MOD Music

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MOD Music

Post by Anonymous »

I heard you can play MOD music in ZDOOM. How can I get my MOD music into my WADs?
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Biff
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Post by Biff »

Insert the music with a tool like DeePsea, XWE or Wintex. Name the inserted music data according to map number, for example d_runnin for doom2 map01 music. Or use any name and specify that music name in a MAPINFO lump.
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Xaser
 
 
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Post by Xaser »

IIRC, Wintex would bitch at you if you tried to insert MOD music in there, and it wouldn't work. DeePsea and XWE work fine, though.
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Biff
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Post by Biff »

Wintex will do it just fine, if you trick it. Make a new entry by name "colormap". Then browse to your .mod file and import it. Then, rename "colormap" to a standard doom/doom2 name, or give it a unique name and reference it in mapinfo.

Wintex expects to see a "mus" format and gives an error if the format is not mus. If you instead import something like colormap, which is recognized as "data", Wintex accepts anything.
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Graf Zahl
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Post by Graf Zahl »

Wintex sucks... :(
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Post by Hirogen2 »

The trick I use (in Wintex) is to Generate a new empty lump (Guru/new lump) and then load that lump with the MOD file. Since Wintex is a bit "buggy" in this case, you will have two lumps of the same name, one with the MOD and one of size 0.
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Post by HotWax »

DeuTex adds mp3/mod/xm/whatever files as lumps (put them in the lumps folder, add "mymusic" to the "[lumps]" section in wadinfo.txt) without any kind of complaint, even if the filename matches one of the standard song names.
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Post by Graf Zahl »

Deutex will put almost anything in the WAD without complaining - except Hexen-style levels (which makes it practically useless for ZDoom development) :(
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Post by HotWax »

Graf Zahl wrote:Deutex will put almost anything in the WAD without complaining - except Hexen-style levels (which makes it practically useless for ZDoom development) :(
Yes, probably it's biggest shortcoming is that it can't add extra lumps into a map definition. The BEHAVIOR lump invariably gets stripped when extrating Hexen-style maps and overwritten when merging two or more such maps. A real bummer.
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Post by Anonymous »

I've managed to get an xm file into my wad using wintex, I renamed it to D_RUNNIN but when I load my level which is map01 no music plays. Is there something I've missed?
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Chilvence
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Post by Chilvence »

deutex would be the king if it just harvested every single file in all subdirectories, without relying on "wadinfo.txt"
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Post by Ty Halderman »

You can use Patcher (Jim Flynn's program) to assemble nearly anything. I use it in Daedalus because of the complexity of the project and the desire to be able to do it all from the command line/batch file. Some resource files in the project are auto-generated at build time, for instance, so it's not a fixed, repeatable list of resources.

Patcher also allows me to carve up a graphic into multiple resources, and (prior to TX) I could reference files easily for use as flats or textures. You do have to tweak the ini file for it to understand new things, but even the definition of a map resource can be arbitrarily altered, as we had to do when moving to Hexen/ZDoom maps.

I think it can read a Deutex file as-is; certainly the format is based on that.

ftp://3darchives.in-span.net/pub/idgame ... atcher.txt
ftp://3darchives.in-span.net/pub/idgame ... atcher.zip
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Post by Xaser »

jsa500 wrote:I've managed to get an xm file into my wad using wintex, I renamed it to D_RUNNIN but when I load my level which is map01 no music plays. Is there something I've missed?
Are you sure you have the newest version? Some versions wouldn't allow playing of MOD music, but the newest one (52.cab) works fine.
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Post by Biff »

jsa500 wrote:I've managed to get an xm file into my wad using wintex, I renamed it to D_RUNNIN but when I load my level which is map01 no music plays. Is there something I've missed?
Maybe - go into options, sound options, and check the music volume sliders. There are two adjustments, one for midi and one for other music formats.
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Post by HotWax »

Chilvence wrote:deutex would be the king if it just harvested every single file in all subdirectories, without relying on "wadinfo.txt"
I can think of at least one reason why the WADINFO.TXT file is needed: To specify offsets when importing new graphics.
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