Search found 447 matches
- Sun Jun 01, 2025 9:01 am
- Forum: Audio/Music Bugs
- Topic: Hexen Timidity++ Issue
- Replies: 11
- Views: 679
Re: Hexen Timidity++ Issue
So, I've now been through a load of different GZDoom versions from 4.0.0 onwards, and I have found that the issue wasn't present for versions 4.0.0 up to and including 4.7.1. But from 4.8.0 and onwards, it is present. Does this help? I noticed that libmpg123-0.dll was removed for 4.8.0 onwards, but ...
- Wed May 14, 2025 11:42 am
- Forum: Audio/Music Bugs
- Topic: Hexen Timidity++ Issue
- Replies: 11
- Views: 679
Re: Hexen Timidity++ Issue
The soundfont is in the default location, and this was with a clean INI file, so pointing to the gzdoom.sf2 soundfont. It literally only happens with Hexen and Timidity++. Other games work fine with Timidity++. I'll set up a completely new, clean instance of GZDoom and drop the Hexen IWAD alongside ...
- Wed May 14, 2025 10:46 am
- Forum: Audio/Music Bugs
- Topic: Hexen Timidity++ Issue
- Replies: 11
- Views: 679
Re: Hexen Timidity++ Issue
Okay then, so to prove that this is not a config issue, I've deleted my Hexen ini file so that the game recreates a new, clean one. The only change I've made was to add the additional IWAD folder for where I keep my Hexen IWAD. I then boot it up, change the MIDI device to Timidity++, quit and reload ...
- Tue May 13, 2025 11:28 am
- Forum: Audio/Music Bugs
- Topic: Hexen Timidity++ Issue
- Replies: 11
- Views: 679
Re: Hexen Timidity++ Issue
Here's the ini file that I'm using for Hexen (I choose to have separate ones for Doom, Heretic, Hexen, Strife, etc. and call the relevant one via batch files to launch).
- Mon May 12, 2025 3:46 pm
- Forum: Audio/Music Bugs
- Topic: Hexen Timidity++ Issue
- Replies: 11
- Views: 679
Re: Hexen Timidity++ Issue
Just tried it with GZdoom 4.14.2 and it's the same.
- Mon May 05, 2025 12:43 pm
- Forum: Audio/Music Bugs
- Topic: Hexen Timidity++ Issue
- Replies: 11
- Views: 679
Hexen Timidity++ Issue
I noticed today that whenever I start GZDoom for Hexen (or a Hexen mod), the console gives an error with Timidity++ as follows: S_Init: Setting up sound. I_InitSound: Initializing OpenAL Opened device OpenAL Soft on Speakers (2- USB Audio Device) EFX enabled Unable to create Timidity++ MIDI device ...
- Thu Oct 31, 2024 6:22 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.13.1 Released
- Replies: 13
- Views: 5629
Re: GZDoom 4.13.1 Released
I just downloaded the 4-13-1b and noticed that libsndfile-1.dll is now named sndfile.dll. Does this matter at all?
- Thu Aug 08, 2024 4:30 pm
- Forum: General
- Topic: Is there a a ROM hack for GBA doom that makes blood red?
- Replies: 1
- Views: 739
Re: Is there a a ROM hack for GBA doom that makes blood red?
A quick Google search turned up a few results for a ROM hack by SVKaiser that changes the blood from green to red.
https://www.romhacking.net/hacks/474/
https://www.retrostic.com/romhacks/gba- ... ring-patch
https://gbatemp.net/download/red-blood-for-doom.26795/
https://www.romhacking.net/hacks/474/
https://www.retrostic.com/romhacks/gba- ... ring-patch
https://gbatemp.net/download/red-blood-for-doom.26795/
- Sat Apr 09, 2022 9:12 am
- Forum: TCs, Full Games, and Other Projects
- Topic: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)
- Replies: 9
- Views: 5708
Re: HACX Twitch 'N' Kill v1.2 Improved Edition (2021)
Just found out about this yesterday and gave it try a moment ago. I found that the "ZDoom_Actors_Transparency_Removal+Actors_Blood_Color_Fix+Bullet_Hole_Decal_For_Fist.pk3" file would cause an issue, however, in that in the first map, once you get in through the main doors and up the elevator, one ...
- Tue Dec 28, 2021 8:36 am
- Forum: Technical Issues
- Topic: SHT2EO patch in game_widescreen_gfx.pk3 takes precedence
- Replies: 5
- Views: 2061
SHT2EO patch in game_widescreen_gfx.pk3 takes precedence
For some years now, I have been maintaining a version of Pirate Doom by applying various fixes to make it compatible with the latest GZDoom version. The mod can be found here, as a sub-mod of the original Pirate Doom (for which I take no credit). https://www.moddb.com/mods/pirate-doom/downloads ...
- Sun Aug 22, 2021 11:48 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Wolfenstein: Shadows of Destiny TC - NOW ON IDGAMES v1.2 - NEW UPDATE
- Replies: 85
- Views: 36971
Re: Wolfenstein: Shadows of Destiny TC - NOW ON IDGAMES v1.2
I just tried it with GZDoom 4.6.1 and the text intro comes up fine, then pressing spacebar at any point during, or after the text has finished, it begins the first level. No error messages are given or anything like that, so I'm not seeing any issue. :S
- Sun May 23, 2021 6:05 am
- Forum: Gameplay Mods
- Topic: Beautiful Doom 7.1.6 (June 2nd, 2021)
- Replies: 524
- Views: 246397
Re: Beautiful Doom 7.1.0 (April 28th, 2021)
Can't say I really understand this, but I managed to get it to load up in GZDoom 4.6.0 by changing line 43 of the bd_menu.zc file to override bool isGrayed() by using Slade to navigate to the file and line given by the error message. There is a later line (line 83) that has another virtual bool ...
- Sun May 23, 2021 5:49 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.6.0 released
- Replies: 56
- Views: 54391
Re: GZDoom 4.6.0 released
The sprite shadows are pretty cool. However, I am wondering if there could be an option where they don't display for invisible/partially invisible enemies. Seeing Spectres with shadows seems a little off. Other than that, they work fantastic. Tried them with Doom, Heretic, Hexen, The Adventures of ...
- Sun Apr 11, 2021 6:43 am
- Forum: General
- Topic: How to make Build games work with Raze
- Replies: 90
- Views: 61396
Re: How to make Build games work with Raze
This tool was really helpful: https://github.com/hansschmucker/CueToOgg It depends on what you need. A lot of the data in WT is redundant or a matter of taste. What you can safely delete is the music replacements for the original songs, they are far and away the largest piece of data an Raze has a ...
- Sun Apr 11, 2021 3:48 am
- Forum: General
- Topic: How to make Build games work with Raze
- Replies: 90
- Views: 61396
Re: How to make Build games work with Raze
So, I've been playing with this setup and am wondering a few more things. 1) I have the GOG version of Redneck Rampage (with Route 66 and Rides Again), but it seems that the music is stored within CD tracks that the GOG version has a CD Image for (a .gog and .inst file, which DOSBox reads via -t iso ...