![]() Click on Play Blood to launch the game.If you want to install mods, you can put them in the autoload subsubfolder of the Blood subfolder, then choose to "Enable "autoload" folder" in the settings. Configure your visual and audio preferences in the settings accessible via the down-right gear icon.Open BuildGDX.exe and choose Blood on the left: if no file is found, click on the three dot icon and look for your Blood file, or simply select the vanilla game's location on your PC.If you have the original disk or Fresh Supply, you can also copy and paste the blood.ogg to play with the original soundtrack. You can also drag the mod file over a shortcut to the ZDoom executable. If the mod files are not in the same directory as ZDoom, you will need to open a file manager window in each directory. Copy and paste the following files from your Blood game to the Blood subfolder: BLOOD.INI, BLOOD.RFF, all the CP.MAP, CPART07.AR_, CPART15.AR_, all the CPBB.MAP, CPSL.MAP, CRYPTIC.INI, CRYPTIC.SMK, CrypticPassage.kpf, GTI.SMK, LOGO.SMK, MAPEDIT.INI, SOUNDS.RFF, SURFACE.DAT, TABLES.DAT, all the TILES.ART, and VOXEL.DAT. Select the mod files to load, and then drag and drop them over ZDoom's executable.Open your Build GDX folder and create a Blood subfolder.Download and unfold BuildGDX(_with_JRE).zip on the desired location.Having something like that in EDuke32 would be totally awesome. This way, I can even use my SC-55 synth natively with that port. You can select virtually ANY MIDI device found on your system. Maybe it went a bit over the top in the meantime, but hey, why not.Īs an example, MIDI mapping in ZDoom is quite good. That's what I was trying to accomplish with the different music packs. But it's my personal opinion, and after all, everyone is free to look for any solution he/she prefers. I have already stopped using any OGG tracks by myself since they consume a lot of disk space for something you could achieve with a lot less resources (good soundfonts usually come at 30-50 MB, music packs are at least 3x as large).Īn SC-55 soundfont could be included with EDuke32 and set up as default maybe, bam, there you go. In general, it would really be easier (and also save tons of disk space) to be able to load soundfonts and listen to native MIDI music with the quality level of your choice. Anyway, this was the last music pack I have added, and it was done out of courtesy for the Arachno soundfont creator (and also since I was already doing Doom music packs at that time). HRP website is going to see a refit in the not-too-distant future with a more compact design (hopefully). Setting video mode 1920x1080 (32-bpp fullscreen) Joystick 1 has 2 axes, 10 buttons, and 0 hat(s). Microsoft® Microsoft® SideWinder® Game Pad USB Maybe some tilesXXX.art are not loaded?ġ. Warning: defined hightile replacement for empty tile 3603. ![]() GAME.CON:5890: warning: found `else' with no `if'. GAME.CON:3967: warning: found `else' with no `if'. Using group file "autoload/xxx_pack.zip". Using group file "autoload/dukedc_hrp.zip". Using group file "autoload/duke3d_hrp.zip". Using group file "autoload/1duke3d_music-arachno.zip". Using "DUKE3D.GRP" as main game data file. Initializing SDL system interface (compiled against SDL version 1.2.15, found version 1.2.15) In the log we could see it loads the music pack: If you don't use the HRP you need the "Music Only" override pack in autoload. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |