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Re: DoomDynMus - a dynamic music mod

Posted: Sat Apr 29, 2023 9:10 pm
by shaodoomkahn
is there any tutorial for this ?

Re: DoomDynMus - a dynamic music mod

Posted: Sun Apr 30, 2023 8:12 am
by cyber_cool
shaodoomkahn wrote: Sat Apr 29, 2023 9:10 pm is there any tutorial for this ?
There was a video in this thread above:

There is also some technical information in the thread post under spoilers.

Re: DoomDynMus - a dynamic music mod

Posted: Sun Apr 30, 2023 11:39 am
by shaodoomkahn
thanks.
but i try to put this mod along with a modpack in gzdoom but it's did't work

Re: DoomDynMus - a dynamic music mod

Posted: Sun Apr 30, 2023 12:30 pm
by cyber_cool
shaodoomkahn wrote: Sun Apr 30, 2023 11:39 am thanks.
but i try to put this mod along with a modpack in gzdoom but it's did't work
Provide a list of mods and a more thorough explanation of "it doesn't work". Then I might be able to reproduce and fix it.

Re: DoomDynMus - a dynamic music mod

Posted: Mon May 01, 2023 9:12 am
by Eggs
I've decided to make a music pack of the Alien vs Predator 2010 Game
I've only done a quick once over to make sure it functions without blowing up but its around 11pm and so i'm not confident this is completely functional but it works well enough for now
[link removed due to not work]

Re: DoomDynMus - a dynamic music mod

Posted: Mon May 01, 2023 9:30 am
by shaodoomkahn
cyber_cool wrote: Sun Apr 30, 2023 12:30 pm
shaodoomkahn wrote: Sun Apr 30, 2023 11:39 am thanks.
but i try to put this mod along with a modpack in gzdoom but it's did't work
Provide a list of mods and a more thorough explanation of "it doesn't work". Then I might be able to reproduce and fix it.
hotline miami one

Re: DoomDynMus - a dynamic music mod

Posted: Mon May 01, 2023 4:08 pm
by Dr_Cosmobyte
I don't know who was the comrade who made the Disruptor pack, but unfortunately it won't work on my LZDoom. Not only that, it didn't had all songs. So i decided to do my version of it, with the tracks converted to mp3 rather than ogg, all tracks, and using the same template as the Mortal Kombat pack made by Death_Ripper.

Click here to download =)

Re: DoomDynMus - a dynamic music mod

Posted: Mon May 01, 2023 4:48 pm
by cyber_cool
shaodoomkahn wrote: Mon May 01, 2023 9:30 am hotline miami one
Seems to be working fine for me, aside from the bug (music not playing after loading, until you hit the random track keybind) you mentioned before.
But it appears I managed to fix this bug.
Dr_Cosmobyte wrote: Mon May 01, 2023 4:08 pm I don't know who was the comrade who made the Disruptor pack, but unfortunately it won't work on my LZDoom. Not only that, it didn't had all songs. So i decided to do my version of it, with the tracks converted to mp3 rather than ogg, all tracks, and using the same template as the Mortal Kombat pack made by Death_Ripper.
Works fine for me, maybe it was related to the same bug I fixed.
The Disruptor packs contains the same tracks, but it seems that not all of them are added into DMUSCHNK.
(Also, why do you need SilentTrack.ogg when I added this as a feature about a week ago?)

Also, keep in mind that I only target the latest GZDoom version and don't test the mod on LZDoom.

Re: DoomDynMus - a dynamic music mod

Posted: Mon May 01, 2023 4:51 pm
by Dr_Cosmobyte
I added the SilentTrack.ogg for the death cue.

Well, if anything, you can label my version as LZDoom compatible.

Re: DoomDynMus - a dynamic music mod

Posted: Mon May 01, 2023 4:58 pm
by cyber_cool
Eggs wrote: Mon May 01, 2023 9:12 am I've decided to make a music pack of the Alien vs Predator 2010 Game
I've only done a quick once over to make sure it functions without blowing up but its around 11pm and so i'm not confident this is completely functional but it works well enough for now
https://drive.google.com/file/d/1H-ozlh ... sp=sharing
The pack itself may be correct, but when I download it, the archive seems to be corrupted (I can only view files through 7-zip, not extract them; gzdoom doesn't recognize it).
Dr_Cosmobyte wrote: Mon May 01, 2023 4:51 pm I added the SilentTrack.ogg for the death cue.
I can see that. The thing is, it will be announced in the console messages ("Now playing: *SilentTrack*"), unlike just using "silent" as the track name.
You also don't have to wrap single tracks into square brackets, since it's not an array.

Re: DoomDynMus - a dynamic music mod

Posted: Mon May 01, 2023 11:53 pm
by Eggs
https://www.mediafire.com/file/zjd9iyea ... 0.zip/file
Okay, Hopefully it works this time! Apparently google drive wont be working for me anymore.

Re: DoomDynMus - a dynamic music mod

Posted: Tue May 02, 2023 4:20 pm
by shaodoomkahn
cyber_cool wrote: Mon May 01, 2023 4:48 pm
shaodoomkahn wrote: Mon May 01, 2023 9:30 am hotline miami one
Seems to be working fine for me, aside from the bug (music not playing after loading, until you hit the random track keybind) you mentioned before.
But it appears I managed to fix this bug.




not wait i found out that's i did't add the code in pk3

Re: DoomDynMus - a dynamic music mod

Posted: Tue May 02, 2023 8:06 pm
by antpostal
I have an idea for more music. The tekken series has good music. Or the darkness game. Lastly could see bayonetta ost here too. Only bc I was thinking of the monster pack mod. Angelic aviary.

Re: DoomDynMus - a dynamic music mod

Posted: Wed May 03, 2023 6:13 pm
by Death_Ripper666
I've updated most of my music pack that has no death track playing and replace it with "silent track" instead. I doubled checked all the coding on Disruptor music pack and see if i made a mistake somewhere and tested it. It works fine for me.

Edit: Gonna get start it with Gungrave (PS2 Original) music pack!

Re: DoomDynMus - a dynamic music mod

Posted: Sun May 14, 2023 4:04 pm
by Skrell
Is anyone else experiencing crashes when playing regular DOOM II maps with the Dusk music pack in the first post? gzdoom version 4.10 x64 ?