DoomDynMus - a dynamic music mod

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DoomThing445
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Re: DoomDynMus - a dynamic music mod

Post by DoomThing445 »

It seems the Doom Eternal music pack is broken, does anybody have a download of the pack they can link to?

Update: nevermind, I seem to have found a link in the post replies.
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Ferretmanjcdenton
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Re: DoomDynMus - a dynamic music mod

Post by Ferretmanjcdenton »

Linz wrote: Fri Sep 02, 2022 12:50 pm
Ferretmanjcdenton wrote: Fri Sep 02, 2022 12:15 pm For me the mod is completely broken :(

You know, it would be nice if you provided some detail as to why it is

Or what's the issue you're having

Or..anything
Few comments above ;)

I did .but nobody answered .
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BROS_ETT_311
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Re: DoomDynMus - a dynamic music mod

Post by BROS_ETT_311 »

Ferretmanjcdenton wrote: Thu Sep 08, 2022 6:37 am
Few comments above ;)

I did .but nobody answered .
Probably best to either reset to default settings on the source port or delete the user ini. I know it's inconvenient to have to set all your preferences back to where you'd like, but I'm sure that would at least fix the mod for you.
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Ferretmanjcdenton
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Re: DoomDynMus - a dynamic music mod

Post by Ferretmanjcdenton »

BROS_ETT_311 wrote: Fri Sep 09, 2022 1:16 am
Ferretmanjcdenton wrote: Thu Sep 08, 2022 6:37 am
Few comments above ;)

I did .but nobody answered .
Probably best to either reset to default settings on the source port or delete the user ini. I know it's inconvenient to have to set all your preferences back to where you'd like, but I'm sure that would at least fix the mod for you.
Yeah .I guessed so .f.. exactly what I wanted to prevent .but thanks nevertheless
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faslrn
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Re: DoomDynMus - a dynamic music mod

Post by faslrn »

Karl515 wrote: Thu Mar 10, 2022 1:00 pm
YukesVonFaust wrote:
cyber_cool wrote: Unfortunately, that does not tell me much. What music pack were you using? It may as well be a parser bug.
Nothing. even with The MMBN music pack, it still persists.
Have you tried deleting your .ini file? And make sure that you're using the latest gzdoom and the mod itself.
Looks like some of the packs have something weird going on. An example is the Doom Eternal OST:

Image

It looks like Windows is suggesting that the files are not compressed and therefore it is causing an issue when starting a game. Simply extracting it, creating a new ZIP file with the default settings and using that one works.

I recommend having any people that made packs to check if they open their ZIP file with 7ZIP is they see those blue icons and if so, repackage their music files and re-upload it.
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D3athStalker
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Re: DoomDynMus - a dynamic music mod

Post by D3athStalker »

Made a music pack of the first three Devil May Cry games, it includes 10 tracks from each game:

https://mega.nz/file/M8YHXAbS#YSBE8ILWS ... NwS7UC_Nhg
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openroadracer
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Re: DoomDynMus - a dynamic music mod

Post by openroadracer »

openroadracer wrote: Thu Sep 01, 2022 11:07 amHello, been using this with the Serious Sam: The First Encounter set, very enjoyable. I just have to ask if anyone would feel comfortable trying to make a pack out of the Split/Second soundtrack("Elite Race Theme" HERE).

The "first lap" version of each song could be used for "peaceful" times, "second lap" variation for "light combat", and "final lap" version for "heavy combat".
Just quoting to bump this request. I really feel like Split/Second has an amazing soundtrack that could fit well with this mod due to each song having multiple variations for levels of intensity.
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cyber_cool
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Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

To be completely fair, the system of music name lumps needs a complete rewrite. Just keeping 3 arrays of music files won't accommodate all the requested features.
I can't promise I'll rewrite it soon (or at all), since now I am busy with other mods. But if it'll happen, support for old lumps will remain, but new lumps will have a different name. I'll also try to update the thread post with all valid links in thread replies after the rewrite happens.
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openroadracer
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Re: DoomDynMus - a dynamic music mod

Post by openroadracer »

Thanks for letting me know this isn't totally abandoned, at least.
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cyber_cool
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Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

I have completely rewritten the mod. Description of the new format is written in the original thread post.
Some requested features will be added sooner or later, I think. Same goes for updating the thread post with working music packs.
Issues with VM aborts/freezes described in the thread or on GitHub issues section, as far as I am aware, don't appear right now, but I might be wrong.
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openroadracer
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Re: DoomDynMus - a dynamic music mod

Post by openroadracer »

  • high_action - attribute which describes an array of music tracks which play when a player is fighting a boss or a large amount of monsters (amount of monsters is configurable through cvars). A track is selected randomly from this array, and it doesn't depend on tracks attribute.
So it still won't be possible to group "high action" tracks to other music groups? Mildly disappointing.
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cyber_cool
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Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

openroadracer wrote: Tue Nov 15, 2022 12:46 pm
  • high_action - attribute which describes an array of music tracks which play when a player is fighting a boss or a large amount of monsters (amount of monsters is configurable through cvars). A track is selected randomly from this array, and it doesn't depend on tracks attribute.
So it still won't be possible to group "high action" tracks to other music groups? Mildly disappointing.
That's entirely possible now due to the format change. I'll implement that later.
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openroadracer
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Re: DoomDynMus - a dynamic music mod

Post by openroadracer »

cyber_cool wrote: Tue Nov 15, 2022 1:10 pm
openroadracer wrote: Tue Nov 15, 2022 12:46 pm
  • high_action - attribute which describes an array of music tracks which play when a player is fighting a boss or a large amount of monsters (amount of monsters is configurable through cvars). A track is selected randomly from this array, and it doesn't depend on tracks attribute.
So it still won't be possible to group "high action" tracks to other music groups? Mildly disappointing.
That's entirely possible now due to the format change. I'll implement that later.
Oh, really? That's excellent! My idea of using this with Split/Second music can be fully realized, then.

I look forward to anyone who thinks they can handle it stepping up. All this coding stuff mostly goes over my head, but it's still kind of interesting seeing how it all works.
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cyber_cool
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Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

openroadracer wrote: Tue Nov 15, 2022 1:40 pm Oh, really? That's excellent! My idea of using this with Split/Second music can be fully realized, then.

I look forward to anyone who thinks they can handle it stepping up. All this coding stuff mostly goes over my head, but it's still kind of interesting seeing how it all works.
The feature is added now, you can check the additional info in the original thread post.

Surely, any programming experience helps with understanding of how to make the most of the new "music chunk" format, but features are really basic.
Just keep in mind that most entries are optional: you can freely remove anything and/or place options in different order. That's why it's much easier to add features now (also error handling is a bit better).
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cyber_cool
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Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

Went through the whole thread, added more music packs, removed broken links. Hopefully didn't miss anything.
Also remade my Deus Ex music pack using the latest music chunk format - this included mixing ambient and conversation tracks from Deus Ex for "normal" track category.
Might be useful if you want to take a look at the new format.

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