Wellas i said in the No Rest for the Living Thread i was working in a UMAPINFO to play the Master Levels with the New Music in PrBoom+, so far the process to Install it is very frustrating so i better make a video explaining all the process
I could return the title to the top, but I would have to shrink the title a bit and move it to the left; the most iconic part of Master levels is the specific screaming face on the right and it has to be completely exposed.
Have I mentioned that "Wank City" is one of my favorite titles for a track ever? Kudos to Peter for attempting to polish a turd! If I ever get motivated enough to do so, I'll compile the files properly with the midi set and get ready for old-school nineties-style pain.
And this is the one from the Xbox Resurrection of Evil version that got mentioned earlier in the thread. It's a 256x256 image, so I suppose the game stretches it to fit in inside that menu box. Once you load the game, it uses the normal Doom 2 titlepic inside the iwad, so these are used just for that "game selection" menu.
Great project. Could I just suggest adding a text file in which you specify which track is meant for which level? Folks that play each level as an individual WAD, myself included, would really appreciate it.
As Jimmy indicated earlier on, this isn't necessarily what you would expect, especially not after listening to contents from other projects such as the recently completed Doom 2 soundtrack replacement.
I happened to listen to d_evil first and well... I was wondering if my soundfont wasn't properly configured or something. Then I checked out some other tracks - which were better, but in the end they confirmed my initial impressions.
Don't get me wrong, I appreciate the effort that was put into this and I am sure many out there will still prefer this over listening to d_runnin over and over again, but it's just not my cup of tea. The general mood of these tracks is kinda goofy or funky at times, but I am missing dark or even mysterious tunes, more like what they did for Plutonia 2. It's not exactly a "Prince-ish" soundtrack, but I guess that wasn't the point, which is fine. Personally I hope another project will aim for a different style since I can't cope with this one. Again, no offense, just stating my opinion here.
I've tried putting the music in the interface, i tried putting it into the wads themselves, i tried renaming it to the correct doom2 lumps AND tried changing mapinfo to the new names to no avail. nothing works.
Fantastic work, fellas. Really glad I can finally enjoy this in PrbBoom+ in all of its glory (the map name thingy was driving me nuts). As for the tracks themselves: Peter delivers once again, no surprises here (also catnip forest is dope, nj teenager Bloo). I know the response has been a bit divisive and I can see where people are coming from, but from where I'm standing these are all just really fun tracks and an excellent celebration of the Master Level's... "quirky" legacy, let's put it like that. Love "Are We Really Doing This" in particular (the tracks' names tho).
Edit: for those who wanna skip editing the files manually in Slade (which is everyone I assume), this works perfectly with the PSN patch Diabolucin shared earlier. Also works with Devalaous's lovely upgrade pack. Parameter should look something like this (-pistolstart is optional obviously):
Well I'm not sure if I understood correctly, but I managed to incorporate your music into the master.wad without replacing the original doom2 music (for those that have master levels as an episode). Just open both the file and master.wad with slade and copy everything from the file to the main wad.
I gave this a try, as I run both No Rest for the Living and Master Levels as episodes on my copy of Doom II. Works just fine on the levels as they're meant to but the intermission theme bleeds into the intermission screens of Doom II and NRFTL. I'm not familiar with typing out MAPINFO to counter this, but if there's a single line of code or something I could type in to fix it, please let me know.
I have followed JPL's instructions to create the most complete version of the Master Levels, but when I play it, some maps still use vanilla music. At first, I assumed it was because of the inclusion of the rejected maps, but then it turned out that some official maps do not have an original track.
Added sky textures, orange sky from Ultimate Doom Episode 4, and night sky from Master Levels. Should fit most maps in Crispy Doom although I'd prefer COMBINE and MANOR to use the episode 2 night sky.
I noticed that no one had really bothered to make a demo compatible version of the Master Levels with the updated soundtrack that would support the individual Master Level PWADs to be loaded alongside an individual counterpart PWAD that would include the necessary music, official CWILV## graphic, TITLEPIC, INTERPIC and automap name.
