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About Doom64hunter

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  1. Before anyone tries to download that -- I just managed to find a torrent mirror of this archive, and the filename in question is not listed within. So unless someone happened to have downloaded "The Imp's Song" in the early 2000s, it seems that the extended version will remain lost media. Edit: I somehow get the feeling that Nagy's response here can't really be trusted. According to him, he was completely oblivious of the shorter version of the song for over 20 years, which is already pretty hard to believe -- since it also implies he never played the game, ever. Somehow, I wouldn't put it past him to not even have opened the Youtube link you sent him in your response. Perhaps he just assumed that it was the short version again -- especially since he then proceeds to talk about "the 2 versions" instead of 3, like it would have to be the case if his copy of the song was even longer than the one in the "Doom Music" album.
  2. Is it maybe contained within this enormous archive? https://archive.org/details/mp3com1/ https://archive.org/details/mp3com2 Unfortunately, it is prohibitively large, 800 GB in a single tar file... It's hard to imagine that an mp3 created by Bobby somehow became lost media, despite having been uploaded to the web :/ Ah, that explains the weird cuts at least -- but it doesn't really explain why other tracks are extended.
  3. Surprisingly, there are a lot more anomalies on this CD and the "Doom Music" album, which have not actually been documented anywhere yet. Most importantly, "Donna to the Rescue" isn't the only extended track. Let's go through them all in detail (except for the Live recordings, since they aren't really relevant for this): "The Healer Stalks" is much shorter than usual (3:17 instead of 4:48). For some reason, the song starts at point 1:44 of the midi version on this CD. The small section of the loop you hear at the end on the CD version then also goes right back to 1:44 of the midi. "Intermission from Doom" is significantly sped up compared to the version heard in the game. From what I can tell, it appears to be playing at roughly 120% of the speed of the game's midi. "On the Hunt" appears to be the same as the version in-game. "Demons from Adrian's Pen" is probably the most baffling one. Just like "Donna to the Rescue", this one is also extended, but it's not immediately obvious: Namely, the section from 1:42 to 2:30 on the CD version is completely missing from the midi. It seems like the game midi version jumps directly from the section ending at 1:42 to the section starting at 2:30 on the CD. There's also a weird sound error at the very end, where the track doesn't loop properly. This is present in both the Doom Music album, and the "Music from Doom Volume One" version. Maybe an error in the midi file the recording was sourced from? "Suspense" appears to be identical to the game's version. "Running from Evil" also appears to be the same. "Waiting for Romero to Play" on the CD version is significantly shorter. It is missing the first 9 seconds of intro, as well as the last section spanning approximately 1 minute and 18 seconds. "Into Sandy's City" suffers from an error in the loop at the end of the track, much like "Demons from Adrian's Pen". Otherwise, it appears to be identical. "Shawn's got the Shotgun" appears to have an instrument missing in the section between 1:40 and 2:14, one which is very audible in the game midi (for comparison: https://youtu.be/9E7MPl4G2Qc?t=96). I'm not good at identifying different types of MIDI instruments, so if anyone could assist with this, that would be great. (On review, it being inaudible may also just be a side effect of the soundfont used) "Sinister" doesn't appear to have any differences. "End of Doom" is missing the intro, but otherwise appears to be the same. "The Demon's Dead" is much shorter on the CD version, 3:29 instead of the game's 4:23. The intro is there, but on the CD version, the song immediately skips to the second section of the game version that normally starts at 1:06. The rest appears to be the same however. "Demons on the Prey" appears to be the same. "Doom" has the first 6 seconds of intro from the midi cut away on the CD version, but is otherwise the same. "Donna to the Rescue" is extended with 2 extra sections at the start, as already described in the OP. The "Doom Music" album includes 5 additional tracks which are not on the above CD. It can be found here: https://archive.org/details/doom-music "At Doom's Gate": includes several sounds from the game, interspersed through the track. The music is otherwise the same as the game midi version, except the ending, which was most likely created for the album. This ending can also be heard in the live recording. However, there's still a minor mystery in this track. The sound at 0:10 appears to be a variation of the plasma firing sound which appears nowhere in the game. The actual plasma gun firing sound can be heard at 1:40 and is clearly audible, so this has to be a distinct sound effect. "Kitchen Ace (and taking names)": This is the third extended track on the album. Right off the bat, the intro which in the midi is normally 20 seconds long, lasts for only 10 seconds on the CD version, and the drum transition to the next section is missing completely. The section on the CD from 0:10 to 1:14, and on the midi from 0:21 to 1:24 are then identical. The intro to the second section following this is again cut short. Instead of lasting 22 seconds (1:24-1:46) like on the midi, it is again half as long on the CD (1:10-1:24), but this time includes the same drum transition as on the midi. The rest of the second section from 1:25 to 2:28 matches the remainder of the midi. The rest of the CD track that follows is a third section of the song that is not heard on the midi version. Again, the intro is short, just like the preceding 2 sections. Structurally, this third section matches the second section, but includes an additional instrument. Sadly, it is quite hard to make out what instrument it is. In this sense, this song seems to originally have been quite similar to "I Sawed the Demons", where each repeat of the loop adds additional instruments, with the third repeat of "Kitchen Ace" having been cut from the game. "Opening to Hell": Appears to be the same as the game version. "They're going to get you": Also appears to be the same as the game version. "Dark Halls": Sadly, also no differences in this one. I didn't compare the recordings of the shared tracks between the two albums, but they are most likely the same between them. In summary: "Donna to the Rescue", "Kitchen Ace" as well as "Demons from Adrian's Pen" have extended versions in the Doom Music album. As far as I can see, the other two have not been documented yet on the Doom Wiki, so it appears that these extended tracks have been hiding under our noses all this time. Moreover, the strange, seemingly arbitrary changes to many of the other tracks gives further reason to believe that these recordings may have been sourced from beta/in-development versions of the respective midis, rather than the final versions used in the game. Edit: The intermission track being significantly faster could also be because of its inspiration, Metallica - Fight Fire with Fire, which has a very similar pace.
  4. It's in one of the unreleased beta archives that were found when Frederik Schreiber acquired 3DRealms. A number of people have since then gained access to the builds, in particular the people that prepared the Shadow Warrior betas for release, and some details, including sprites and some videos of gameplay, have come out over the years. The midi file for the old "In Hiding" is present in one of those archives -- and apparently, the timestamps indicate that the extended version you hear on Bobby's Soundcloud came first, and was later cut down for the final. A similar situation could be the case for "Donna to the Rescue", in that the extended version is the original. Yes, I clearly remember this as well. It's another one of those mysteries about this track that have kept me wondering... Of course, could also be the case that that guy was just lying. I wish we could get a hold of Bobby somehow to ask him whether there was any truth to that claim. Hah, absolutely, and it makes me wonder how a hypothetical fifth and sixth section would sound.
  5. Doom64hunter

