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Old 23rd May 2017, 16:07   #121
Sabine Klare
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They will become more and more, also because I have found some old "Nigel Presets" with the titles and without the author-name. I still have to work on my ultra-archive, my forums-archive incl. my own edited versions, my archive with the edited typos and my selection.

For me everything has to be 100% perfect, and a typo is a big nightmare for me. How do You Yourself think about typos?...

Soon I will check out v13b...

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Old 24th May 2017, 18:51   #122
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Lol same here, I hate typos. I guess in a way too I'm trying to make Star Forge 100% perfect, even though there's no such thing, only better and better perhaps until the form is best realized for the preset. Its already at least pretty good I'm sure .

Here's version 13c already with a tweaked per vertex code, which has improved the appearance of the periphery with the larger outer circle. I've made it to where the larger outer circle is used more conservatively, letting the "clouds" meander, play, and develop a bit more and reducing excessive distortion and warping. Again, I hope this version is considered in winamp 5.8.

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Old 30th May 2017, 15:23   #123
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And I myself have to make my preset pack versions 100% perfect...

Okay, I had planned to make some updates on Mediafire today, now I will do that tomorrow. Especially into my big ultra-pack 1 more preset will come, then these will be 51366 presets. Also I will update my other packs which contain presets with the original filenames incl. typos and packs where the typos had been edited by me, mostly different selections. I will exclude especially the very ugly presets from my own Winamps.

I will wait for the official Winamp 5.8, and I hope, that at least the other users on this planet will see the new Winamp Version some day. I don't like what many other people say in the other thread "Winamp News", that Winamp would be dead or die and would not have a comeback...

Edit:
Forgot the link to the latest page of the other thread...
http://forums.winamp.com/showthread....374929&page=48

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Old 23rd June 2017, 05:58   #124
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Hi Mrs. Klare . Been a while since I've checked in, hope you are doing well .

To commemorate my 100th post, I have ready for the community Star Forge v14, a very revamped version, perhaps even more so with v12 to v14 than v10 to v12. I've redone the per vertex code, which was responsible for most of the excessive warping, and I made a couple of tweaks in the warp shader to improve the appearance and behavior of the "clouds / waves". I've done away with the big outer circle from the per vertex code, leaving the center waveform to create outer circles instead. The preset looks far better now, especially in motion. Attached also are screenshots, with more in the next post. Enjoy! Oh, and I definitely hope this next version makes it to winamp 5.8.
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Old 23rd June 2017, 06:00   #125
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More screenshots for Star Forge v14.
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Name:	Fumbling_Foo + Flexi, Martin, Orb - Star Forge v14g3-68.jpg
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Old 23rd June 2017, 16:32   #126
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I will take it home. I have realized already, it has another file-size than the previous version. Of course I will need a while, until I can login again and say, how does v14 look. But maybe next week I will see in this thread already v15, who will know that...

Of course also I myself want to have everything 100% perfect, and this week I have needed some hours to verify all my artist-links and update my "Sternenmaschine_Band_Members_Links.txt" (also on Mediafire), before maybe in a half year the next artist-links will not work anymore. After working on that not very much time has remained today anymore to write a little bit more.

But today You have inspired me to play some Dub Techno in Winamp and listen with the Beyerdynamic DT-990 Pro headphones this weekend, maybe already tomorrow...

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Old 23rd June 2017, 18:37   #127
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Yes, the bigger file size is indeed due to the extra code in the per-vertex category (and some commented out code that I left in lazily). And awesome! I'm glad to have inspired you ; good luck with your work!

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Old 29th June 2017, 19:44   #128
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I haven't come up with v15 yet (still no guarantees), but here's v14a with updated per-vertex code to reduce the sometimes excessive amounts of white and increase activity in the periphery. Also, the big outer ring has returned for some parts of some music where the beat detection quality gets high.

And at last, *finally*, Star Forge v14a is...
FPS NORMALIZED !!!

