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[Source port] Introducing Raze: ''That's one Duked up Space Marine!''


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Question:

 

For the games supported in Raze that have CD soundtracks (Redneck Rampage, Shadow Warrior, Blood, and Exhumed / Powerslave), where are the audio tracks supposed to go?

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14 minutes ago, Master O said:

Question:

 

For the games supported in Raze that have CD soundtracks (Redneck Rampage, Shadow Warrior, Blood, and Exhumed / Powerslave), where are the audio tracks supposed to go?

 

If you own them on Steam or GOG the music should be automatically picked up. If you don't, the music isn't there/where it should be, or want to place them in a different directory, you will have to point to their path manually in the .ini .

 

For SW I know the folder structure is gameroot/music or gameroot/classic/music in Redux, and the tracks should be named trackXX.ogg, from 02 all the way to 15.

Edited by seed

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  • 2 weeks later...
5 minutes ago, Master O said:

You should report that here: https://forum.zdoom.org/viewforum.php?f=340

 

Normally, yes indeed.

 

However, this is a game/engine bug rather than a port specific glitch by the looks of it. Just investigated this and that scene looks the same, glitching Fanatic included, in NBlood, palette emulation or not in both ports. I don't think this can be fixed.

Edited by seed

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Still it wouldn't hurt to report. A number of bugs present in the original games have been addressed and this could be another candidate.

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So, I currently have the following sets of modifications:

  • Blood: Phredreeke Upscale Pack, FLAC soundtrack.
  • Duke Nukem: the HRP, OGG soundtrack, PSX sound effects.
  • Redneck Rampage: Phredreeke Skybox Pack.
  • Shadow Warrior: Voxel Pack, HRP, FLAC soundtrack.

Am I correct in assuming I can't use these in Raze yet?

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The HRP... I think this one introduces models, right?

 

It will probably work, more-or-less, but models do not work at the moment.

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Upscale packs, soundtracks, and sound effects should all work just fine. Models are known to be broken at the moment, but voxels work.

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I can confirm Blood loads the upscale pack correctly, and Shadow Warrior loads the HRP and Voxel Pack perfectly. I only had to disable 3D models in Raze for enemies to be visible (although I don't remember Shadow Warrior's HRP to have 3D Models).

 

As for the FLAC soundtracks, the console showed no errors loading them, but I'll try them out later when I get home.

 

The .bat files I used are the ones Phredreeke suggested for his packs.

 

Thank you so much for your feedback, guys! :)

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4 hours ago, Jawohlf said:

So, I currently have the following sets of modifications:

  • Blood: Phredreeke Upscale Pack, FLAC soundtrack.
  • Duke Nukem: the HRP, OGG soundtrack, PSX sound effects.
  • Redneck Rampage: Phredreeke Skybox Pack.
  • Shadow Warrior: Voxel Pack, HRP, FLAC soundtrack.

Am I correct in assuming I can't use these in Raze yet?

 

Assuming you own either the GOG or Steam releases of Redneck Rampage, those come with the soundtrack, which can be loaded in Raze.

Edited by Master O

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Same for SW Redux, which is picked up automatically.

 

If you supply it manually, you'll have to point to its location manually in the .ini.

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58 minutes ago, VGA said:

Can I use the voxel pack from BloodGDX in Raze? Just autoload it?

 

Why not?

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13 minutes ago, Spooky Skeleton boi said:

So the same palette thing also happens with Bloodgdx, however, the fanatics aren't glitched?

 

Not at all? I don't have GDX installed anymore atm to see for myself, but in a recent video the Fanatics appear to be still glitching?

 

It appears to happen before the red light is even turned on, so this screams of a map issue to me.

Edited by seed

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Interestingly enough, there haven't been any new updates on Raze in about 5 days or so on the Raze Github page.  Graf must be busy.

Edited by Master O

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On 2/26/2020 at 3:04 PM, seed said:

 

If you own them on Steam or GOG the music should be automatically picked up. If you don't, the music isn't there/where it should be, or want to place them in a different directory, you will have to point to their path manually in the .ini .

 

For SW I know the folder structure is gameroot/music or gameroot/classic/music in Redux, and the tracks should be named trackXX.ogg, from 02 all the way to 15.

Is that why something like a .BAT file that says:

raze -iwad Sw.grp -file sw_sc55.zip -file sw_voxel.zip -file sw_hrp.zip

Does not result in music playing?

Edited by Jawohlf

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7 hours ago, Jawohlf said:

Is that why something like a .BAT file that says:


raze -iwad Sw.grp -file sw_sc55.zip -file sw_voxel.zip -file sw_hrp.zip

Does not result in music playing?

 

That .bat file assumes that those .zip files are located in the same directory as raze.exe .

