Funny, someone else had the same problem with fluidsynth not working. The DLL included works fine for me on both old and new versions of GZDoom but the 64-bit DLL for it never did. Strange, I'll look into this. Thanks.
If your music isn't working, you may be using a 64 bit version of GZDoom and the libfluidsynth.dll won't work. You will need to download and use the 64-bit version located at the link below, and get rid of the DLL included with the mod.
Any reason why it needs to use FluidSynth? Why isn't it compatible with the GZDoom built in OPL emulation or the MS Wave Table? Is it just to get the best instrument sounds or does it play completely incorrectly if not using FluidSynth?
The MIDI files rely on a soundfont file (SF2) containing all the instrument sounds for the MIDIs. The only way to make the music sound right is to use a synthesizer such as FluidSynth or TiMidity. I tried timidity before release and it actually butchered the MIDIs, so FluidSynth it is.
However I am adding an OGG pack if you prefer to use those, but the quality will not be as good.
Just played and it won't actually attempt to play the MIDI files without FluidSynth, so it isn't just a case of having the incorrect instruments if using FMOD EX or MS Wave Table. This said, it does sound good when set up with FluidSynth.
Oh, I think I found a bug. On map 3 (Main Engineering), after getting the yellow key and going through the yellow key door there is a door directly opposite that you trigger with one of the buttons in the room. If you go in there and the door closes behind you, you can't get out and are trapped.
I used 3D floors with restricted light, and scripted the door opening action to run a script to raise the floor of the 3D floor so that the light raises with it.
Is this an IWAD (so not needing either the Doom 1 or Doom 2 wad files) or a PWAD (and so needing one or the other)? And if it is a PWAD then which IWAD does it need?
Many thanks. I thought it might be a PWAD when the documentation specified the -file parameter for the batch file, but with no -iwad parameter present it wasn't very clear.
This is great, thanks for making this. I haven't played through the whole thing yet, but the first few levels make me happy. Particularly that the wall hiding the two shotgun guys at the end of the first level finally has aligned textures. That bothered me to no end for some reason in other ports of Doom 64.
However, I have noticed a couple of things that are not 100% accurate.
1: In Hectic, the green armor is actually obtainable if you approach from the side that the Arachnotron door is on on the N64 version.
2: In the 3rd level, the backpack should not spawn at the start. I believe it spawns when you leave the room with the Lost Soul/Cacodemon ambush, with the key. I wanna say it's the yellow key, but I may be mistaken.
Sorry if these are a bit nitpicky, as you've done a bang up job recreating this part of my childhood otherwise. :) Thanks again for making this.
1: It actually still is obtainable but you can't just run straight in. The other three sides kill you without question, but the side with the green monitor texture does allow you to grab it. I just checked the original and it is indeed fully grabbable from that side. For some reason I was always under the impression you have to move into it slowly. I will change this for 1.1
2: If it's meant to spawn in later I might have missed it. These are some things that are easy to miss during the stages of making the map playable. I will check this out in the original and make it spawn at the right time.
I am not completely sure if it works in Zandronum. I have heard it does, but I don't use Zandronum nor have I tested with it. What errors does it say in the startup log?
yes this works with zandronum fine , I use version 3 however, didnt try in version 2. usually if a mod doesnt work for zd I wont even bother as my laptop has trouble with gzdooms performance, It runs perfect in zandronum! Also to make it more authentic, in either Gzdoom or zandronum use the command "cl_maxdecals 0" to have no bullet holes and blood on walls. Thats how I play doom1 and 2 also when I want that old school experience and goto automap and set texturing on and style from Custom to 'classic doom' to have d64s map style. if you ever want to put it back the decals default value for both ports are 1024
FINALLY!!!!!
Works great. Added blood splashes from ketchup mod and now i'm happy :) oh and I had to download 64-bit of fluidsynth manually
Funny, someone else had the same problem with fluidsynth not working. The DLL included works fine for me on both old and new versions of GZDoom but the 64-bit DLL for it never did. Strange, I'll look into this. Thanks.
