Duke It Out In D.C. HRP + Music Pack "Coming up: New music pack by Jimmy!"
#301 Posted 10 January 2017 - 11:26 AM
#302 Posted 10 January 2017 - 03:45 PM
Hendricks266, on 10 January 2017 - 11:26 AM, said:
#303 Posted 11 January 2017 - 12:34 AM
darkprince227, on 10 January 2017 - 06:23 AM, said:
In any case, I'm definately having the music pack with the mod. Like I said somewhere before, I LOVE the X-Files theme and the Fate of Atlantis music in Brown Water makes it that much more interesting.
I believe they said they wouldn't bother remaking the ending cutscene as well as the original game's because the scenes were done in such a way that nowadays it's super hard to remake them, or it would require completely changing how they're handled which involves tremendous hardcoding ?
#304 Posted 11 January 2017 - 12:36 AM
This post has been edited by NightFright: 11 January 2017 - 12:38 AM
#305 Posted 11 January 2017 - 01:28 AM
But I'm not complaining, it all looks brilliant.
#306 Posted 15 January 2017 - 11:43 AM
Jimmy has created a second release candidate for the MIDIs which should be identical with the final release. I have sent you links to the files via PM. Enjoy and thanks in advance for helping with this! ^^
#307 Posted 30 April 2017 - 12:00 AM
From the news entry on the HRP website:
Quote
Initially, I had already proposed this project to Jimmy back in 2013 (free of charge back then), but it got delayed and did not really kick off before 2016 when it turned into a commission. Until January 2017, I have worked closely with Jimmy to give him ideas about the addon levels and which atmosphere I wished to be conveyed with the music. For digitizing the MIDI files (included in the music pack and usable ingame if two lines in duke3d.def inside of the zipfile are edited), we decided to use Maxime Abbey's Arachno Soundfont for best overall quality. In my opinion, the result is absolutely fantastic. For the first time, the DukeDC levels get their own, individual tracks and feel better than ever when you play them!
Maybe some of you who were using previous versions of my music pack (featuring selected music from various artists) may have problems getting used to the different approach at first, but I am absolutely convinced you will quickly learn to love it just as much as I do!
You may download the new DukeDC Music Pack right away in the Download section or listen to the tracks on Youtube first if you are curious.
That being said, I believe this was my final contribution to the DukeDC project. With the HRP is completed and the music pack having reached its ultimate form, I don't see how it could continue beyond this. Enjoy this final effort!
This post has been edited by NightFright: 30 April 2017 - 11:00 AM
#308 Posted 30 April 2017 - 03:44 AM
This post has been edited by Mark.: 30 April 2017 - 05:20 AM
#309 Posted 30 April 2017 - 04:37 AM
#310 Posted 30 April 2017 - 05:56 AM
The tracks you can listen to on Youtube are also not 100% identical to the ones in the music pack. Jimmy didn't like how some instrument volumes turned out and manually applied adjustments where necessary. Unfortunately, he couldn't provide me with flac versions of these optimized tracks in time before release, so I had to do new recordings by myself and uploaded those. Maybe I replace them later, but still the current uploads are very useful if you want to know what the music sounds like in general.
Main thing is the music pack files are the definitive versions.
Jimmy also posted info about this pack in the Doomworld forums: https://www.doomworl...n-dc-midi-pack/
This post has been edited by NightFright: 30 April 2017 - 08:02 AM
#311 Posted 30 April 2017 - 08:21 AM
#312 Posted 30 April 2017 - 01:25 PM
EDIT: I'd like to point out that while I am making an SC-55 pack for completion's sake, I highly recommend everyone use Jimmy's original pack as that's what it was designed for and I'm all about the authentic experience!
This post has been edited by MusicallyInspired: 30 April 2017 - 01:48 PM
#313 Posted 24 April 2018 - 08:59 PM
#314 Posted 24 April 2018 - 09:43 PM
In general, HRP has nothing to do with this. Whether you run it as standalone or with any HRP is (or should be) the exact same thing.
This post has been edited by NightFright: 24 April 2018 - 09:44 PM
#316 Posted 25 April 2018 - 02:13 AM
#318 Posted 25 April 2018 - 04:52 AM
sound { id "30" file "dukedc/sounds/dukedc.ogg" }
and comment it out by adding "//" at the beginning:
// sound { id "30" file "dukedc/sounds/dukedc.ogg" }
Save and exit (7-Zip allows you to edit files within zipfiles without having to extract them first).
The game will use the voc file from the original release then. If this doesn't work, I don't know what could be the problem.