 

If those files are not located in that directory, you must directly specify the directory:

 

For example:

 

raze -iwad c:\path\to\sw.grp -file c:\path\to\sw_sc55.zip  -file c:\path\to\sw_sc55.zip -file c:\path\to\sw_voxel.zip -file c:\path\to\sw_hrp.zip

 

Change those paths to wherever yours are located.  Also, if you paths have spaces in them, you must put "" around them or it won't detect the files.

 

Also, you only need to specify -file once and then add all the files after it:

 

 -file c:\path\to\sw_sc55.zip c:\path\to\sw_sc55.zip c:\path\to\sw_voxel.zip c:\path\to\sw_hrp.zip
Edited by Master O

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16 hours ago, Master O said:

 

That .bat file assumes that those .zip files are located in the same directory as raze.exe .

 

If those files are not located in that directory, you must directly specify the directory:

 

For example:

 


raze -iwad c:\path\to\sw.grp -file c:\path\to\sw_sc55.zip  -file c:\path\to\sw_sc55.zip -file c:\path\to\sw_voxel.zip -file c:\path\to\sw_hrp.zip

 

Change those paths to wherever yours are located.  Also, if you paths have spaces in them, you must put "" around them or it won't detect the files.

 

Also, you only need to specify -file once and then add all the files after it:

 


 -file c:\path\to\sw_sc55.zip c:\path\to\sw_sc55.zip c:\path\to\sw_voxel.zip c:\path\to\sw_hrp.zip

 

Yeah, all those files are in the base folder alongside the executable. And thanks for the tip about consolidating the "-file" calls into one.

 

What's weird is that Duke Nukem does play back music, regardless of what I load in the .BAT file. Also, not sure if this is a valid datapoint, but I can't raise Sound Channels (that option below MIDI Device) above 0

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12 minutes ago, Jawohlf said:

What's weird is that Duke Nukem does play back music, regardless of what I load in the .BAT file. Also, not sure if this is a valid datapoint, but I can't raise Sound Channels (that option below MIDI Device) above 0

 

That's known, but it'll have to do for now - and the game is obviously not using 0 channels :p .

 

Re-reading your mods list again, and I noticed some of those are in .flac format instead of .ogg. Does it make a difference if you use .ogg files for all games?

Edited by seed

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Yeah, once I saw FLAC was not working I tried the OGG versions and those did not work either.

 

Once again: not sure if it's a valid datapoint, but the packs I'm using are the ones recorded by MusicallyInspired.

 

 

[EDIT] turns out it was a valid datapoint. MusicallyInspired's Shadow Warrior recordings had neither the number of tracks nor the naming of the Classic Complete edition (the one you suggested, @seed). I installed my GOG copy, zipped the contents of the MUSIC folder and loaded that into Raze. Bingo! Shadow Warrior now has a soundtrack. :)

 

[EDIT2] So does Blood now, courtesy of my Fresh Supply copy.

Edited by Jawohlf

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Heh, glad to hear that was it all along, I was just about to test it for myself to see if it works on my end.

 

That's just how it works, naturally. If the name of the tracks is incorrect, they will not get picked up. BTW if anyone else is looking for it and wants SW's OST in .ogg format as shipped with Redux I can provide it easily.

Edited by seed

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I'm not sure if this was asked already (it probably was), but I'm really curious if Graf can include GZDoom's netcode to allow for proper multiplayer support in Build engine games. As it is, network play in eDuke32 is almost completely broken.

Edited by Agentbromsnor

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20 minutes ago, Agentbromsnor said:

I'm not sure if this was asked already (it probably was), but I'm really curious if Graf can include GZDoom's netcode to allow for proper multiplayer support in Build engine games. As it is, network play in eDuke32 is almost completely broken.

 

And so it is in Raze, in fact it doesn't work at all in some games, such as SW, which have completely nonfunctional netcode.

 

Unfortunately, this is something that won't be fixed anytime soon for a number of reasons, if at all, so unless others are interested to help with the multiplayer side of things, it's going to stay this way.

Edited by seed

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Aw, that's very unfortunate! Let's hope that things go well once it goes out of alpha/beta so that hopefully this attracts some folks experienced with this sort of net-coding.

Time will tell, I suppose.

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9 hours ago, markanini said:

I can confirm, I can't get MusicallyInspired's music packs working in Raze, at least in Ogg format.

 

Even if the tracks are named properly?

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10 hours ago, seed said:

 

Even if the tracks are named properly?

They're named according to the included definition file. It's used for replacing the MIDI tracks.

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45 minutes ago, markanini said:

They're named according to the included definition file. It's used for replacing the MIDI tracks.

 

The .ogg files work for me by the looks of it. Just tried replacing track02.ogg.

 

However, I discovered something else - it also replaces the intro theme! The theme no longer plays in the opening but this track does!

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