- If you use only calculated speeds, the normal speed code will be optimized away, leading in slightly shorter & faster player.
- If your song doesn't start all channels at once, it's a good idea to not have calculated instrument vibrato in instrument 1 (the default on startup), otherwise the speed calculations start right away on all unused channels, leading to greater rastertime use. |
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dalezy
Registered: Apr 2002 Posts: 477 |
there's a problem that really bugs me with the current version :D
for some reason, goattracker sometimes refuses to play anything. i did a drum-sound, put the sound into pattern #1, try to play it - nada. the player is being initiated with a click and the cursor moves with the first note, but it stops abruptly and i get the 'stopped' message at the bottom of the screen.
the same happens when i load some worktunes from ~2000 (i guess that was the time of gt 1.2/1.3?) - the tune loads perfectly, but nothing happens when i want to play the tune. madness! =) |
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cadaver
Registered: Feb 2002 Posts: 1163 |
The editor playroutine stops whenever there's something that makes the tune unplayable after packing/relocating. Try pressing F9 and maybe it'll tell in detail what's wrong. |
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dalezy
Registered: Apr 2002 Posts: 477 |
where's the reply i shoot off on saturday? i wonder if that's anything to do with the secret causing-too-much-load messages that appeared here lately.
anyway, f9 seems to stop working once a crippled tune has been loaded and more tunes follow in the same session, f9 doesn't give out any error-table-messages until i start gt all over.
but yeah, basically f9 does solve it - once it works. =) |
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Conrad
Registered: Nov 2006 Posts: 856 |
When you load one of your older version tunes (are they under 2.0 btw?) do some of the data tables miss out the end values? ($ff) because used table data without $FF does cause an overflow error when you compile. |
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cadaver
Registered: Feb 2002 Posts: 1163 |
Dalezy: after which kind of relocator error does F9 stop working? Please reproduce the error message here. Or if it doesn't give a message even on the first time, send me one of your crippled tunes that causes this. |
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