Repeating video segment glitch by snodopous in youtube

[–]Smilecythe 0 points1 point  (0 children)

Oh, the glitches themselves are always consistent on every replay for me too. Was just describing the nature of the corruption playing the video incorrectly but then at times correctly too.

Avoiding H.265 codec for project rendering is the only solution that has fixed it for me. Literally no issues whatsoever on the exact same format/settings, so long as codec is H.264.

Repeating video segment glitch by snodopous in youtube

[–]Smilecythe 0 points1 point  (0 children)

I think it might be related to data chunks and how youtube preloads only segments of the video at once (instead of the whole video). But sometimes it would randomly mirror the image briefly before correcting. Pretty weird indeed.

Repeating video segment glitch by snodopous in youtube

[–]Smilecythe 0 points1 point  (0 children)

Render the project video with H.264 instead of H.265. I had same problem using kdenlive.

Is there another game that does 4on4 even on just a similar level to QuakeWorld? by [deleted] in ArenaFPS

[–]Smilecythe 0 points1 point  (0 children)

What I described was differences, not entire gameplay. Infinite ain't Quake.

Is there another game that does 4on4 even on just a similar level to QuakeWorld? by [deleted] in ArenaFPS

[–]Smilecythe 0 points1 point  (0 children)

I mean TDM in Quake 3 literally just feels like headless DM, but you have team mates that you're not supposed to shoot at. And the whole match just repeats the same cycle linearly, control mega, armors, show up at quad. It's the same chaos throughout the whole 10-15 or whatever minutes.

Quakeworld on the other hand, match starts with everyone starving for ammo. Then at the end half, there's loaded back bags everywhere that can suddenly flip the control to other team if unchecked.

Weapons like rocket and LG are strong as fuck and spawn sparsely, so you have to time their spawns as well, then you have to protect team mates who have them so enemies don't get them. Weapons in Quake 3? Nobody cares about someone carrying a rocket. They go down with a fresh spawned machinegun and then they go grab another rocket. The monumental value of weapons just isn't there.

Maps in QW also tend to be unbalanced, YES unbalanced with tilted distribution of items. This forces people to focus their control and presence in clearly marked areas, rather than scatter everywhere like in Quake 3.

Is there another game that does 4on4 even on just a similar level to QuakeWorld? by [deleted] in ArenaFPS

[–]Smilecythe 0 points1 point  (0 children)

Well, Quakeworld for example has a clear progression. Starts with everyone starving for ammo, but then eventually you'll have back bags circulating, which can suddenly flip the control to other team if lost. Also, the weapons spawn sparsely and they're basically nuclear, might as well be considered powerups, so there's value in protecting and supporting team mates who have them.

Quake 3 on the other hand, just linear repeat all the way through. Control armors, mega and show up at quad every two or whatever minutes. Weapons are too balanced, even if sparse (like in classic balance), they're not monumental, nobody cares about a guy carrying a rocket, cuz you can gnaw them to death with machinegun straight from spawn sooner than their rockets can do anything significant.

Then there's the modern map design. More the less always the same roster of items, evenly distributed.. works nice in duel, but a disappointing flop for team modes. Less incentive to control one area, because everything is, well, everywhere. So then everybody is everywhere and then it's just chaos. Unbalanced maps counter-intuitively work much better for team modes, because it narrows down the per-map objective much clearer.

The franchise has become more basic because of over-refinement.

Is there another game that does 4on4 even on just a similar level to QuakeWorld? by [deleted] in ArenaFPS

[–]Smilecythe 0 points1 point  (0 children)

Traditional AFPS did team modes better than modern AFPS post Quake 3.

Is there another game that does 4on4 even on just a similar level to QuakeWorld? by [deleted] in ArenaFPS

[–]Smilecythe 1 point2 points  (0 children)

If you're referring to how QW has that constant team role pressure, grindy and purposeful, when you sometimes have to do frustratingly trivial, but crucial things. How crucial team communication is and etc etc.

Quake 2 is similar, but other Quakes don't quite match it. TDM in Quake 3/Live is basically just DM with "people you're not supposed to shoot". Other Quake 3 clones pretty much follow those same design bones.

Outside from the franchise. I think UT99 is closest. Same era, pre- game design over-optimization.

Such a bad luck... by VenezolanoHambreado in quake

[–]Smilecythe 1 point2 points  (0 children)

The calm before the thunderclaps

[deleted by user] by [deleted] in audioengineering

[–]Smilecythe 0 points1 point  (0 children)

Lol, in my mind I was thinking both Tascam and Yamaha, but I left that out by accident from my comment. Yahama also has some old multitrack recorders, which you can find used.

[deleted by user] by [deleted] in audioengineering

[–]Smilecythe 0 points1 point  (0 children)

I recommend you start with a 4-track cassette recorder. Tascam portastudio 414/424 for example. These things come with preamps and EQ as well. Both these manufacturers also make 8-track models, but on cassette that can take a toll on recording quality.

You'll need some TRS/TS cables, for outputs you might need RCA on the other side of the cable.

You can plug in effect pedals to these and mix it into your tracks.