Any way, this looks like an EDuke32 issue since nothing is wrong with the definitions. It could also be the bitrate since all sound files included with the music pack are at 128 kbps, but dukedc.ogg is 224 kbps. Maybe EDuke32 does not like that for some reason.
This post has been edited by NightFright: 25 April 2018 - 04:55 AM
#319 Posted 25 April 2018 - 11:15 PM
Load the attached file after your music pack with unedited def files and tell me if you can hear the finale sound now. It contains dukedc.ogg converted from 224 kbps to 128 kbps.
#320 Posted 26 April 2018 - 03:10 AM
NightFright, on 25 April 2018 - 04:52 AM, said:
sound { id "30" file "dukedc/sounds/dukedc.ogg" }
and comment it out by adding "//" at the beginning:
// sound { id "30" file "dukedc/sounds/dukedc.ogg" }
Save and exit (7-Zip allows you to edit files within zipfiles without having to extract them first).
The game will use the voc file from the original release then. If this doesn't work, I don't know what could be the problem.
Any way, this looks like an EDuke32 issue since nothing is wrong with the definitions. It could also be the bitrate since all sound files included with the music pack are at 128 kbps, but dukedc.ogg is 224 kbps. Maybe EDuke32 does not like that for some reason.
NightFright, on 25 April 2018 - 11:15 PM, said:
Load the attached file after your music pack with unedited def files and tell me if you can hear the finale sound now. It contains dukedc.ogg converted from 224 kbps to 128 kbps.
Neither work, unfortunately. In fact in all three cases I hear the wind SFX from Shrapnel City's finale start up, but then abruptly cut off before deathly silence follows. (And yes, I am watching the cutscene all the way through. No matter what happens, the statue scene is no sound.)
#321 Posted 26 April 2018 - 03:17 AM
Questions that could narrow down the possibilities:
> Is there anything in eduke32.log that may indicate a problem?
> Do you have any external con files loading (especially user.con or eduke.con), e.g. in autoload dir?
> Are you running other mods (non-HRP) along with DukeDC?
This post has been edited by NightFright: 26 April 2018 - 03:26 AM
#322 Posted 26 April 2018 - 03:23 AM
EDIT: Nope. That didn't work either.
NightFright, on 26 April 2018 - 03:17 AM, said:
> Is there anything in eduke32.log that may indicate a problem?
Nope. The "worst" thing in the log is it stating it failed to load the rest of the HRP, which I'm not running so that's to be expected.
NightFright, on 26 April 2018 - 03:17 AM, said:
> Do you have any external con files loading (especially user.con or eduke.con), e.g. in autoload dir?
I'm not using autoload. I do have a few loose CONs in the root folder, but exactly zero of them are the ones eDuke calls on when running one of these vanilla. The only CONs in the root are the ones that are only called on when I explicitly run a mod.
NightFright, on 26 April 2018 - 03:17 AM, said:
> Are you running other mods (non-HRP) along with DukeDC?
Nope, I am running this straight vanilla.
A question of my own: Would it matter at all if I said I was using the version of DC that came with Megaton? I'm not running it from the Megaton directory; I copied the GRP into my eDuke root folder outside of Steam's grasp altogether.
This post has been edited by Ninety-Six: 26 April 2018 - 03:51 AM
#323 Posted 26 April 2018 - 05:55 AM
If you are not using the music pack at all, does the cutscene sound play then?
#324 Posted 26 April 2018 - 06:20 AM
Well shit.
Actually now that I think about it, I think there's always been a problem. I seem to remember it formerly just playing the Shrapnel audio as opposed to dead silence. That's a recent development, it seems...
Either way I don't know where to take this now.
#325 Posted 26 April 2018 - 06:40 AM
I have to check if I get the same problem. It might be an issue with EDuke32 then. You could try with older snapshots and see if any of those fix your problem. Would be good to know which build broke this, if it's really like that.
#326 Posted 17 September 2020 - 11:59 AM
Anyway, got a problem, I can't get DC HRP to work I've downloaded it via SVN as well as Polymer HRP and it seems I'm unable to run both at once. I downloaded the ZIP file version from the HRP page and put it in "autoload" but that
doesn't display properly either. If I have one of the files selected in the "custom game content director" what happens is what I've included in the screenshots.
Please help, I don't know what to do.
BTW Hope everybody's coping OK in these crazy times
#327 Posted 18 September 2020 - 02:34 AM
#328 Posted 18 September 2020 - 06:42 AM
NightFright, on 18 September 2020 - 02:34 AM, said:
All fixed, I downloaded the ZIP file versions and put them in "autoload" everything works perfectly now Using the SVN thingy for these HRP's wasn't a good idea