Description

A fixed version of Pirate Doom! for newer GZDoom versions. Tested with stable GZDoom versions up to 4.7.1 (as of 28th December 2021).

Preview
PirateDoom v 1.8 fixed
Comments
Azatoth027
Azatoth027

Thank you very much for this!

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JohnnyTheWolf
JohnnyTheWolf

I am playing with GZDoom 2.4 and I still cannot hear the firing sounds for the Gatling and the Cannon.

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Korell Author
Korell

Are there any particular sound settings you are using? Only I've just re-tested it with GZDoom 2.4.0, both 32-bit and 64-bit, and with both the OpenAL and FMOD EX sound settings (starting a new game and using IDKFA to give all weapons so that I could test the gatling gun) and the sounds work just fine.

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JohnnyTheWolf
JohnnyTheWolf

I have not touched those sound settings; in fact, I have made a fresh install just for the occasion. OpenAL's playback device is set to Default and Enable EFX is set to On. As for FMOD options, underwater cutoff is set to 250, Output System is at Default, Output Format is at 16-bit, Speaker Mode is at Auto, Resampler is at Linear, HRTF Filter is Off and both Buffer Size and Buffer Count are at Default. Finally, I have tried with both release 1.8 and 1.8 Fixed, but I have not noticed any difference.

Just so we are clear, every weapon sounds fine but the Gatling and the Cannon.

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Korell Author
Korell

And which sound backend are you using? FMOD EX or OpenAL (as you won't be using both at the same time).

The missing sounds also affected ammo pickups (bullets was the one I first noticed).

EDIT: I just carried out a fresh installation of GZDoom 2.4.0, copied in the Doom2.wad and the Pirates!.wad and dragged the mod onto the gzdoom.exe, so everything was at default settings. Again, started a new game, typed in IDKFA so that I could get the gatling gun and started firing it, and it sounds fine, no missing sounds.

EDIT 2: I just re-downloaded the 1.8.3 fix archive that I put on here just so that I could confirm that it has all of my fixes in, and it does. The fresh install with a fresh download of the fixed WAD works fine. The first version that I uploaded didn't have the sound fix present, that was added for 1.8.2, with the final typos fixed in 1.8.3. I'd say check that you have the right archive for my fixes, and only need to use the contents of my fixed version (with the Doom 2 IWAD of course), you don't need the original 1.8 release of the mod.

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JohnnyTheWolf
JohnnyTheWolf

I use FMOD EX as sound backend.

EDIT: Okay, so I switched to OpenAL and restart the sound. Now, I can hear the Chaingun and the Cannon firing sounds!

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Korell Author
Korell

That sounds like you are using the first release of my fixes (which was before I had modified the OGG files), as using OpenAL was the workaround at the time. When I got around to re-saving all of the OGG files to fix the sounds was when I released 1.8.2 (the subsequent 1.8.3 release was just a couple of typos in the end credits of the game).

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JohnnyTheWolf
JohnnyTheWolf

But I have downloaded the file above! The archive says "PirateDoom-fix-v1.8.3". If that is not the fixed release, then I do not know what else to do.

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Korell Author
Korell

1.8.3 is the correct version, so I've no idea why you aren't getting the sounds as I specifically fixed the OGG files, and when I do a complete fresh installation of GZDoom 2.4.0 and this mod, it works fine for me regardless of whether I'm using FMOD EX (the default) or OpenAL (where it always worked anyway).

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JohnnyTheWolf
JohnnyTheWolf

I deleted my entire folder and reinstalled everything, to no avail. Oh well, at least, I now know about the OpenAL workaround.

Thanks anyway!

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Korell Author
Korell

Well, if anyone else is still missing the OGG sounds then I could always convert them to WAVs instead. I imagine that will up the file sizes a bit, but these are typically short sound clips so it shouldn't be too bad.

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JohnnyTheWolf
JohnnyTheWolf

I have opened the wad with SLADE and I see sound files use different formats.

Why not use only one?

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Korell Author
Korell

Yes, they use OGG files for those sounds. You'll see in my fix notes that the cause of the missing sounds issue was because they are OGG files but missing some identifying OGG comment. Here's the info from the GZDoom author: Forum.zdoom.org

This is why when using FMOD EX for the sound system it wouldn't play these sounds as the later versions of FMOD EX are very strict on determining sound format, but the sounds always worked when using OpenAL instead of FMOD EX.

What I did was extract all of the OGG files from the WAD and opened them in Audacity in order to re-save them as new files, as this would then create the missing part of the file (as it is basically creating a new OGG file). I then re-imported these back into the WAD.

I've tested them with a number of versions of GZDoom, both 32-bit and 64-bit, and I can't detect any missing sounds any longer.

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Narze
Narze

Best wad ever no competition.

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GarfieldSuper163
GarfieldSuper163

This does not work in the latest GZdoom version. update this please.

