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Old 09-26-2007, 07:21 AM   #81
Searinox

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Re: Remade music to be included?
I can't really tell about the non-expansion ending because I, like many others, have the Atomic version; furthermore I like to think that the HRP itself was designed for Atomic only because a few weeks ago I applied HRP to version 1.3D and it also introduced episode 4 "The Birth" in the New Game menu?! o.=.O;

About the music - the current theme is okay, it's just the "cheering" that seems out of place. And Gabbag sounds like it's missing that metal feel, plus it's kinda remix-ish. I'd say stick to the original song "structure". But I have mixed feelings about two different Grabbags, one at the start and one at the finish.

*RESPONSE TO YOUR EDIT*

Gotcha.

*ALSO EDIT LOLZ*

I can edit the song to make it match when the end music is, but I don't know how well the OGG engine loops the song. I'm concerned that because the song will have to loop during a pretty much "alive" part it could cause an annoying short pause.
Last edited by Searinox; 09-26-2007 at 07:29 AM.
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Old 09-26-2007, 07:50 AM   #82
Shadow Master

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Re: Remade music to be included?
Quote:
Originally Posted by Plagman View Post
Well, libsmpeg in unmaintained because it's done. It should build just fine, and your distro package management system should have it as well (probably as a dependency of SDL_mixer).
Forbidden by openSUSE's policy.

And it doesn't build because the makefile is corrupted or something. I downloaded it from svn or cvs IIRC.
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Old 09-26-2007, 07:53 AM   #83
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Re: Remade music to be included?
I have finished v1.02 of the music pack. Changes:
+ "Gabbag" added as Ep.4 ending music
+ "Barmusic" and "2Bwild" edited for optimized loopback

A current problem with Hunter_rus's mod is that any voc music replacement is played back with tuned-down volume (while concerned OGGs have acceptable volume). This is one of the issues that should be changed in future versions of the mod.
Last edited by NightFright; 09-26-2007 at 08:09 AM.
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Old 09-26-2007, 08:15 AM   #84
Searinox

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Re: Remade music to be included?
Quote:
Originally Posted by NightFright View Post
I have finished v1.02 of the music pack. Changes:
+ "Gabbag" added as Ep.4 ending music
+ "Barmusic" and "2Bwild" edited for optimized loopback

A current problem with Hunter_rus's mod is that any voc music replacement is played back with tuned-down volume (while concerned OGGs have acceptable volume). This is one of the issues that should be changed in future versions of the mod.
You're referring to the end-of-level music right? I can barely hear that. I'm off to download the pack. <3
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Old 09-26-2007, 08:21 AM   #85
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Re: Remade music to be included?
Yeah, basically all voc music is concerned: E1L2 bar music, E3L1 bar music, endlevel music, endgame music. I bet if you replaced any normal sounds like screams or so, they would be tuned down as well. Right now, only MIDI music has full volume.
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Old 09-27-2007, 01:59 PM   #86
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Re: Remade music to be included?
Here is a new snapshot.
1. Fixed muted sound(looping 2D sound).
2. There are many methods of upsampling. I'm using llibsamplerate.dll for now to choose the better method. I think method 3 is optimal but I'm not sure. You can select the method via the console "snd_upsampling N" or by editing .CFG(Upsampling=3).
N=0,1,2,3,4,5. 0 - the slowest. 4 - the fastest. 5 - no upsampling.
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Old 09-27-2007, 02:44 PM   #87
NightFright

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Re: Remade music to be included?
EEEEEEEEEXCELLENT! Finally the first version with no (obvious) flaws. Sound is as good as with old EDuke32. Regarding low volume voc music: It got better, but it could still need some more volume.
Last edited by NightFright; 09-27-2007 at 02:47 PM.
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Old 09-28-2007, 01:27 AM   #88
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Re: Remade music to be included?
Great work, Hunter!
@NightFright - About low volume of voc - just reduce volume of music.
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Old 09-28-2007, 01:42 AM   #89
Searinox

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Re: Remade music to be included?
Quote:
Originally Posted by Piterplus View Post
Great work, Hunter!
@NightFright - About low volume of voc - just reduce volume of music.
Or keep volume of music always lower than sound effects volume. o.=.O;
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Old 09-28-2007, 01:48 PM   #90
Cubanito Loco
 
