Forum Archive

Go Back   3D Realms Forums > 3D Realms Topics > Duke Nukem > Duke Nukem 3D Modifications
Blogs FAQ Members List Social Groups Calendar Mark Forums Read

Notices

 
 
Thread Tools
Old 01-12-2010, 03:15 AM   #1
LAW

LAW's Avatar
Ingame wave music
Hi there.

Can anyone show me the best and the most simple way to play wave music files ingame just like in the old Starship Troopers TC. I need this feature for my mod which will based on Dos Duke (not any port).

Thanks in advance.
__________________
Ok, now it's my turn...
LAW is offline  
Old 01-12-2010, 03:20 AM   #2
The Commander

The Commander's Avatar
Re: Ingame wave music
First things first, most modders are now on D4N, so you really should post any modding questions there as most here will go by unnoticed.

http://forums.duke4.net/index.php?showforum=26

Secondly, may I ask why you are using Dos duke for a mod. I could understand trying to keep to the roots of the game, but if it comes to playing a mod I'm going to be using EDuke32 and if I need Dos box to run it I'm not likely to bother.
You do know that EDuke32 does have a software render which displays the game just how dos duke would?
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 01-12-2010, 03:39 AM   #3
LAW

LAW's Avatar
Re: Ingame wave music
I know this forum and the answers I got there don't satisfy me - in other words I got no answer...

I am using Jonof's port myself, but the iron requirement is: it has to work with Dos Duke period.

I won't be using Eduke32. First, the Mapster is bad, second after double alt-tab I have cursor on the screen and third I love its author
__________________
Ok, now it's my turn...
LAW is offline  
Old 01-12-2010, 06:00 AM   #4
The Commander

The Commander's Avatar
Re: Ingame wave music
EDuke32 does not have any on screen mouse problems and hasn't for months.
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 01-13-2010, 09:22 AM   #5
IceColdDuke
Re: Ingame wave music
Too be honest the feel of EDuke32 has actually gotten ALOT better in the past few months. I have spoken out against it numerous times, but I have actually tried the latest release and to be honest with you, I wouldn't go back to JonoF or DOS Duke again.

Off topic but I do apologize to TerminX and everyone but on topic there aren't any advantages to keeping the old shit around anymore.
IceColdDuke is offline  
Old 01-13-2010, 09:27 AM   #6
The Commander

The Commander's Avatar
Re: Ingame wave music
Yes, now that the killer sound bug is fixed there is only one tiny issue left.
I can't see any other game breaking problems.
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 01-13-2010, 05:48 PM   #7
Sang

Sang's Avatar
Re: Ingame wave music
Quote:
Originally Posted by The Commander View Post
if it comes to playing a mod I'm going to be using EDuke32 and if I need Dos box to run it I'm not likely to bother.
Relax, if DOS Duke supports it than it should certainly run in EDuke32.

No idea why LAW feels the way he does but anyway you might want to ask the community's new CON coding wizard, DeeperThought.
__________________
traB pu kcip
Sang is offline  
Old 01-13-2010, 11:02 PM   #8
Dopefish7590

Dopefish7590's Avatar
Re: Ingame wave music
The simplest way of adding WAV or VOC music is to simply name the music file the same name as an in-game sound effect and make it play as a loop. (Either VIA mapping or CON coding)

Or if you want to go a bit deeper, you could add a new sound to the definitions (DEFS.CON IIRC) and play it when the level starts by either a custom actor, or by more complicated means... But, then again, I don't know a lot about CON or Duke modding anymore, I would just PM DeeperThought about it.

Also, not sure what's wrong with EDuke32, are you, maybe wanting to play this on an old DOS machine?
Last edited by Dopefish7590; 01-13-2010 at 11:05 PM.
Dopefish7590 is offline  
Old 01-14-2010, 02:41 AM   #9
DeeperThought

DeeperThought's Avatar
Re: Ingame wave music
I don't know how SST did it, but I think all you have to do is add one line to the APLAYER actor that says "soundonce SOUNDNAME". But perhaps there is a better method. See this part of USER.CON:

// *****************************************
// ACTOR SOUNDS
// *****************************************

// BIT 0 (1) Repeat
// BIT 1 (2) MUSICANDSFX (used for)
// BIT 2 (4) A Duke Voice
// BIT 3 (8) Par. Lockout
// BIT 4 (16) Glob. Heard (sndist = 0)

I would try using bit 1 and 4 in the sound definition (so the fourth parameter in the definesound line for the sound would be 17). Then maybe you could define an actor that simply plays the sound one time and place the actor near the player start position. You could have a different actor for each .wav, so you could easily have different music for each level (which would be harder to do in 1.5 CONs if the APLAYER actor is making the sound). And that's all I have to say about it.

By the way, it's really stupid to not to use EDuke32.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 01-29-2010, 02:07 PM   #10
LAW

LAW's Avatar
Re: Ingame wave music
Hah.

It is exactly what I need. Thanks Deeper Thought. Anyway I set the fourth parameter to 16 and I don't see any difference with bit 17.

