DOOM + DOOM II

DOOM + DOOM II

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Community MIDI Packs for KEX DOOM + DOOM II Remaster (Download and Install)
By VVanTuz2OO2
!!!! Due to latest patch it needs updating !!!

A lot of people were dissapointed to find out that in this release of Doom with expansions, mission packs did not get even a Roland render of community made midi packs to replace stock Doom music once played on those levels. After a lot of conversations, lurking in the files and experimenting we now do have the solution to that problem. Now KEX Doom will be with soundtracks to these expansions. with only a few major flaws:
- You will have to choose between original or "remastered" sound.
- Multiplayer might not work at all, as writing new strings and adding new files changed the size of packages and lumps inside those, possibly rendering multiplayer unplayable due to hashes check for each player. I would still recommend you Zandronum and ZDaemon over KEX, not a big loss in my opinion.
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1. Options to choose
Mission pack
Original
Remaster
TNT:Evilution
Is already in the remaster
DAR's TNT Evilution Marathon - High Defintion Metal And Synth Arrangements similar to those of Andrew Hulshult; Will work on any build you choose since it's uses hashes
The Plutonia Experiment
"Authentic Doom Sound" Roland SC-D70 recordings. To install this one, replace plutonia.wad with plutonia_o.wad
DAR's Plutonia MIDI Pack Marathon - High Defintion Metal And Synth Arrangements similar to those of Andrew Hulshult. To install this one, replace plutonia.wad with plutonia_h.wad
Master Levels for DOOM II
N\A; I didn't found any Roland recordings of this music pack. So no this option for Master Levels
Soundfont Mix - A midi arrangement that uses multitude of soundfonts like Roland SC-55 to have a distinct sounding. Not exactly a classical Doom sound and is more polished. To install this one, replace masterlevels.wad with masterlevels_h.wad
No Rest For The Living
"Authentic Doom Sound" Roland or Soundfont recordings provided by project lead Megasphere. To install this one, replace nerve.wad with nerve_o.wad
Soundfont Mix - A midi arrangement that uses multitude of soundfonts like Roland SC-55 to have a distinct sounding. Not exactly a classical Doom sound and is more polished. To install this one, replace nerve.wad with nerve_h.wad
2. Installation Process
1. Download the files you chose
The table above is to give you the idea of what kind of soundtrack you want to install.

1. extras_new.wad - an essential download for everything to work. Contains all music for the maps. The rest of files contains the prompts to use exact music and music for Title Screen, Intermission and Text. TNT Evilution is installed out of the box.
2. plutonia_o.wad or plutonia_h.wad - pick one for Plutonia MIDI pack installation;
3. nerve_o.wad or nerve_h.wad - pick one for No Rest For The Living MIDI pack installation;
4. masterlevels_h.wad - just one option for replacement of music in Master Levels;


2. Open local folder of the DOOM + DOOM II

It might look like this:
"C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\rerelease"
If not Steam is installed in another directory, as long as you find Steam\steamapps you will find that folder. Notice that the remaster uses the same folder as previous Doom 1 releases, not new folder.
Inside open "rerelease" folder.

3. Relocate\rename the original extras.wad, plutonia.wad, nerve.wad, masterlevels.wad

4. Put and rename acquired files to match the original names.

5. It's done, enjoy
4. For DOOM community developers (How it is done)
The wads
There are 2 types of wads to consider searching for code and files.
You are familiar with IWADS, most certainly, but these are modified and contain UMAPINFO. If you have no idea what it means (suddenly) then it is explained later.
And a brand new extras.wad. Which contains a lot of important stuff to matter in this thread.

TRAKINFO
Inside extras.wad there are two TRAKINFO lumps. The lower one contains the hashes for original recordings that are binded to their places in the games and those recordings start with O_ and all of them are defined in the lower TRAKINFO. That does include the songs that play in the multitude of levels, like E1M7 (Demons On The Prey). The second, the one is higher on the list, contains only the variables to prefer a different track insted of O_ if the option to play remastered soundtrack is on. It's specifies the file to be replaced, like O_E1M1, with a brand new one - H_E1M1. It will only work if O_ file has a hash that is specifically tied to be played on levels, pretty much like it was in Chocolate Doom HD soundtrack installation. Due to that TNT has now the option to have all HD tracks, but that option is rendered useless for other expansions that simply strive on reusing music from Doom 1 and 2. The coding there is straightforward and you won't get lost.

Thanks to Seamus for figuring that out. It turns out he used this very option to change some tracks that were missplaced on the release, but fixed later.

UMAPINFO
Each wad containing a game or a mission pack has maps and has UMAPINFO lump as well.
That lump is works exactly like it works in any other port, with some quirks in KEX DOOM.
1. If you have added at least one "music = "lump"" line in the map configuration the rest of the music in the levelpack suddenly will change to play .mus files from the wad with OPL2 synth. So if this option is chosen the rest of the levels should also have the music option set in.
2. As it can only choose one specific tracks, that is the reason every addon except for TNT had to be split in two, since it overrides hashes reading, remaster vs original option and will only read the file directed in the UMAPINFO.
3. It will read files both from the current wad and extras.wad. For that reasons music for maps is stored inside extras.wad and Title Screen, Text Screen and Intermission alongside change UMAPINFO is the only thing there for installation fo chosen pack. The rest is always installed in extras.wad.
4. in the same section as music was added, to the author command line I added a track name and an author for community midi packs. It doesn't not show in the Intermission screen, but it is shown in the console on the startup of the level simultaneously with map author, which is cute.

And finally, KEX DOOM only reads .OGG files.
2 Comments
Philomaeus 6 Jan @ 1:30am 
I cannot stress how much I appreciate you going through the effort to add more flair to these collections. Works seamlessly, and hassle-free. Thank you so much~
FrankenHoovy 30 Nov, 2024 @ 4:29pm 
This works PERFECTLY! Thank you ever so much!