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Old 1st July 2017, 09:28   #129
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Lovely, although not FPS normalized
Attached a darker mod.
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Old 1st July 2017, 17:59   #130
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Sorry guys, thought I had gotten the warp shader to behave at 60fps, but I think I got it to slow down a bit at that fps though. Thanks very much for chiming in Martin, and what a nice new take on Star Forge THANKS ! It looks more refined than the vanilla Star Forge and it gives great screenshots too, Lovely mod!

Where should I look to normalize the fps, or is it virtually impossible with the warp shader (the original code from flexi's infused with the spiral wasn't fps normalized)?

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Old 1st July 2017, 22:44   #131
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Fumbling_Foo

Don't worry too much, most preset authors have never bothered about fps normalisation, I just mentioned it because you seem to do a lot of fine tuning and probably don't want your preset look different at 30 than at 60 fps.

The principle is simple - most code sections are executed once per frame. If you do something like
a = a+x;
or
a = a*x;
a will obviously change faster at higher frame rate. I noted that you have still a number of these constructs in your per frame section, e.g.

difftime = difftime + diff*0.03;

Don't bother about the warp shader, it can become quite difficult there. I never did fps normalisation in the wapr shader, although in principle it's the same. In the warp shader you often copy the previous screen content, to get the slow decay effect:

ret = GetPixel (uv) * 0.9;

and obviously we have the same issue here, the multiplication is done each frame; the higher the fps, the faster the image decays. A way out would be

ret = GetPixel (uv) * (1 - 0.1 * 30/fps);

but this may cause you discretisation problems as GetPixel() only delivers 8bit integers for each colour, no floating point values. Don't do it. Better focus on the per frame section.

Another note - you have quite some code in the per vertex section. Please be aware that the vertex section is executed (normally) 32 x 48 times per frame ! You can make your values for zoom, rot, dx, dy, sx, sy depend on the screen position x,y here, in a raster of 32 x 48 (or higher, this can be adjusted in the milkdrop settinge). Anyway, if you only use a global zoom or rot which does not depend on the screen position, better put this into the per frame section.
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Old 4th July 2017, 16:48   #132
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I had seen v14, better than the previous versions. And soon I will see the next 2 versions.

I had to update my .txt-file a few more times, posted it in the thread "The day of reckoning for adobe flash moves closer" together with another new .txt-file.

And I have updated 2 .zip-folders with the pixel-widths 2000 and 4000 on Mediafire after adding 22 more images in 16:9, the dark versions with a gamma-correction of 0.50 (done with IrfanView). wallpapersdesktop.zip has to be updated on Mediafire the next time, I have to logout now.

2 new presets mean for me, that again I have to take some time for me and play Dub Techno...

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Old 6th July 2017, 16:50   #133
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Thanks for the replies guys, glad that v14 is an improvement, Klare . At this rate there might end up being a v20 after all, lol .

I made some edits to v14a to try to get it looking as good as it could at 60fps, and so there is still some attempt at fps normalization in the warp shader. Moved most of the per-vertex code to per-frame, thanks for the pro-tip, Martin! Also took a look under the hood with the comp shader made basic and made a couple of edits in the warp shader based on what I saw there, and the preset looks better now .

If my interest renews in preset authoring and if I can wrap my head around Martin's edits I might release a v15 (thanks for the code, Martin!). Again, I hope this latest version is considered in winamp 5.8. Cheers !

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Old 7th July 2017, 15:22   #134
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I apologize, I didn't check out the other 2 presets yet.

The many thunderstorms slow me down very often in my activities as artist, at home, if I want to work at my PC, but also outside, if I want to make my photo-tours in the parks. And now I am slowed down because of the pain in my left hand. I have just pulled-over my hand bandage.

Updating right now wallpapersdesktop.zip, and then wallpaperscprokao.zip should follow. texturesinuse.zip has to wait until next week.