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Korell Author
Korell

How does it not work? What errors or issues are you getting? Only I've just booted it up with GZDoom g3.5pre-271-gd84497c85 (the dev build from July 22nd 2018) and I get no errors and the sounds play fine.

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TheArmyGuy
TheArmyGuy

i keep getting a message saying activate opengl renderer which is already activated any reason why this is?

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Korell Author
Korell

No idea on that one. I just played through the first level using GZDoom g3.5pre-277-g63393e8f1 (released July 23rd 2018) and never got that error message. My settings do have the OpenGL accelerated render mode selected.

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TheArmyGuy
TheArmyGuy

ok thank you

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Korell Author
Korell

I think I've found out what this is now as someone raised a bug on the ZDoom forums about this. It is because GZDoom 3.4.0 and later have removed the vid_renderer cvar (they use vid_rendermode now). The Pirate Doom! mod (as well as some others) have some code to check for a value of vid_renderer=1, and if it isn't then it causes this error message.

The quick fix is to type set vid_renderer=1 in the console before you start the game, or to add it to your ini file. This will trick the mod into thinking it is set correctly (even though this cvar is now defunct).

In the meantime, I'll see if I can find a way of removing the check as it was bad practice anyway.

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Korell Author
Korell

I've now fixed it and uploaded a new version - v1.8.4.

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Hereticnic
Hereticnic

The amount of hassle we have to go through because of gzdoom stupidity. Completely unnecessary and totally avoidable.
That's why I'm trying to "teach" people why it's important for them to create their mods compatible with older versions of gzdoom like 2.4.0 or 1.9.1 (the same as Zandronum) so stuff like this doesn't happen anymore, and we can stay on 2.4.0 for as long as it allows us.
More and more the gzdoom updates have been proven unnecessary, they're not needed anymore. Not really new features being created anymore, but that's an entirely separate lecture, nobody cares anyway, the cult of personality and the circus goes on.

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Zaratul
Zaratul

I see that all bullets\projectiles land under the crosshair\center of the screen.Its a bug or feature?

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Korell Author
Korell

I think that's just how GZDoom is. I've noticed that with I think all IWADs and PWADs that I've played using GZDoom. Pirate Doom uses the GZDoom crosshair anyway. But yes, load up Doom 1 E1M1, turn around to face the entrance door and shoot it. The bullet mark is below the crosshair.

EDIT: This might explain it: Forum.zdoom.org

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Hereticnic
Hereticnic

Hey, I don't know if this is a bug or something, but I've made a video of it to show it's happening.
I cannot get the Red Key on the Sunken Ghost Ship map.
Initially I thought this was a problem with newer versions of gzdoom (the first half of the video shows gzdoom 4.5.0) but then to my surprise it happened in Zandronum too (based off gzdoom 1.9.1)
The funny thing is that I had played this map before, during testing before releasing my modified file, and I don't recall having this problem. I'm not sure what causes that.
Does it happen on your end too?

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Korell Author
Korell

Nope, that doesn't happen at my end. You can see in your video that the platform with the red key on it hasn't moved all the way down to the floor, but when I played that map a moment ago it went all the way down and I was able to walk over it, and I'm also on GZDoom 4.5.0 right now.

I've not tried your performance fix for slower computers version, though.

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Hereticnic
Hereticnic

It's weird, because I have played all the levels in sucession, to playtest before releasing these files, just to test if things were working right, and I don't remember this happening then.
Maybe it's the fact that I was cheating through the map, noclipping my way until arriving in that area. I will test again to see if that happens without using cheats. I haven't changed any of the map scripts either, the only scripts I removed are the ones dealing with floor reflections (these things will even make my Ryzen 5 CPU crap its pants, terribly unoptimized feature in the engine, features that are mostly written in scripting language, instead of being translated into Pure C or even Assembly to have better performance)

Side topic off-topic: The gzdoom "devs" all they do is this: "Thanks for your voluntary contribution here on github, I will add your code to the next commit, thanks" You can verify some of this happening right now when you go into the gzdoom github page and see the Issues page, look at the issues that were closed too. The "devs" themselves do little to nothing of actual programming work, the hacks.

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Nightmarekiller
Nightmarekiller

Thank you kindly for all your work till now, honestly is one of my most favorite mods, enjoyable and funny.
I have been curious about something though, for some reason I can't change the Sector Light Mode to any other setting, is there a workaround for that ?

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Korell Author
Korell

Whilst the Sector Light Mode setting can be changed in GZDoom, it indeed doesn't appear to make any difference with this mod. I can only assume that it is because of the many different sector_Setcolor commands in the various ACS scripts for each level, and so giving what was intended by the creator of the mod.

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Nightmarekiller
Nightmarekiller

I see, the funny think is in an older version of gzdoom, it was actually possible, oh well thanks for the reply

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