Re: Remade music to be included?
Great work Hunter!
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Old 09-28-2007, 02:20 PM   #91
NightFright

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Re: Remade music to be included?
I am considering replacing "Gotham" and "Waterworld" with Bart Klepka's remixes, but I guess the soundtrack will lose its consistency, then, with different remix styles. I'd rather have the whole soundtrack made by a single person. I already made an exception with PeteB's "Stalker".
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Old 09-28-2007, 02:38 PM   #92
Searinox

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Re: Remade music to be included?
Quote:
Originally Posted by NightFright View Post
I am considering replacing "Gotham" and "Waterworld" with Bart Klepka's remixes, but I guess the soundtrack will lose its consistency, then, with different remix styles. I'd rather have the whole soundtrack made by a single person. I already made an exception with PeteB's "Stalker".
One style, unless you find a remix that's just too damn good. Stalker is an example of a remake that was too good not to include. And they gotta be accurate to the original.
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Old 09-28-2007, 04:27 PM   #93
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Arrow Re: Remade music to be included?
Woah, I'm going to have to try this out.

And I don't know if this helps at all, but here is a list of all sounds used in the game. If anybody wants to use it for reference...

http://members.shaw.ca/k_saunders/sndtags.txt

I snagged it from here and re-hosted it, so you don't have to log into fileplanet to download it.

It doesn't list any of the midi tracks though, only all the voc files used in the game.
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Old 09-28-2007, 04:32 PM   #94
NightFright

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Re: Remade music to be included?
Note that current music pack does no longer include latest mod executable.

Go here for latest version:
http://forums.3drealms.com/vb/showpo...1&postcount=86
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Old 09-28-2007, 05:28 PM   #95
Kev_Hectic

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Thumbs up Re: Remade music to be included?
I got it working with the music pack from nightfright's site, and it sounds good. Though I did replace grabbag with this rendition of it: from here (I converted it to an .ogg with audacity). Shame vertexguy doesn't have a version of it without the Duke voice overs, but oh well.

Good work though, Hunter.
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Old 09-29-2007, 12:02 AM   #96
Searinox

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Re: Remade music to be included?
You're right Hunter. It works, and sounds best on 3. More upsampling than that and the sound's too stuffy and the game starts lagging.
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Old 09-29-2007, 09:15 PM   #97
Hendricks266
Re: Remade music to be included?
Maybe someone could petition George/Lee into giving us the rights to use the red book audio Grabbag (in the ) for this specific purpose.

Also, how would editing this so that it is compatible with the official add-ons work? Perhaps Hunter_rus should add an undefmusic\undefsound (perhaps combination) DEF command, or the other way would be to totally replace the music DEFs.

In the (distant?) future, are you considering adding support for formats such as FLAC, or should we wait for JFAud?

As for MP3 support, can someone create a guide for a batch MP3->OGG converter, preferably with command line options?
Last edited by Hendricks266; 09-29-2007 at 09:23 PM.
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Old 09-30-2007, 12:51 AM   #98
Searinox

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Re: Remade music to be included?
Quote:
Originally Posted by Hendricks266 View Post
Maybe someone could petition George/Lee into giving us the rights to use the red book audio Grabbag (in the ) for this specific purpose.

Also, how would editing this so that it is compatible with the official add-ons work? Perhaps Hunter_rus should add an undefmusic\undefsound (perhaps combination) DEF command, or the other way would be to totally replace the music DEFs.

In the (distant?) future, are you considering adding support for formats such as FLAC, or should we wait for JFAud?

As for MP3 support, can someone create a guide for a batch MP3->OGG converter, preferably with command line options?
FLACs are friggin huge. o.=.O;

Download GoldWave. It's freeware for as little as opening MP3s and saving them as OGGs.
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Old 09-30-2007, 12:59 PM   #99
Hendricks266
Re: Remade music to be included?
GoldWave can do that? One more thing on the long list of things it does.
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Old 09-30-2007, 02:17 PM   #100
NightFright

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Re: Remade music to be included?
I have been using Goldwave by myself to transcode some tracks into OGG.
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Old 09-30-2007, 04:10 PM   #101
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Re: Remade music to be included?
I would like to add that Goldwave is God among Wave editors!