I don't use Eduke. I don't need it. I like the limits which Duke has. If I wanted to create some unbelievable things I would make a mod for Half-Life 2...
__________________
Ok, now it's my turn...
LAW is offline  
Old 01-29-2010, 09:30 PM   #11
DeeperThought

DeeperThought's Avatar
Re: Ingame wave music
Quote:
Originally Posted by LAW View Post
I don't use Eduke. I don't need it. I like the limits which Duke has.
You said you were using JonoF's port, but that actually breaks the old limits with regard to the numbers of sectors, walls and sprites in maps. So if the "iron requirement" is that it work with Dos Duke, then why use JonoF's port? JonoF's port with the Polymost renderer also makes the maps look quite different from the original software renderer. If you build your maps in Polymost, the shading will look way too dark in Dos Duke. EDuke32, on the other hand, has an updated version of Polymost where the shading is more consistent with the software renderer.

EDuke32 started as a fork of JonoF's port. It is based directly upon it, but has many improvements. Moreover, if you release your project, everyone is going to play it using EDuke32 whether you want them to or not, so it's a good idea to know what kind of experience they are going to have.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 02-01-2010, 01:22 PM   #12
Spiker

Spiker's Avatar
Re: Ingame wave music
Quote:
Originally Posted by LAW View Post
Hah.

I don't use Eduke. I don't need it. I like the limits which Duke has. If I wanted to create some unbelievable things I would make a mod for Half-Life 2...
Believe me that DT is right. NOONE will play this in dos mode apart from you. Besides your argument fails because it can be unbelievable, especially if you use eduke. We are ashamed of you here in Poland
Spiker is offline  
Old 02-01-2010, 03:33 PM   #13
The Commander

The Commander's Avatar
Re: Ingame wave music
Quote:
Originally Posted by LAW View Post
If I wanted to create some unbelievable things I would make a mod for Half-Life 2...
Show me something that has been done in HL2 that can't be done in EDuke32.
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 02-04-2010, 08:12 AM   #14
LAW

LAW's Avatar
Re: Ingame wave music
Quote:
It is exactly what I need. Thanks Deeper Thought. Anyway I set the fourth parameter to 16 and I don't see any difference with bit 17.
Ditto...

Anyway, I am using Jonof's port because it gives me more FPS than Doboxed Duke And who said I am using Polymost? To be honest I think it is awful. I am using 8-bit classic mode all the time.

And I have to correct myself. My mod will have some "Half-life'ish" & unbelievable things and what is the most important: it will be done on 14 years old game. That's what I am proud of. I don't need any Edukes...
__________________
Ok, now it's my turn...
LAW is offline  
Old 02-04-2010, 11:18 AM   #15
The Commander

The Commander's Avatar
Re: Ingame wave music
You do know that EDuke32 has a software mode that is more reliable than JFDukes.
JFDuke is dead and no one uses it anymore.
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 02-11-2010, 08:52 AM   #16
Sang

Sang's Avatar
Re: Ingame wave music
Does it matter? Even if he makes it with Jonof / DOS duke we can still play it with Eduke32
__________________
traB pu kcip
Sang is offline  
Old 02-11-2010, 08:58 AM   #17
The Commander

The Commander's Avatar
Re: Ingame wave music
Quote:
Originally Posted by Sang View Post
Does it matter? Even if he makes it with Jonof / DOS duke we can still play it with Eduke32
Yeah, but I think the point that DT and I are trying to get across is that everyone (95?%) will do this so he should give EDuke32 another try in the first place. Because it sounds like he hasn't even attempted to try using latest builds of it.

That way he will be able to make use of more things etc.
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 02-12-2010, 12:03 PM   #18
Sang

Sang's Avatar
Re: Ingame wave music
Of course you're right, but LAW is stubborn so you might as well not bother
__________________
traB pu kcip
Sang is offline  
Old 02-12-2010, 12:08 PM   #19
The Commander

The Commander's Avatar
Re: Ingame wave music
Quote:
Originally Posted by Sang View Post
Of course you're right, but LAW is stubborn so you might as well not bother
Just like you at times.
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
Old 03-01-2010, 04:05 PM   #20
LAW

LAW's Avatar
Re: Ingame wave music
Bah, of course I will try it with eDuke. I have the package called "eduke32current something something", but I don't know how current is it The good news is I will release some cool stuff very soon...
__________________
Ok, now it's my turn...
LAW is offline  
Old 03-01-2010, 05:07 PM   #21
The Commander

The Commander's Avatar
Re: Ingame wave music
Quote:
Originally Posted by LAW View Post
Bah, of course I will try it with eDuke. I have the package called "eduke32current something something", but I don't know how current is it The good news is I will release some cool stuff very soon...
the "current" ones are not truly the most up to date ones. (more like it is the latest stable release)

http://dukeworld.duke4.net/eduke32/synthesis/
That has the latest compiled version, with revision 1599 being the latest. (you download the .zip file and not the .tar.gz unless you want to compile it yourself)

You can find unofficially compiled ones here that are quite up to date.
http://hendricks266.duke4.net/eduke32/

But the "current" one works fine in the end unless you are into your heavy Duke modding.
__________________
I Know Everything There Is To Know About Anything.

Duke Nukem Red Alert SVN

Ask Me Anything!
The Commander is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:12 PM.

Page generated in 0.16109395 seconds (100.00% PHP - 0% MySQL) with 16 queries

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2019, vBulletin Solutions, Inc.

Website is 1987-2014 Apogee Software, Ltd.
Ideas and messages posted here become property of Apogee Software Ltd.