About our wishes to be 100% perfect: Oh no, in my newest .txt-file in another thread I have discovered a big mistake, and mistakes should not happen. I always control everything, but somehow I must have been in big stress. We all know anyway, that we have to update things very often, a file, folder, plugin, skin, preset etc...

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Old 7th July 2017, 22:57   #135
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From the first version, this side has made the biggest advance. Cheers!
Now you have to concentrate out of the ring. Also, the gaps between transitions should be accelerated a little.
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Old 11th July 2017, 15:20   #136
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On the weekend I have seen v14a, v14b and "martin mod", and in the third one I have recognized some parts of another "martin preset". I have checked all 3 presets with and without one of my own sprite-friendly textures in the neverending rotation. Well done!

I like Your newest profile-image, hakanh. It would look very fine also on the desktop. And somehow I have the feeling, that the next surprise for the users of Winamp & Milkdrop could come soon...

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Old 12th July 2017, 23:24   #137
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Then I'd probably better hurry up and release version 14c and hope it makes it to winamp 5.8 !. This latest version features animated warp shader speed that seems to speed up the transitions a bit as hakanh suggested (thanks! I'm glad you like it and especially that this version is the most substantial improvement yet ), although its hard because the preset is fluid and constantly changing . Hope you guys enjoy, and thanks very much to the Star Forge veteran viewers like Mrs. Klare and hakanh for sticking around for the releases this long! Somebody be sure to let me know if the new animation needs improvement or should be scrapped altogether.

Edit: I haven't had the best of luck integrating some of martin's code from the martin mod and making it look good with vanilla star forge. But I've been tryin' and reserving v15 for that purpose or something equally spectacular.

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Old 14th July 2017, 20:11   #138
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I know this is really soon to be posting an update, but after a couple of tweaks to the warp shader animation it looks much better now. Hope this version is considered in winamp 5.8. Cheers and enjoy !

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Old 15th July 2017, 14:41   #139
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I didn't check out v14c yet, and now I have downloaded also v14d, and I will put it into my Winamps on my PC & notebook, too. Maybe hakanh will be a little bit faster than me with reporting back.

Now I wish You a nice weekend...

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Old 15th July 2017, 17:34   #140
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I wish you a nice weekend too, Mrs. Klare , thanks .

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Old 19th July 2017, 15:37   #141
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I have seen Your newest presets. I had mentioned already, that the higher version numbers are much better than the lower version numbers.

After checking Your presets I began to check also Martin's newest preset, and I stayed on it. And I thought of our Planet Earth how it had looked after it had changed from a liquid planet to a solid planet, with a green sky, the bluish shining fog between the mountains and the sun at the horizon. And I think, You will agree with me, that we should take care of Our Blue Planet a little bit better than we are currently doing...

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Old 24th July 2017, 15:12   #142
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Hi to everyone,

Obviously I did not see any difference between v14c-14d. However, I can say that the v14 series were generally nice. Especially, the line veins are so beautiful. I already wonder v15 and next versions.
By the way, you are talking about version 5.8 at every turn, but is the future certain? I have no hope.

@SabineKlare I am working on new somethings but I still have not got the desired results. In time, I became a person who liked my works more difficult. I have a lot of ideas in my head, but I'm having a lot of trouble turning it into reality. The main reason are codes! Also, sometimes Winamp crashes and it has similar stability problems. These are braking me.
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Old 28th July 2017, 16:34   #143
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Hello Hakan,

I have read, that Winamp can crash, if a user tries to make a random mashup and hits "A" on the keyboard. And it can happen also while a new preset is created. Of course the graphic drivers should be up to date, but these issues are related also to Milkdrop itself, and they didn't have been solved yet. I had my experiences with the first "resonant twister" and You had Your experiences with the first "blue haze". Winamp had crashed on all our computers.