This package solves all of these problems and more, while also being 100% vanilla compatible (as in, DOSBox compatible), thus also running on every source port under the sun, without having to compile the individual PWADs into a single WAD.
And yes, you can still record and playback demos safely using the provided WADs in this package :)
8) Optional Master Levels menus I made out of Windows Batch files for DSDA-Doom, PrBoom+, Chocolate Doom,
Crispy Doom, ZDoom and GZDoom. All these menus have been play-tested and were created to save most
players the hassle of having to set everything up first. [Refer to "03_README.TXT" for more information.]
For a while now I've been trying to find a tutorial on how to set up the master levels + midi pack to work for a modern source port (My preferred choice being zdoom) I can't seem to find a tutorial that works for me. can someone show me how to set this up properly.
Ok thanks this works. though i wonder how do I use the level select cheat. I wanna try pistol starting the maps but idclev 02 etc only take me to the corresponding doom 2 level. (I'm running this with zdoom through the doom launcher application in case thats important.)
So I'm making music for DOOM levels using General Midi, and I'm using an M-Audio Axiom 49 to perform takes. My goal is to play all of the notes at maximum velocity, and then tastefully reduce them later. The problem I'm having is that the only way to get the maximum velocity on my midi keyboard is to slam my fingers on the midi controller, resulting in poor performance and the risk of breaking something, but when playing comfortably the notes in Piano Roll are in the blue, green, and yellow areas which is much too quiet and inconsistent for what I'm trying to achieve. I know that I could just increase the velocity after the performance, but it would be so much more convenient to perform a take via midi controller and get immediate results (only red notes in piano roll). Another solution would be to just draw the notes in, but that defeats the purpose of a midi controller. Some may think, "Isn't dynamic velocity a GOOD thing?" Well, in this case no, because it's annoyingly quiet and inconsistent.
or the Track Parameter Box (which is found below the Region Param Box by clicking on the small disclosure triangle) for everything you record on that track to increase to max velocity... as per this screenshot. Just scroll the value up to +99
The velocity parameter is just an offset, so "99" will be added to all incoming velocities. If the incoming velocities are not fixed (which they won't be in this case), the result won't be constant "full velocity" notes.
To do it right, you must do it in the MIDI Thru settings (seen at the top of the inspector when no region is selected...like in your pic, Nigel) by setting the Dynamics parameter to "Fixed" and then offsetting to the max with the velocity parameter. When you record, this settings will pass to the region, but will be applied real time on playback, like an effect, non-destructively (you'll see the notes in the piano roll won't be all red). To make the settings permanent on the recorded notes, you need to normalize the region parameters (MIDI > Region parameters > Normalize Region Parameters).
However, In the TBP.. I've always thought that the +/- 99 referred to the percentage of added Vel.. and not to actual Vel values and offset (if that makes sense?) Going to have to play with that later and check it out... as it's been a while since I used the TPB to modify Vel...
I have never quite worked that one out along with... what is the default value used for the Fixed Vel (to which you can add +/- 99 in the RPB. Is it 64.. or is it a value that is based on the average Vel in that region for example?
I'm trying to get my head around the purpose of what seems to be semi arbitrary numbers used... in those fields.. The 96 one is particular weird to me as a choice/limit given the actual range used......0-127
WadSmoosh merges your provided Ultimate Doom, Doom 2, Master Levels, No Rest for the Living, Final Doom, Sigil, and Sigil II data into a single IWAD file that can be played in GZDoom, with each game as its own entry in the episode list. This makes it very convenient to play all of classic Doom's official releases, and user created mods (WADs) for both Doom 1 and Doom 2, without relaunching the game with different settings. You should only need to run WadSmoosh once; then you'll have the PK3 file that can be used with GZDoom indefinitely.
WadSmoosh will create a new file called doom_complete.pk3 with all the game content in it. You can run this in GZDoom with -iwad doom_complete.pk3 at the command line, or selecting it from GZDoom's IWAD pre-launch choosing dialog window.
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