ANNOUNCEMENT:
If your music isn't working, you may be using a 64 bit version of GZDoom and the libfluidsynth.dll won't work. You will need to download and use the 64-bit version located at the link below, and get rid of the DLL included with the mod.
Zdoom.org
In the next update, I will include both 32-bit and 64-bit DLLs to avoid the confusion. Sorry about that.
Thanks! I was wondering why it wasn't working. :)
music doesn't work on Zandronum either
ok. i may have found a way to fix that
Any reason why it needs to use FluidSynth? Why isn't it compatible with the GZDoom built in OPL emulation or the MS Wave Table? Is it just to get the best instrument sounds or does it play completely incorrectly if not using FluidSynth?
The MIDI files rely on a soundfont file (SF2) containing all the instrument sounds for the MIDIs. The only way to make the music sound right is to use a synthesizer such as FluidSynth or TiMidity. I tried timidity before release and it actually butchered the MIDIs, so FluidSynth it is.
However I am adding an OGG pack if you prefer to use those, but the quality will not be as good.
Just played and it won't actually attempt to play the MIDI files without FluidSynth, so it isn't just a case of having the incorrect instruments if using FMOD EX or MS Wave Table. This said, it does sound good when set up with FluidSynth.
Oh, I think I found a bug. On map 3 (Main Engineering), after getting the yellow key and going through the yellow key door there is a door directly opposite that you trigger with one of the buttons in the room. If you go in there and the door closes behind you, you can't get out and are trapped.
How did you get the light to change when the door opens in the testmap? (the one that replicates real light)
I used 3D floors with restricted light, and scripted the door opening action to run a script to raise the floor of the 3D floor so that the light raises with it.
I'm surprised you thought of that. I hope it gets used in more wads.
Is this an IWAD (so not needing either the Doom 1 or Doom 2 wad files) or a PWAD (and so needing one or the other)? And if it is a PWAD then which IWAD does it need?
It's a PWAD and you need doom 2 or freedoom (it should work with freedoom).
Many thanks. I thought it might be a PWAD when the documentation specified the -file parameter for the batch file, but with no -iwad parameter present it wasn't very clear.
This is great, thanks for making this. I haven't played through the whole thing yet, but the first few levels make me happy. Particularly that the wall hiding the two shotgun guys at the end of the first level finally has aligned textures. That bothered me to no end for some reason in other ports of Doom 64.
However, I have noticed a couple of things that are not 100% accurate.
1: In Hectic, the green armor is actually obtainable if you approach from the side that the Arachnotron door is on on the N64 version.
2: In the 3rd level, the backpack should not spawn at the start. I believe it spawns when you leave the room with the Lost Soul/Cacodemon ambush, with the key. I wanna say it's the yellow key, but I may be mistaken.
Sorry if these are a bit nitpicky, as you've done a bang up job recreating this part of my childhood otherwise. :) Thanks again for making this.
Thanks for the support. About your points:
1: It actually still is obtainable but you can't just run straight in. The other three sides kill you without question, but the side with the green monitor texture does allow you to grab it. I just checked the original and it is indeed fully grabbable from that side. For some reason I was always under the impression you have to move into it slowly. I will change this for 1.1
2: If it's meant to spawn in later I might have missed it. These are some things that are easy to miss during the stages of making the map playable. I will check this out in the original and make it spawn at the right time.
Ahhh vanilla doom 64 for gzdoom! I love it! (^_^b
Does this work with Zandronum? There seem to be a lot of errors within the WAD when I try to boot it up.
I am not completely sure if it works in Zandronum. I have heard it does, but I don't use Zandronum nor have I tested with it. What errors does it say in the startup log?
yes this works with zandronum fine , I use version 3 however, didnt try in version 2. usually if a mod doesnt work for zd I wont even bother as my laptop has trouble with gzdooms performance, It runs perfect in zandronum! Also to make it more authentic, in either Gzdoom or zandronum use the command "cl_maxdecals 0" to have no bullet holes and blood on walls. Thats how I play doom1 and 2 also when I want that old school experience and goto automap and set texturing on and style from Custom to 'classic doom' to have d64s map style. if you ever want to put it back the decals default value for both ports are 1024