Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That's funny. I'm just curious if some olds would respond. I will copy this to Doomworld but for now i'm a little lazy. Tomorrow I will take it to Doomworld.
I can't really help with the last point about mods though, not really informed enough about whether the way the mod browser works allows for that. In the case of the community MIDI packs for the official campaigns, they should be fine if they were given a proper GAMEDEF lump when uploaded, though.
No, i'm not asking that for them, and I know it's not going to happen. JD Herrera and DAR already made that job, i'm just curious on how to get those covers into the game itself.
I wrote about it rather straightforward. There are mods that are the same main caimpaigns with slight changes. These changes could be the music alone. But since that a mod and "not" the main campaign, as it counts only if it's launched vanilla from the menu, any campaign specific statistics will not be recorded, which is my point here, that mod browser to change the music isn't just an option for those reasons. Especially with Plutonia. And also a lot of violations, since it is not going to be released by the author itself.
If you open extras.wad in the rerelease folder with slade, there's a file called TRAKINFO with definitions for music for a bunch of the wads. It's what dictates the file names in extras.wad for the music to play for SC55 vs remix.
Down at the bottom there's entries for Sigil and TNT at the very least.
Might be able to add new tracks and edit trakinfo to reflect it for the maps that are included in that file.
Actually adding new levels outside what's in the file I don't think would be end-user possible. At least not easily.
Oh, and for the love of god, keep a backup of extras.wad after you do any edits in case the game patches because a verify will completely overwrite it.
The jank multiplayer won't work.
It's bad, but since there are no achievements for multiplayer and I do use zdaemon and zandronum that's fortunately will not be a big bug to me.
That is some very helpful information. I will go and do it, and will report of the results.
If results are successful, I will make a guide on the game, providing both the packs and the files to change.
Thank you.
DAR's music is now played during TNT:Eviltuion in the DOOM + DOOM II remaster.
In TRAKINFO section below remixes there was info on O_TNT01, for example. But since there is no remaster, the alternative is the same O_TNT01. So I added H_TNT01 (as the rest of them) to be matched and rewritten those absent lumps.
The results are perfect.
However.
While during this procedure hashes remained untouched, it was not possible to set Plutonia, No Rest For The Living and Master Levels music into motion. Simply speaking KEX engine while trying to use modern source-port technologies have made the code readable and changable, they made it specifically as Vanilla as possible. Reading of music here is exactly on hashes, which means it checks for a sum, not for a name, how it would work in source ports with changing respective D_RUNNIN with another one of the same name.
I found a command line hashlump <name of the lump inside any wads that remaster reads, including extras.wad> that literally checks that hash sum of exact lump. I used O_TNT01 for example and yes it turned out the hashes are for the files themselves and not for the distinct maps. So there is probably a string of code that specifies the role of this exact hash. So also those hashes override other command line: playsong <song lump name>. So playing the song is "possible" but I think it is because of those hashes overriding the chosen song to play that they block the command to do so. I tried with newly put O_PLUT01.ogg, which didn't worked because of that theoretically.
BUUUUUUT...
I've tried to look up deeper into the IWADS themselves, and those are completely not vanilla. they have UMAPINFO. Which has the specific music command. So I try that. Let's See what happens.
UPD; IT"S JUST WORKS!
And I will credit you as co-operative as you actually hinted me into extras.wad. I never would have checked.
don't think that will actually happen. but damn, sounds like something needs fixing
If music was forced to play through UMAPINFO, it will not be changed by choosing midi\remastered soundtrack in the options
Also changing at least one map with that option will case an entire wad to play .mus with opl2 emulator instead of Andrew's remakes or pre-recorded original soundtrack.
So if I will make a mod, I will provide two versions: for "faithfull midi experience" and one containing only remastered tracks. For exception of TNT which has the hash system working and there is an option now between original and remastered soundtracks.