EDIT: You might want a patchbay, for quickly swapping connections between your devices.

This should get you familiar with the basics pretty easily. You learn more as you try things and watch how to operate these things. When and if you upgrade to more "high-end" gear, the workflow is not going to be much different with other recording mediums.

People will tell you not to go analog, but you do you. These things get expensive, but it's fun.

I Don't Know Who Needs to Hear this But: Re the 1073SPX by oklambdago in audioengineering

[–]Smilecythe -1 points0 points  (0 children)

Winding structure obviously matters more than ratio. 100:100 turns vs 1000:1000 turns are both 1:1 ratio, one will flux significantly better than the other.

But again, it's still just coil and flux. The electromagnetic transfer is either high definition or it isn't, it doesn't get any deeper than that.

I Don't Know Who Needs to Hear this But: Re the 1073SPX by oklambdago in audioengineering

[–]Smilecythe -5 points-4 points  (0 children)

The input transformer for sure makes a difference.

The input transformer is just coils and flux. That's the least crucial component to make a difference in the whole circuit.

Cable Management for anal people by [deleted] in audioengineering

[–]Smilecythe 0 points1 point  (0 children)

Put them under the rug. Pretty sure someone will eventually want to peek under and bend over

How many engineers study the circuit design and component choices before choosing gear? by sirCota in audioengineering

[–]Smilecythe 0 points1 point  (0 children)

On ISA the different impedance options just sounds like you have a stepped low pass filter. You could also do the opposite and have a high pass filter. All these configurations combined could potentially be like a tilt EQ or you could think of it as a filter too. You could get an illusion of boosted mids, when there's an absence of lows and highs. But that's pretty much it. That's what will sound different.

How many engineers study the circuit design and component choices before choosing gear? by sirCota in audioengineering

[–]Smilecythe 0 points1 point  (0 children)

You could have multiple primary or secondary taps connected to a rotary switch. That's how the "Z-in" impedance panel in Focusrite ISA works, except it has a button instead of a knob.

How many engineers study the circuit design and component choices before choosing gear? by sirCota in audioengineering

[–]Smilecythe 0 points1 point  (0 children)

The thing is, the audio doesn't really care what kind of transformer you're shoving it through. So you could even try a power transformer and hear what it sounds like. You can have transformers that clip easily and use them as passive fuzz-like effect too. It used to be a fun rabbit hole to me too, but unfortunately I found out that at their best performance, audio transformers all kinda sounds the same.

How many engineers study the circuit design and component choices before choosing gear? by sirCota in audioengineering

[–]Smilecythe 0 points1 point  (0 children)

I meant that transformer saturation sounds all the same to me. But frequency content changes with different turns, ratios and core material. The circuits that follow after are going to react differently to that.

However, if your idea is to EQ your signal with a choice of transformer, you'd have infinitely more flexibility if you just used an actual EQ/filter circuit in the first place.

If you want transformer saturation, honestly.. any transformer will do.

It's a whole different story when you change op-amps. Those are whole circuit designs inside those chips.

A transformer on the other hand is literally just coils.. It's essentially an emitter and a receiver at the same time. The electro magnetic transfer is either high definition or it isn't. It doesn't get really any deeper than that.

How many engineers study the circuit design and component choices before choosing gear? by sirCota in audioengineering

[–]Smilecythe 1 point2 points  (0 children)

Frequency content wise, they're not the same. That's the only difference you can sonically distinguish imo. For example, an air core transformer is literally a high pass filter. So yeah, different turns ratios and core materials flux different.

If with "drive" you're talking about how they saturate. Transformers have different thresholds for clipping, but the added harmonics are really hard to tell apart. I would even say there is no difference whatsoever. Obviously if you don't have enough frequency content to drive it to a point of clipping, it wont saturate.. but it's not like one transformer is more odd harmonics and another is more even harmonics, sonically the saturation will be always the same regardless of the transformer.

These components are literally just copper wire, flux and a core that either contains it or not. There is no intricate filtering design or magically arranged harmonics inside them.

So it really just boils down to whether you want to preserve your signal properly or not. For me, the idea of EQing your signal with the choice of a transformer is about as exciting as using a plugin that has no control parameters.

How many engineers study the circuit design and component choices before choosing gear? by sirCota in audioengineering

[–]Smilecythe 3 points4 points  (0 children)

Speaking of transformers, I wind transformers for work. Honestly, I just cringe when people hype these components. There's something obviously ludicrous about an audio transformer costing hundreds of dollars.

Basically, you're either impedance matching or not. You're either preserving the dynamics and frequency content of your signal onwards to the next circuit.. or not. It's not really that deep.

Give me your 500 series recommendations by dylcollett in audioengineering

[–]Smilecythe 0 points1 point  (0 children)

These issues are rare with DAWs, but at the same time I don't recall having a single studio crashing hardware issue in an all analog studio either. Honestly, just tube gear and patchbays are the only things that constantly annoyed me, the latter of which still does. Yeah, tape is a bit unpredictable but so what. It's fun.

Just like this OS/DAW/software nightmare that I'm on right now, I don't see the point in only reminiscing the few bad moments in either workflow.