On my notebook I cannot edit a preset because I have there Milkdrop 2.21 yet. I can do that only on my Workstation PC where I have Milkdrop 2.25c. On my notebook I had tried once to update IrfanView to the same version like on my PC, and also this try had failed. At least I was able to get the sprites working also with Milkdrop 2.21.

But since some months I get a blackout on the monitor, if I want to watch a preset for a longer time, but also, if I want to work on the Firefox Library to add new bookmarks or find an URL in a history, and it happens also, if I play music in Goldwave while I don't have the Milkdrop Visualizer running on my PC. For now, I listen in Winamp more on my notebook while I edit photos on my PC.

I am afraid of the day when some hardware components of my PC or my PC itself will die (or also my notebook). Our both XP-computers from 2004 are dead since 2007 and 2015. And the day will come when I will be forced to use Windows 10.

There are a lot of stones in the way, but we will not give up. We will continue...

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Old 28th July 2017, 22:41   #144
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Because my old PC died, I got a new one with windows 10. There are quite a few things I do not like about it, particularly the tiles shite, but I must say that winamp and milkdrop run without problems. On Windows 7 with DirectX 10 or 11, it was necessary to additionally install DirectX 9 to get milkdrop running; this is not necessary on Windows 10 with DirectX 12.

Yes, the mashup key "A" is likely to crash milkdrop under all windows versions. Better don't use it. On my new Windows 10 PC, the crash happens more often than under XP.

And yes, there are (minor) issues with ATI video cards. They are all related to what in milkdrop is called shader version 4 and which allows the compiled code to use 1024 instructions instead of 512. I used this for a few presets such as "blue haze" and it does not work on ATI cards. I think it is not an ATI problem but rather a bug in milkdrop. The problem is easy to avoid - do not shader version 4.

So don't be afraid of windows 10, it can run winamp, and it boots really fast. I should mention that the milkdrop desktop mode does not work for me, and the desktop icons are invisible. I can live with that.
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Old 29th July 2017, 09:52   #145
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disclaimer: offtopic. sry fumbling foo.

I have recently installed Winamp on a Lattepanda Windows 10 development kit which also came without the DirectX pre-installed, but the integrated Intel graphics did not convince me - it was okay'ish in SVGA around 30fps. I just wanted to try it out at the NODE17 festival, and I left it running in Desktop mode for others to try their stuff but it kept running the whole day haha. Earlier this year, i bought a CSL Narrow box (<200€, Windows 10) with a little bit faster Intel Atom CPU with integrated graphics that was able to run Milkdrop shader presets in 1080p up to 60fps and it didn't go below 24fps for the more complex ones: https://twitter.com/Flexi23/status/863330731728285696

I've got a i7-4770K Windows 10 PC with a R9 280X and a 4K display and I'm slowly beginning to think it's time to upgrade. The most computationally intense tasks i want it to do are not running on the GPU anyway, namely stitching large 100 megapixel panoramas in raw image quality in Lightroom 6.
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Old 29th July 2017, 10:27   #146
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Gross. My cheap new low-end PC is a AMD A4-5300 APU with integrated video chip, and I use it at a resolution of 1024x1280. A bit more powerful than my old Nvidia GeForce 7600 I had been using since 2006, but not a lot.
But, it is ok for milkdrop and a few old games I still like to play sometimes.
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Old 3rd August 2017, 18:35   #147
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W00t 6 new posts since I've last been here!? Awesome! Thanks guys for the replies even if they're off topic, activity is GOOD !

Yes, Mrs. Klare I think we should revise our waste collection practices and make everything go to recycling by default. Recycling is key because then we aren't taking away from non-renewable resources, and it might slow down consumption too. Many people feel this way, too bad almost nothing gets done about it.

Hakanh, I think I misunderstood what you meant by transistions. Did you mean the switching of the per-vertex code zoom amount? In some private builds I tweaked the timing of the transitions but I'm not sure if those tweaks made it into this version. Its hard to speed the transitions up though because the preset is so fluid and constantly changing.

