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duke3d_music-arachno music pack

#1

Hello,

I downloaded the duke3d_music-arachno music pack from here: http://hrp.duke4.net/download.php and put it in autoload.
But when I launch eduke32, the music is not different.
How to verify eduke32 use this pack?

LGDN.
0

User is offline   Mark 

#2

Make sure that you checkmarked the " use autoload" box in the Eduke32 startup window.
0

#3

yes, it is checked.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#4

If you don't use the HRP you need the "Music Only" override pack in autoload.
0

#5

View PostLeoD, on 12 January 2014 - 05:10 PM, said:

If you don't use the HRP you need the "Music Only" override pack in autoload.


I use HRP.
in the log we could see it loads the music pack:

Initializing SDL system interface (compiled against SDL version 1.2.15, found version 1.2.15)
Using "x11" video driver
Searching for game data...
Using "DUKE3D.GRP" as main game data file.
Using group file "autoload/1duke3d_music-arachno.zip".
Using group file "autoload/duke3d_hrp.zip".
Using group file "autoload/dukedc_hrp.zip".
Using group file "autoload/xxx_pack.zip".
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16189*8 bytes
Script compiled in 6ms, 16181*8b, language version 1.4+
2011/11264 labels, 322/2048 variables, 2/512 arrays
125 quotes, 207 actors
Initialized 24,0M cache
Loading "duke3d.def"
High Resolution Pack (version 5.3.565)
.............................................................Duke It Out In D.C. Highres Pack (version 1.61)
...Warning: defined hightile replacement for empty tile 3603. Maybe some tilesXXX.art are not loaded?
...
Definitions file "duke3d.def" loaded.
Using RTS file "DUKE.RTS".
Initializing OSD...
1 joystick(s) found
  1. Microsoft® Microsoft® SideWinder® Game Pad USB
Joystick 1 has 2 axes, 10 buttons, and 0 hat(s).
Executing "settings.cfg"
Setting video mode 1920x1080 (32-bpp fullscreen)
OpenGL Information:
 Version:  4.4.0 NVIDIA 331.20
 Vendor:   NVIDIA Corporation
 Renderer: GeForce GTX 770/PCIe/SSE2
Opened "textures" as cache file
Initializing Polymer subsystem...
PR : Initialization complete in 158 ms.
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 48000 Hz
Load tile 2492: p0-m4-e0 dukedc/screen/menu/2492_dc_version.png... 29 ms
Load tile 2493: p0-m4-e0 dukedc/screen/menu/2493_dc.png... 63 ms
Load tile 2456: p0-m4-e0 highres/screen/menu/2456.jpg... 98 ms
Load tile 2499: p0-m4-e0 highres/screen/menu/2499.png... 14 ms


This post has been edited by Le Gluon du Net: 13 January 2014 - 03:46 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #6

Rename your music pack zip file to begin with the letter 'w', or something after 'd'.
0

User is offline   Jblade 

#7

Is adding actual soundfont support to Eduke like Timidity or whatever actually on the cards, like Zdoom does? I mean packs like these serve a purpose but there's still a ton of older TCs out there with midis and stuff that could benefit from it.
0

#8

View PostJames, on 13 January 2014 - 02:31 AM, said:

Is adding actual soundfont support to Eduke like Timidity or whatever actually on the cards, like Zdoom does? I mean packs like these serve a purpose but there's still a ton of older TCs out there with midis and stuff that could benefit from it.


I erased dukedc_hrp.zip and it works now.
You should test this music pack, nice one.
Thank you.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #9

View PostJames, on 13 January 2014 - 02:31 AM, said:

Is adding actual soundfont support to Eduke like Timidity or whatever actually on the cards, like Zdoom does? I mean packs like these serve a purpose but there's still a ton of older TCs out there with midis and stuff that could benefit from it.

JonoF was working on FluidSynth support in jfaudiolib but I don't know what the status of that is.

What I may do is allow Windows to select the MIDI device (especially because Win8 removed the mapper) and then you can use BASSMIDI with any soundfont you want.

I do think that all these "lets record OGGs with a soundfont and clog up the HRP site" packs are unnecessary.
1

User is offline   NightFright 

  • The Truth is in here

#10

HRP website is going to see a refit in the not-too-distant future with a more compact design (hopefully). Anyway, this was the last music pack I have added, and it was done out of courtesy for the Arachno soundfont creator (and also since I was already doing Doom music packs at that time).

In general, it would really be easier (and also save tons of disk space) to be able to load soundfonts and listen to native MIDI music with the quality level of your choice. I have already stopped using any OGG tracks by myself since they consume a lot of disk space for something you could achieve with a lot less resources (good soundfonts usually come at 30-50 MB, music packs are at least 3x as large).

An SC-55 soundfont could be included with EDuke32 and set up as default maybe, bam, there you go. But it's my personal opinion, and after all, everyone is free to look for any solution he/she prefers. That's what I was trying to accomplish with the different music packs. Maybe it went a bit over the top in the meantime, but hey, why not. :D

As an example, MIDI mapping in ZDoom is quite good. You can select virtually ANY MIDI device found on your system. This way, I can even use my SC-55 synth natively with that port. Having something like that in EDuke32 would be totally awesome.

This post has been edited by NightFright: 14 January 2014 - 01:52 AM

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