Oh, and I'm checking out this thing first thing tomorrow... not now, 'cause everyone's asleep here
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Old 09-30-2007, 10:35 PM   #102
Xavier

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Re: Remade music to be included?
I threw together a pack for... anyone,
I put that newer eduke32.exe in it,
Resampled all the music to be smaller, doesn't sound any different to the larger files [to me anyways],
Also included the OpenAL.dll that OpenAL installs so you dont need to install OpenAL [if you already did it doesn't matter] .

Took so long a whole 20 minutes of work XD .
Download Here 63.7MB
Also if you need a file mirror i can put whatever up there at my site...
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Old 10-03-2007, 01:51 AM   #103
Searinox

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Re: Remade music to be included?
Bassmod.dll isn't necessary. I scanned EDuke32's dependencies, it doesn't call for bassmod.
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Old 10-03-2007, 06:28 AM   #104
Xavier

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Re: Remade music to be included?
I know i checked that too, like i said in the readme it works without it but OpenAL installs it so added it just in case .

I really dont think it needs it apparently its used to play XM/IT/S3M/MOD/MTM/UMX sound files im sure none of those are used in duke so yeah it shouldn't need it, but i had an app before not even have a certain dll in its dependencies and the program didnt work at all without it .

So keep it, delete it, whatever but if OpenAL stops working mid-game dont yell at me if you need to download it again .
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Old 10-03-2007, 08:36 AM   #105
Searinox

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Re: Remade music to be included?
Quote:
Originally Posted by Xavier View Post
I know i checked that too, like i said in the readme it works without it but OpenAL installs it so added it just in case .

I really dont think it needs it apparently its used to play XM/IT/S3M/MOD/MTM/UMX sound files im sure none of those are used in duke so yeah it shouldn't need it, but i had an app before not even have a certain dll in its dependencies and the program didnt work at all without it .

So keep it, delete it, whatever but if OpenAL stops working mid-game dont yell at me if you need to download it again .
I've been fiddling with it and so far it works fine without the dll. The only time I ever had Duke suddenly freeze up on me was when I was using a modified .CON file. XD
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Old 10-03-2007, 08:31 PM   #106
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Re: Remade music to be included?
every time i use this eduke32 snapshot for music it always bails out before the game even starts... ive tried everything, ive deleated duke3d.cfg numerous times, made new cfgs disabled music, changed the video modes to all the ones supported both windowed and fullscreen and it keeps bailing out on me, i have openal32.dll, alut.dll, and llibsamplerate.dll in my folder and i have all the files i even moved the autoload folder so eduke32 couldent find it, and nothing works. could you plz try to find the problem =\ openal works with other programs as does opengl and many other drivers... but not duke. the logs always say:
Code:
...
  - Creating primary surface
  - Getting back buffer
  - Allocating offscreen buffer
  - Creating palette
Checking music inits...
Checking sound inits...
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitialising DirectDraw...
  - Releasing palette
  - Releasing back-buffer surface
  - Releasing primary surface
  - Freeing offscreen buffer
...

any help would be appreciated


edit: nvm i guess i didnt diable sound, it works while i disable sound but duke sucks without sound
Last edited by Dopefish7590; 10-03-2007 at 08:37 PM.
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Old 10-03-2007, 10:39 PM   #107
supergoofy

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Re: Remade music to be included?
Download latest OpenAL Installer for Windows from:
http://developer.creative.com/articl...&top=38&aid=46

If you install OpenAL with OpenAL Installer you don't have to do anything else.

But if if you don't want to install OpenAL with OpenAL Installer then:

Search & grab: OpenAL32.dll <-- "router" OpenAL library

Maybe you also need: wrap_oal.dll <-- "wrapper" OpenAL library

There are also other OpenAL library DLLs:
ct_oal.dll <-- "native" Creative library
nvopenal.dll <-- "native" NVIDIA library

If you have one of them to your system folder copy it to your duke3d folder and rename it to OpenAL32.dll and see if it fixes your problem.

