GratefulName Posted December 15, 2020 So, i've been trying to replace the DOOM I/ DOOM II Music of Plutonia with the Plutonia MIDI Pack, i see that the Add-ons uses MUS files, not MIDI. But i already converted all of the MIDIs to MUS so i don't know what to do here. 0 Quote Share this post Link to post
SpaceTrash Posted December 16, 2020 Isn't the Unity version just a wrapper for the WAD? If so you just need to open the WAD in slade and replace the files. 0 Quote Share this post Link to post
GratefulName Posted December 17, 2020 On 12/16/2020 at 8:40 AM, OrbitalSpaceGarbage said: Isn't the Unity version just a wrapper for the WAD? If so you just need to open the WAD in slade and replace the files. Yep, that's what i'm doing, but it doesn't work 0 Quote Share this post Link to post
Gez Posted December 17, 2020 Converting to MUS is superfluous; the official port is perfectly able to read real MIDI files. Are you editing the file named just "2"? Also, it's a file that can be downloaded from both Doom II and Ultimate Doom, so if you're editing Saved Games\id Software\DOOM 2\WADs\2\2 and then test it in Ultimate Doom, you won't notice any change since you edited the Doom II copy, not the Ult. Doom copy. 0 Quote Share this post Link to post
GratefulName Posted December 17, 2020 7 hours ago, Gez said: Converting to MUS is superfluous; the official port is perfectly able to read real MIDI files. Are you editing the file named just "2"? Also, it's a file that can be downloaded from both Doom II and Ultimate Doom, so if you're editing Saved Games\id Software\DOOM 2\WADs\2\2 and then test it in Ultimate Doom, you won't notice any change since you edited the Doom II copy, not the Ult. Doom copy. Yup i'm doing everything you've just said, also i only have installed Plutonia on DOOM II so yeah... 0 Quote Share this post Link to post
SpaceTrash Posted December 19, 2020 On 12/17/2020 at 11:46 PM, GratefulName said: Yup i'm doing everything you've just said, also i only have installed Plutonia on DOOM II so yeah... Correct me if I'm wrong, but Plutonia is an IWAD isn't it? Not a PWAD for Doom 2. 0 Quote Share this post Link to post
Gez Posted December 19, 2020 The "Unity port" is a special beast, there are only two games for it, Ultimate Doom and Doom II, and everything else is not an IWAD or a PWAD but an "add-on". It can only load one add-on at a time, and current policy is to have every add-on be essentially an IWAD, so you can play Doom Zero with Ultimate Doom even if it's originally a Doom II mod. (The exceptions are just the first few released add-ons, before this policy solidified.) Anyways. On a hunch, since replacing the internal MUS lumps doesn't work, I downloaded the Bethesdan Plutonia and looked at the DMAPINFO lump. And it's as I expected: since the Plutonia soundtrack is largely based on the Doom 1 soundtrack, and the Unity port has specially recorded authentic OGG recording of those, the game is set to use the original Doom tracks instead. episode "MAP01" { name = "The Plutonia Experiment" } map "MAP01" "Congo" { next = "MAP02" music = "D_E1M2" episodenumber = 1 mapnumber = 1 } map "MAP02" "Well of Souls" { next = "MAP03" music = "D_E1M3" episodenumber = 1 mapnumber = 2 } map "MAP03" "Aztec" { next = "MAP04" music = "D_E1M6" episodenumber = 1 mapnumber = 3 } map "MAP04" "Caged" { next = "MAP05" music = "D_E1M4" episodenumber = 1 mapnumber = 4 } map "MAP05" "Ghost Town" { next = "MAP06" music = "D_E1M9" episodenumber = 1 mapnumber = 5 } map "MAP06" "Baron's Lair" { next = "MAP07" msuic = "D_E1M8" episodenumber = 1 mapnumber = 6 } map "MAP07" "Caughtyard" { next = "MAP08" music = "D_E2M1" episodenumber = 1 mapnumber = 7 } map "MAP08" "Realm" { next = "MAP09" music = "D_E2M2" episodenumber = 1 mapnumber = 8 } map "MAP09" "Abattoire" { next = "MAP10" music = "D_E3M3" episodenumber = 1 mapnumber = 9 } map "MAP10" "Onslaught" { next = "MAP11" music = "D_E1M7" episodenumber = 1 mapnumber = 10 } map "MAP11" "Hunted" { next = "MAP12" music = "D_BUNNY" episodenumber = 1 mapnumber = 11 } map "MAP12" "Speed" { next = "MAP13" music = "D_E3M8" episodenumber = 1 mapnumber = 12 } map "MAP13" "The Crypt" { next = "MAP14" music = "D_E3M2" episodenumber = 1 mapnumber = 13 } map "MAP14" "Genesis" { next = "MAP15" music = "D_E2M8" episodenumber = 1 mapnumber = 14 } map "MAP15" "The Twilight" { next = "MAP16" secretnext = "MAP31" music = "D_E2M7" episodenumber = 1 mapnumber = 15 } map "MAP16" "The Omen" { next = "MAP17" music = "D_E2M9" episodenumber = 1 mapnumber = 16 } map "MAP17" "Compound" { next = "MAP18" music = "D_E1M1" episodenumber = 1 mapnumber = 17 } map "MAP18" "Neurosphere" { next = "MAP19" music = "D_E1M7" episodenumber = 1 mapnumber = 18 } map "MAP19" "NME" { next = "MAP20" music = "D_E1M5" episodenumber = 1 mapnumber = 19 } map "MAP20" "The Death Domain" { next = "MAP21" episodenumber = 1 mapnumber = 20 } map "MAP21" "Slayer" { next = "MAP22" music = "D_READ_M" episodenumber = 1 mapnumber = 21 } map "MAP22" "Impossible Mission" { next = "MAP23" episodenumber = 1 mapnumber = 22 } map "MAP23" "Tombstone" { next = "MAP24" episodenumber = 1 mapnumber = 23 } map "MAP24" "The Final Frontier" { next = "MAP25" episodenumber = 1 mapnumber = 24 } map "MAP25" "The Temple of Darkness" { next = "MAP26" episodenumber = 1 mapnumber = 25 } map "MAP26" "Bunker" { next = "MAP27" episodenumber = 1 mapnumber = 26 } map "MAP27" "Anti-Christ" { next = "MAP28" music = "D_E2M1" episodenumber = 1 mapnumber = 27 } map "MAP28" "The Sewers" { next = "MAP29" music = "D_E2M2" episodenumber = 1 mapnumber = 28 } map "MAP29" "Odyssey of Noises" { next = "MAP30" music = "D_E1M1" episodenumber = 1 mapnumber = 29 } map "MAP30" "The Gateway of Hell" { music = "D_VICTOR" episodenumber = 1 mapnumber = 30 } map "MAP31" "Cyberden" { next = "MAP16" secretnext = "MAP32" music = "D_E1M8" episodenumber = 1 mapnumber = 31 } map "MAP32" "Go 2 It" { next = "MAP16" secretnext = "MAP16" music = "D_E2M8" episodenumber = 1 mapnumber = 32 } Solution: edit the DMAPINFO lump, or rename your music replacements according to what it expects. Note that for the tracks that are not sourced from Ultimate Doom, the replacements should work -- e.g. if you go to MAP23, you should hear the add-on's version of D_AMPIE, not the OGG recording. But since the first 19 levels all take their music from Ult. Doom... 2 Quote Share this post Link to post
GratefulName Posted December 20, 2020 (edited) I see, thank you so much! Edited December 20, 2020 by GratefulName 0 Quote Share this post Link to post
plutoniamidi Posted February 9, 2023 (edited) On 12/19/2020 at 8:29 AM, Gez said: Solution: edit the DMAPINFO lump, or rename your music replacements according to what it expects. This is a pretty old thread, so it's probably an offense to ask an idiot question - how does one go about editing the dmapinfo lump or renaming the music? I opened both the "2" plutonia wad from Classic Unity and the plutmidi.wad, and can't understand what portions of which need to be renamed. I tried putting the midiwad's D_RUNNIN into the Plutonia Unity wad, and then editing the dmapinfo to call for D_RUNNIN (Death Mask in the midiwad, Congo's midi) instead of The Imps Song(D_E1M2), but it loaded up Entryway's midi instead. I just don't understand it, basically. This is probably doing everything wrong. Edited February 9, 2023 by plutoniamidi big quote 0 Quote Share this post Link to post
Gez Posted February 9, 2023 Where exactly did you put the D_RUNNIN lump? It should be in the "global" namespace, not between any marker lump (something_START/something_END pair). Assuming it's placed correctly, then you could try doing something to make sure it's not using the vanilla tracks. Perhaps rename D_RUNNIN to something like D_MAP01, and edit the DMAPINFO to use this new music name. 0 Quote Share this post Link to post
plutoniamidi Posted February 9, 2023 I put it right where the wad's own D_RUNNIN was, that was my next plan though, to rename it D_MAP01 and edit the dmapinfo accordingly, so I'll see, thanks 0 Quote Share this post Link to post
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