Finally, after several days of work and cross-analyzing prior versions to check for progress, I have v15 ready. I mashed it up with part of Unchained's "Goofy Beat Detection" to provide a border and what seems to be better color. I reverted a change in the warp shader to provide more texture, but I can revert the change and smooth everything out if there's too much warping, except at the expense of some color. In addition, I removed a lot of inactive code and cleaned things up a bit to reduce the file size.

I would like to include the full preset and mash in up with Star Forge and then lerp the two together in the comp shader for a cool see-through effect, but I don't know if its possible to in effect create two main image buffers with independent processing and pass both into the comp shader. Basically, I'd like to take what you see in the Star Forge v15 preset, then take what you see in the Goofy Beat Detection preset and lerp them to together in the comp shader. Nevertheless, that would be for v16, v15 looks pretty good in its own right, as I'd say its hopefully an improvement over v14.
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Old 3rd August 2017, 19:11   #148
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W00t 6 new posts since I've last been here!? Awesome! Thanks guys for the replies even if they're off topic, activity is GOOD !

Yes, Mrs. Klare I think we should revise our waste collection practices and make everything go to recycling by default. Recycling is key because then we aren't taking away from non-renewable resources, and it might slow down consumption too. Many people feel this way, too bad almost nothing gets done about it.

Hakanh, I think I misunderstood what you meant by transistions. Did you mean the switching of the per-vertex code zoom amount? In some private builds I tweaked the timing of the transitions but I'm not sure if those tweaks made it into this version. Its hard to speed the transitions up though because the preset is so fluid and constantly changing.

Finally, after several days of work and cross-analyzing prior versions to check for progress, I have v15 ready. I mashed it up with part of Unchained's "Goofy Beat Detection" to provide a border and what seems to be better color. I reverted a change in the warp shader to provide more texture, but I can revert the change and smooth everything out if there's too much warping, except at the expense of some color. In addition, I removed a lot of inactive code and cleaned things up a bit to reduce the file size.

I would like to include the full preset and mash in up with Star Forge and then lerp the two together in the comp shader for a cool see-through effect, but I don't know if its possible to in effect create two main image buffers with independent processing and pass both into the comp shader. Basically, I'd like to take what you see in the Star Forge v15 preset, then take what you see in the Goofy Beat Detection preset and lerp them to together in the comp shader. Nevertheless, that would be for v16, v15 looks pretty good in its own right, as I'd say its hopefully an improvement over v14.

Edit: I'm also curious, there's a bit too much stiletto happening with v15, is there a way I can tone that down or eliminate it without changing the "uv" to "uv_orig" with the dx / dy variables?

Edit: It seems I cannot post screenshots at this time due to new forum policy.

Edit 2: Bug fix for q variables being redefined.

Edit 3: While I still have the chance I'll upload this awesome compromise (name still v15). I can't believe lerp'ing uv and uv_orig worked so well!

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Last edited by Fumbling_Foo; 3rd August 2017 at 21:43.
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Old 4th August 2017, 00:32   #149
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I had a simply joyous experience viewing this latest version of Star Forge. The reduced but still present pausing now seems to be a feature instead of a bug, star forge generally looks good more of the time now, it takes on the character of the music in its patterns better, etc. Numerous improvements over the original v15. I believe v15a is very good now, so I'll take a break and leave it as the latest and greatest for a while I'm sure.

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Old 4th August 2017, 23:08   #150
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It seems that my post has appeared, with the original v15 of Star Forge. The next post has a different, later version of v15 more similar to v15a. Sorry for the confusion.

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Old 5th August 2017, 20:22   #151
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I like the pulsing borders in the latest version, also, I never noticed a pausing in your presets. Runs fine for me and I have a cheap laptop. Looks great.
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Old 6th August 2017, 01:44   #152
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Hi xmuzack, thanks for the reply and glad you liked the latest revision . Keep up the good work on your end too .