You can find more info about the OpenAL library DLLs at:
http://www.openal.org/windows_enumeration.html
Last edited by supergoofy; 10-04-2007 at 12:28 AM.
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Old 10-04-2007, 12:20 AM   #108
Searinox

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Re: Remade music to be included?
Quote:
Originally Posted by Dopefish7590 View Post
every time i use this eduke32 snapshot for music it always bails out before the game even starts... ive tried everything, ive deleated duke3d.cfg numerous times, made new cfgs disabled music, changed the video modes to all the ones supported both windowed and fullscreen and it keeps bailing out on me, i have openal32.dll, alut.dll, and llibsamplerate.dll in my folder and i have all the files i even moved the autoload folder so eduke32 couldent find it, and nothing works. could you plz try to find the problem =\ openal works with other programs as does opengl and many other drivers... but not duke. the logs always say:
Code:
...
  - Creating primary surface
  - Getting back buffer
  - Allocating offscreen buffer
  - Creating palette
Checking music inits...
Checking sound inits...
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitialising DirectDraw...
  - Releasing palette
  - Releasing back-buffer surface
  - Releasing primary surface
  - Freeing offscreen buffer
...

any help would be appreciated


edit: nvm i guess i didnt diable sound, it works while i disable sound but duke sucks without sound
I used to get that until I installed OpenAL. But I don't recommend just downloading the DLLs off random sites, since the OALs there never worked for me. The one by Xavier is the only one with the right version of the OpenAL.dll in it as far as I could find. Either download that or the actual OAL installer.
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Old 10-04-2007, 05:38 AM   #109
Xavier

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Re: Remade music to be included?
I used to mess around with OpenAL alot [on another open source game], and been messing with duke for a long time now, anyways i noticed there were 2 songs not needed cause of the changes from 1.1 to 1.2

1.1 had
Sound { ID 95 file "highres/music/bar_music.ogg" }
Sound { ID 168 file "highres/music/2bwild.ogg" }
Sound { ID 249 file "highres/music/bonus_music.ogg" }

1.2 had
Sound { ID 95 file "highres/music/barmusic.ogg" }
Sound { ID 168 file "highres/music/2bwild.ogg" }
Sound { ID 249 file "highres/music/bonus.ogg" }
Sound { ID 288 file "highres/music/gabbag.ogg" }

1.2 added gabbag so i resampled gabbag, and when they switched names from
'bar_music.ogg' to 'barmusic.ogg'
and
'bonus_music.ogg' to 'bonus.ogg'
They forgot to delete 'bar_music.ogg' and 'bonus_music.ogg'...
Sooo... deleted those 2 copies and resampled gabbag.ogg.

Overall its not different in any way really except 4.7mb smaller .
Download Here 59 MB
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Old 10-04-2007, 06:27 AM   #110
NightFright

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Re: Remade music to be included?
What you write is wrong. I did rename those files but they didn't get duplicated.

BTW it's time to celebrate. The music pack on my site has already been download exactly 200 times! OK, it's nothing compared to the HRP (1.620), HRP Update (916) or XXX-Pack (654 - you filthy guys!), but it's quite a good start.

When OGG functionality becomes part of EDuke32 officially, we will probably merge the music pack with the existing HRP version. Since I do not know if the def code will be the same then, we'll keep waiting for a final word from JonoF, TerminX and/or Plagman.
Last edited by NightFright; 10-04-2007 at 06:38 AM.
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Old 10-04-2007, 07:41 AM   #111
Thundik81
Re: Remade music to be included?
Quote:
Originally Posted by NightFright View Post
BTW it's time to celebrate. The music pack on my site has already been download exactly 200 times! OK, it's nothing compared to the HRP (1.620), HRP Update (916) or XXX-Pack (654 - you filthy guys!), but it's quite a good start.
and exactly 50 times on my mirror

Total bandwidth for HRP
0709 : 143 Go
0708 : 172 Go
0707 : 211 Go
0706 : 254 Go
0705 : 501 Go
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Old 10-04-2007, 06:33 PM   #112
Searinox

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Re: Remade music to be included?
Quote:
Originally Posted by Thundik81 View Post
and exactly 50 times on my mirror

Total bandwidth for HRP
0709 : 143 Go
0708 : 172 Go
0707 : 211 Go
0706 : 254 Go
0705 : 501 Go
Yaaay. Someone's ganna make good money with their site. Mwahahahaha, what ya didn't expect the XXX pack to have such appeal to the enthusiasts of such a sex-laden game? >XD
Last edited by Searinox; 10-05-2007 at 05:43 AM.
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Old 10-05-2007, 05:36 AM   #113
Searinox

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Re: Remade music to be included?
http://en.wikipedia.org/wiki/Duke_Nu...nd_other_ports

Read the last three sentences from "EDuke and other ports". I was bored, lol.

