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Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Sun Jun 26, 2011 7:49 pm
by Jimmy
It should become available if I define a character called STCFN178. It'll probably look a bit weird, though, because it can't get much smaller. :?

EDIT: Rewrote the first post.

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Sun Jun 26, 2011 9:26 pm
by Vertigo
This is awesome, I'm really digging it. Thanks for putting this together :)

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Mon Jun 27, 2011 4:14 am
by Average
I love this! It's really good fun and it's nice to mix it up a little. I have come across something though. I don't know if it's a bug or a limitation but if the player dies on a map and you start again the song resets to the original and the playlist disappears. I've been playing a lot of single MAP01 replacements for Doom II recently and when I die it always goes back to IDMUS01 (ie/ d_runnin).

Apart from that this is brilliant! Years ago I used something similar for Skulltag and really missed it in ZDoom. Thanks a lot!

PS: If you decide to expand this in the future I'd like to suggest the PSX/Doom64 soundtracks... :)

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Mon Jun 27, 2011 4:23 am
by Gez
Average wrote:PS: If you decide to expand this in the future I'd like to suggest the PSX/Doom64 soundtracks... :)


They're not MIDI.

Also ambient tracks not really "jukebox" material... Randomly mixing and matching them with melodic tracks would be strange.


Little bug in MAP00: hit the "F1" switch, then the "generate" switch. The help message is not removed. Hitting the F1 switch again has no effect. (Until you hit the "generate" switch again, that is.)

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Mon Jun 27, 2011 5:01 am
by Jimmy
Average wrote:I don't know if it's a bug or a limitation but if the player dies on a map and you start again the song resets to the original and the playlist disappears. I've been playing a lot of single MAP01 replacements for Doom II recently and when I die it always goes back to IDMUS01 (ie/ d_runnin).
Ah. This might happen if you don't use autosaves. I don't think there's anything I can do about that. :? Just make sure to save often, I guess. :P

Gez wrote:Little bug in MAP00: hit the "F1" switch, then the "generate" switch. The help message is not removed. Hitting the F1 switch again has no effect. (Until you hit the "generate" switch again, that is.)
Huh. Bizarre. That will be fixed. :)

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Mon Jun 27, 2011 6:31 am
by NeuralStunner
I love this. Lee Jackson in DooM = Fantastic.

Hmm. Blood has a MIDI soundtrack... TAHT WUD B TEH BESTES EVAR!!!1

:P

Shadowcaster does as well, though those seem rather simplistic comapred to the others you've included.

Also, does TNT not have its own soundtrack? And do you plan on adding Strife?

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Mon Jun 27, 2011 6:44 am
by Jimmy
NeuralStunner wrote:Also, does TNT not have its own soundtrack?
It does - it's to the right of Doom 2. :P

Not sure about Strife, since there's only a few tracks in there I truly like, the rest of them seem a bit dull, to be honest. Though v8 might just include the Strife soundtrack for completion's sake. :P

I don't have the Shadowcaster MIDIs - I'll check 'em out, though. :)

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Mon Jun 27, 2011 7:01 am
by NeuralStunner
Jimmy wrote:
NeuralStunner wrote:Also, does TNT not have its own soundtrack?
It does - it's to the right of Doom 2. :P
Somehow I missed that. Thanks. ;)

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Mon Jun 27, 2011 8:04 am
by Gez
I had thought about using a Shadowcaster track for a Heretic map; but none of them really fit in an action-packed game. Shadowcaster used a dynamic music system -- rather primitive compared to iMuse, but the idea was there -- so that in addition to the normal "explore" music for each level, you had also a "combat" tune, a "desperate combat" tune (triggered by getting low on hit points and having remained in combat for a while; the threshold was a bit too low so generally you'd die before it kicked in) and a victory tune (for once combat ceases because you've killed all hostiles surrounding you).

Since music is static in Doom, the soundtrack for a level should fit all situations -- both peaceful exploration and intense action. Which is probably why Shadowcaster's song seem simplistic in comparison. They are a lot less generic. The non-combat tunes are too slow, the combat tunes are too short and frantic. They don't fit well at all. IMO.

I could say the same thing for some of my favorite MIDI soundtracks -- from the Ultima or Elder Scrolls series. They're lovely, but they don't work for a Doom level.
Spoiler:

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Wed Jun 29, 2011 11:57 am
by Blue Shadow
I see from the megawads list that Plutonia 2 tracks aren't included, will you add them in a newer version?

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Wed Jun 29, 2011 12:24 pm
by Gez
Many Plutonia 2 songs are there; but they're part of the artist listing rather than as a megawad. (That also means that only the Jimmy and 42 P2 songs are there; not the ones from the other composers.)

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Wed Jun 29, 2011 1:16 pm
by Jimmy
Yeah, the Plutonia 2 soundtrack was written by me, Forty-Two, The Green Herring, Paul Corfiatis and Jamie Robertson (and the intermission track came from Julian Aubourg). The first four of those are obviously still around and writing MIDIs, but Jamie Robertson submitted his songs to Plutonia 2 way back in 2000/2001, and they are his only work I know of. I don't know if it's worth including a collection of only a few tracks by one artist which only featured in one project. :?

Although, I might separate Paul Corfiatis and The Green Herring into their own collections, and add all the rest of their work from various projects as well.

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Wed Jun 29, 2011 1:33 pm
by Gez
Jimmy wrote:Jamie Robertson submitted his songs to Plutonia 2 way back in 2000/2001, and they are his only work I know of.

The Doom wiki says he also contributed tracks to the Doom Millennium project (also known as "Mordethier than Mordeth 2: The Vaporware Saga"), but I don't know if these are available anywhere. Probably rotting on the harddrive of somebody who lost interest in Doom mapping several years ago.

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Thu Jun 30, 2011 6:56 am
by Average
Sorry to point out another thing (that's probably my fault!) but I sometimes get this while either firing a weapon or scrolling through weapons. I play with Keyboard only and it doesn't seem to matter as to what keys are to bound to which action...

Image

Basically, the messages state keeps changing. It only does this sometimes so I haven't been able to isolate a problem on my end. I'm happy to give any other info you need though I do think this is probably my error as nobody else seems to ahve mentioned this... :)

Re: [Fun] Jimmy's Jukebox -- v7! :D

PostPosted: Thu Jun 30, 2011 7:07 am
by Gez
Go in "Customize Controls" and unbind some of the Jukebox stuff at the bottom...