    Known lost WADs of our history?

    Possibly this was some old version of "Aeons of Death" from back in the day. I'm not sure whether it included the full roster, but it definitely included some of them, along with defined behavior -- the Rottweiler, Zombie, Death Knight and Shambler at least. I may even have this build on my old hard drives somewhere -- will edit this post if I find it.
  6. Something that pops into my mind every now and then, and which has bothered me for years, is that version of "Donna to the Rescue", which includes two additional sections at the start of the track, that was released in the Doom CD soundtrack: A similar phenomenon can be observed in the Duke 3D track "In Hiding", which also received an extended release much later on Bobby Prince's Soundcloud, and includes a third section at the end of the track: Now, by way of reliable sources, I know for a fact that this version of "In Hiding" existed as an actual MIDI file in the Duke3D Betas, in this exact form. This track was not extended after the game was released -- this was the original version, and was later cut down. The obvious question that thus arises for me, and which has bothered me for years: Does there exist a MIDI version of the original "Donna to the Rescue" (possibly even called "I've been hurted by your words!" in that version) in some Doom Beta that we do not have a hold of? Are there potentially more unreleased "Use Not" tracks that were created for Doom, which we have never heard before? In the wake of all the recent Duke Nukem leaks, has there been any hint of possibly another Doom Beta or Alpha version existing out there in the wild?
  7. Doom64hunter