So yeah umm... long live EDuke32! XD
Last edited by Searinox; 10-05-2007 at 08:00 AM.
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Old 10-05-2007, 12:25 PM   #114
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Re: Remade music to be included?
Here is a new snapshot. Most changes are related stability and optimization.

I've been taking a long time. I have to admit I don't have much time to work on it. Nobody was asking the source code so I keep slowly work on it.
Remember, it's GPL license(one can ask the source code and I will give it, then one can modify it). If nobody is going to work on it, then I keep working. But I can't make the all anyway(variable's names,Linux issues).

The source code.(I use MinGW under Windows, and the upsampler)
Here is the full to-do list:
1. [completeness]Complete support for VOC format(though, I think it has too bad quality:4 bit sound). Duke's VOCs are fully supported already.
2. [optimization]Streaming WAV. That will save memory.
3. Add reverb.
4. Clean up(rename variables, remove debug stuff,format the code,adjust fo Linux).

Note 1: OGG is the only one format which is completely done.
Note 2: The to-do list isn't for an end user because he/she/it won't see the difference under normal conditions. The most important for him/her/it is the stability. So I hope it is enough stable for adding to the official EDuke32.

I'm waiting for opinion from coders(JonoF, TerminX, Plagman, etc). I'm using 3D sound and that may be the most debatable because it works other way(then original game does), also that makes trouble for implementing reverb effect which doesn't works in official EDuke32, though.
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Old 10-05-2007, 12:42 PM   #115
supergoofy

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Re: Remade music to be included?
mirrors

EDuke32_OpenAL5.rar
http://rapidshare.com/files/60503973...enAL5.rar.html

EDuke32_OpenAL5_source.rar
http://rapidshare.com/files/60503974...ource.rar.html
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Old 10-05-2007, 12:42 PM   #116
Searinox

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Re: Remade music to be included?
In terms of stability I've not had ANY problems with it so far. Would it possible to slipstream the LibSampleRate dll into EDuke32 so it doesn't need to stay sepparate?
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Old 10-05-2007, 01:03 PM   #117
Hunter_rus

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Re: Remade music to be included?
Considering DLLs.
1. They can be placed to "C:\WINDOWS\system32\". Then they will be available from everywhere.

2. libsamplerate.dll. It could be linked to linked to EXE(static linking). But the sdk doesn't make static library by default. I think I can force to make it but it could be done for reason(for example, I am not allowed to link it statically).

3. Which DLLs are required? If you hear WAV,OGG,VOC, then you can be sure that you have the all DLLs you need. If you don't have DLL the EDuke32 may won't start at all or you get an error message. I hope "boiling out" won't appear during the initialization of OpenAL. BTW "boiling out" is pretty safe exit which prevent working when code or data are randomly corrupted by using uninitialized variables(OpenAL device variable).
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Old 10-05-2007, 02:17 PM   #118
Searinox

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Re: Remade music to be included?
DLLs required: OpenAL.dll LibSampleRate.dll Without them the game will not run.

Both can be placed in the game folder and it works flawlessly. I was wondering if they could be put into the Eduke32.exe instead.

Oh and Hunter, do you think you could tone down the verbosity on the EDuke console? It's reporting VOC-related activity five times a second.
Last edited by Searinox; 10-06-2007 at 07:50 AM.
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Old 10-07-2007, 04:39 AM   #119
Xavier

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Re: Remade music to be included?
Note that with OpenAL that unless you use my particular OpenAL32.dll you need wrap_oal.dll as well .

Not too hard to put them in the exe, as a matter of fact its been done here.
Last edited by Xavier; 10-07-2007 at 05:12 AM. Reason: Added Eduke Link
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Old 10-07-2007, 07:42 AM   #120
Searinox

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Re: Remade music to be included?
Quote:
Originally Posted by Xavier View Post
Note that with OpenAL that unless you use my particular OpenAL32.dll you need wrap_oal.dll as well .

Not too hard to put them in the exe, as a matter of fact its been done here.
...you'll have to teach me how you did that lol. Mapster32 is issuing out errors in the log for every OGG it finds but it seems to be handling everything well.
Last edited by Searinox; 10-07-2007 at 07:49 AM.
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