I have today a mashup of Star Forge and Unchained's Goofy Beat Detection, Star Nova, that incorporates more of the Goofy Beat Detection code than vanilla. Its a welcome departure from the traditional Star Forge look.

Edit: I'm gonna sneak in a tweaked version of Star Nova . Should be more responsive to the beat.

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Last edited by Fumbling_Foo; 6th August 2017 at 03:31.
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Old 9th August 2017, 16:50   #153
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Hello Fumbling_Foo,

I got the new presets and a little bit more (also from deviantART).

My panic-attacks are back, but Frank has more panic than I myself. I don't want to say now in the public, why, but You can guess that.

Have a nice weekend. Hopefully we will be still here on this planet also next week...

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AMBIENT... AMBIENT music forever...
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Old 16th August 2017, 20:42   #154
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Thx Mrs. Klare for stopping by, and sorry for being so late getting back to you. I hope you are feeling better now, as I can sympathize with my own mental illness and its propensity for paranoia and sometimes panic-attack-like symptoms. It sucks because even though its irrational and excessive it feels so real.

I've been tinkering with Star Forge and Star Nova and haven't come up with any improvements, so this may be the end of the line for Star Forge updates. I'd post what I've come up with but its only marginally different from v15 original, my now favorite version of the preset. v15a has some unwanted radial distortion emanating out from the center onward that I noticed not too long ago. Kinda messes with the clarity and form a bit so I don't like it.

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Old 18th August 2017, 15:05   #155
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Thank You for thinking of me, Fumbling_Foo.

Frank and I really had thought, the end for Our Blue Planet would come in the following days, and I had left my comment about that also in the thread "What are you listening to right now?"
http://forums.winamp.com/showthread....75#post3139775
and yesterday the next terrorist-attacks had happened, now in Barcelona in Spain.

Some days ago I have seen Star Nova, different from Star Forge, but also very interesting. Already the Star Forge v15 original looks very fine, and it is good to hear, that it is Your favourite now.

I myself had to try out, if I can use also over 30000 presets in Winamp, and I can do that. In the past nobody had answered my question, how many presets can I put into my Winamps on my PC & notebook.

BTW, finally I was able again to update my Devious Journals. The next websites have changed from http to https, I had to update the URLs. Also I have added my .zip-folder "tiledwater" on Mediafire, part of the subset "tiled" (similar to "tiledstones"). The 48 images have the exact proportions of 2:1 (also "pano" and "planetmap" have these exact proportions). Of course as texture-author I want to continue...

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Old 22nd August 2017, 20:06   #156
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After over a year working on Star Forge and related presets, I've had to do some soul searching. Has my preset counted for anything after all this time? I guess in asking this question, I've ignored the comments of others in the parent topic. Since virtually from the humble beginning of the preset, I have received guidance, encouragement, and praise from the community to push the preset further than I could have imagined. I've gotten a sense now that Star Forge, even if it is only one preset, has left an impression on the community like I had wanted from the beginning. I wanted to matter, and I feel that has long since become the case. Thank you, Mrs. Klare, Hakanh, j303, Martin, Victhor, xmuzack, and all others for tagging along. Thank you to the community; I hope I have given back well, and I hope to continue giving.

I would have tried my hand at more presets, but Star Forge has simply caught my eye so much I put all my time into it. Maybe other presets, even better ones perhaps, once I take my mind off of Star Forge.

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Old 23rd August 2017, 14:26   #157
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Hello Fumbling_Foo,

I have just downloaded Your both newest presets. Of course I don't know, if there are already some uploads on YouTube with Your newer presets than only by Assorted Trance. You could search for "Psybrations" or also for "winamp milkdrop" on YouTube. I know, that especially Psybrations tries out new presets.

BTW, this week I have visited again the Koernerpark and the Treptower Park. I want to have some more basic-photos with water. Unfortunately one of the 2 big old maple-trees in the Koenerpark has fallen because of the permanent rain in June and July, and in November I had started there for my photos with tree-barks.

I will check out Your newest presets this week...

Sabine Klare Aka Sternenmaschinebine
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Old 23rd August 2017, 22:56   #158
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Originally Posted by Fumbling_Foo View Post
Has my preset counted for anything after all this time?
That's a dangerous question, coming from someone doing something for Winamp..

I wish the enthusiasm in the Winamp community would be more like in the golden years, but I've accepted long ago that, although is nice when it comes, I have to find another reasons in why "I'm doing skins for Winamp".
In the beginning I thought I was doing it because I was meant to give back what the community has given to me. But that's not why I was doing it, that's why I was SHARING it.
I was doing it because it suited my needs and desires at that point of my life: patching / fixing in the beginning, a tribute for a style I liked, then the challenge of a skin with my own graphics, an exercise on a style I don't really like, a test on my capacity of working on a community creation, a personal "wish come true"; a Winamp skin working on a highly visual environment.. and now, my own need to have a skin with a High-res-friendly interface.

As you can see, all my reasons can be tracked down to my personal concerns. And I think you should do the same, at this point no one will appreciate more than yourself how much effort is put into doing something for Winamp. By accepting that, you'll be able to be more comfortable with what you do..

Quote:
Originally Posted by Fumbling_Foo View Post
I would have tried my hand at more presets, but Star Forge has simply caught my eye so much I put all my time into it. Maybe other presets, even better ones perhaps, once I take my mind off of Star Forge.
.. Being that "working on a single preset" for months or experimenting with stuff you are curious about (I'm releasing 1 skin per year lately!). Or whatever. We appreciate your love for detail and will to pursue your goals, but we're fewer and fewer every time so it's always more important how you feel about your work, no matter how non-standard it could be.

Sorry for the long reply XD.

· · TMCT · KOMODO X
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Old 24th August 2017, 20:38   #159
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Hello Hakan,

I have read, that Winamp can crash, if a user tries to make a random mashup and hits "A" on the keyboard. And it can happen also while a new preset is created. Of course the graphic drivers should be up to date, but these issues are related also to Milkdrop itself, and they didn't have been solved yet. I had my experiences with the first "resonant twister" and You had Your experiences with the first "blue haze". Winamp had crashed on all our computers.
Hi all,

I have to admit that I used the key A many times on the keyboard until 3 or 4 years ago. Even so, what I mean was different because I never use the A key now. When I write and try my own works, Winamp suddenly can crash. Also, sometimes it goes haywire and give strange reactions. The .milk files that normally run smoothly and properly can give different and corrupted responses. I have also encountered similar situations in the workings of different people.

@FumblingFoo I think, you should improve warp and composite shader codes, if you want it to look more effective. Also, v14 series was better than v15.
I think, you should add "Unchained's codes" only to your new preset Star Nova. You should think more different things for Star Forge.
Of course, these are my ideas. You will decide.

Last edited by hakanh; 24th August 2017 at 21:58.
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Old 24th August 2017, 21:37   #160
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Originally Posted by Sabine Klare View Post
Hello Hakan,

I have read, that Winamp can crash, if a user tries to make a random mashup and hits "A" on the keyboard. And it can happen also while a new preset is created. Of course the graphic drivers should be up to date, but these issues are related also to Milkdrop itself, and they didn't have been solved yet. I had my experiences with the first "resonant twister" and You had Your experiences with the first "blue haze". Winamp had crashed on all our computers.

I have to admit that I used the key A many times on the keyboard until 3 or 4 years ago.
Even so, what I mean was different because I never use the A key now. When I write and try my own works, Winamp suddenly can crash. Also, sometimes it goes haywire and give strange reactions. The .milk files that normally run smoothly and properly can give different and corrupted responses. I have also encountered similar situations in the workings of different people.
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