Re: DoomDynMus - a dynamic music mod
Posted: Mon May 15, 2023 7:57 am
To continue the Doom experience, play the Shores of Hell and its amazing sequel, Inferno!
https://forum.zdoom.org/
https://drive.google.com/file/d/1S5m0uT ... sp=sharing
Skrell wrote: ↑Mon May 15, 2023 1:42 pmhttps://drive.google.com/file/d/1S5m0uT ... sp=sharing
I checked and 4.10 crashes the same way. I'll try to get you an updated logcyber_cool wrote: ↑Wed May 17, 2023 11:50 amUh, sorry, I see that this is version 4.11pr. This version is kinda unstable for me even with other mods, so I didn't test this mod with it. Can't promise I will be fixing bugs for this version until it gets released.
So I think I found the error and it had something to do with another MOD. Hence I THINK I'm good for now. One thing that I do wish I could change in your MOD is the amount of time spent on the "aggressive" track after an enemy encounter. It seems to go back to ambient too quickly. And yes I played with the options you proved in the in-game menu but it was still too short. I'd like a solid 30 seconds of the heavy music before slowly fading back to ambient if possible.Skrell wrote: ↑Wed May 17, 2023 12:11 pmI checked and 4.10 crashes the same way. I'll try to get you an updated logcyber_cool wrote: ↑Wed May 17, 2023 11:50 amUh, sorry, I see that this is version 4.11pr. This version is kinda unstable for me even with other mods, so I didn't test this mod with it. Can't promise I will be fixing bugs for this version until it gets released.
There is a CVar written above the option in the menu (dmus_combat_cooldown), you can change that manually through console if you want.Skrell wrote: ↑Wed May 17, 2023 7:08 pmSo I think I found the error and it had something to do with another MOD. Hence I THINK I'm good for now. One thing that I do wish I could change in your MOD is the amount of time spent on the "aggressive" track after an enemy encounter. It seems to go back to ambient too quickly. And yes I played with the options you proved in the in-game menu but it was still too short. I'd like a solid 30 seconds of the heavy music before slowly fading back to ambient if possible.Skrell wrote: ↑Wed May 17, 2023 12:11 pmI checked and 4.10 crashes the same way. I'll try to get you an updated logcyber_cool wrote: ↑Wed May 17, 2023 11:50 am
Uh, sorry, I see that this is version 4.11pr. This version is kinda unstable for me even with other mods, so I didn't test this mod with it. Can't promise I will be fixing bugs for this version until it gets released.
I'm sorry I'm confused, are you saying you're going to update the mod's menu to support 35seconds via the GUI?cyber_cool wrote: ↑Fri May 19, 2023 7:07 amThere is a CVar written above the option in the menu (dmus_combat_cooldown), you can change that manually through console if you want.Skrell wrote: ↑Wed May 17, 2023 7:08 pmSo I think I found the error and it had something to do with another MOD. Hence I THINK I'm good for now. One thing that I do wish I could change in your MOD is the amount of time spent on the "aggressive" track after an enemy encounter. It seems to go back to ambient too quickly. And yes I played with the options you proved in the in-game menu but it was still too short. I'd like a solid 30 seconds of the heavy music before slowly fading back to ambient if possible.
Still, expanded the menu option's limit up to 35 seconds.
NMH?The Jangler wrote: ↑Tue May 23, 2023 9:22 pm wip homestuck pack for actual babies. after i inevitably abandon this i might make a NMH 1-3 pack because NMH has a banging soundtrack
https://www.mediafire.com/file/i4fxzr077b4nshw
I think he's talking about No More Heroes series. It's a good game with cool soundtrack. Working on Soldier Of Fortune 1 & 2 and Gungrave GORE.Skrell wrote: ↑Thu May 25, 2023 10:31 amNMH?The Jangler wrote: ↑Tue May 23, 2023 9:22 pm wip homestuck pack for actual babies. after i inevitably abandon this i might make a NMH 1-3 pack because NMH has a banging soundtrack
https://www.mediafire.com/file/i4fxzr077b4nshw