    Fake software look in recent games

    Ion Fury was not made by industry veterans -- unless you consider eduke32 modding "the industry".
  8. Doom64hunter

    New details on the Duke Nukem Forever 2001 build

    Postal 2 came out in 2003, and the E3 presentation of that game was in 2002, so I highly doubt it. The most significant influence in this build is most likely Deus Ex.
  9. Doom64hunter

    New details on the Duke Nukem Forever 2001 build

    The June release was a joke. The game was uploaded to archive.org, check the RAR file: https://archive.org/details/1652058670472
  10. Doom64hunter

    Duke Nukem Forever 2001 Leaked

    This video is already outdated, the leak was already uploaded and people are playing it.
  11. Doom64hunter

    New details on the Duke Nukem Forever 2001 build

    Well today's your lucky day because the files were uploaded a few hours ago.
  12. SLADE works with numerous Build Engine data files as well. Even if GZDoom supports most of the features that eduke32 has on a technical level, it still takes significant work to replicate the same feeling that Build Engine games evoke. You can usually tell pretty easily what was created using the Doom engine, and what was created using the Duke3D fork of the Build Engine. I think it absolutely would be possible to bring that same ease-of-use to mapster32, for example using the imgui library which was recently integrated into eduke32. The big issue is a lack of manpower. There simply aren't enough people with the time, interest and knowledge to implement or extend these tools.
  13. Doom64hunter

    Maps exclusive to a single source port?

    What a needlessly hostile, self-contradicting post. Nowhere did the OP imply that GZDoom can run anything -- this thread is literally about listing wads that can't run on GZDoom.
  14. Doom64hunter

    Idea : FreeNuke, Duke Nukem 3D Replacment Assets

    On a completely different note, I wonder what the legal situation of the GAME.CON, USER.CON and DEFS.CON files is? These scripts are contained within DUKE3D.GRP, and they contain the names of possibly trademarked characters, including Duke Nukem himself. Hence this could be considered copyrighted game data that would need to be replaced by a hypothetical FreeDuke. These scripts are however essential to preserve the behaviour of the game's actors, so unlike in Doom and Freedoom's case, replacing these scripts would be very difficult, as many of its functions are tied to hardcoded details and technicalities (for example, palette 1 being the frozen state for enemies). Doing so would almost certainly lead to altered gameplay, which was easily avoided in Doom's case as all actor behaviour is hardcoded within the Doom engine. Fortunately though, it seems that the Duke 3D CON scripts were also packaged with the source release under the subfolder `testdata` complete with a GNU license text file. This seemingly indicates that these files are licensed under the GPLv2, and could be reused. The situation is unclear however, as the README does not indicate whether this is merely test data, or whether it is a proper re-release of the game's CON scripts. See: https://github.com/videogamepreservation/dukenukem3d/tree/ef609159bd352985a0c63734a11241d86c873fe5/testdata Does anyone with more legal knowledge than myself know whether using these files would hence be legit in a hypothetical FreeDuke? Or whether mods are permitted to reuse the CON files, as long as they are released under the GPL?
  15. Doom64hunter

    Idea : FreeNuke, Duke Nukem 3D Replacment Assets

    Please take note that the post in question was made 14 years ago, and that present day 3D Realms is a completely different company. Also take note that Duke Nukem is now owned by Gearbox, who has been rather lax in regards to fan content.