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music (and audio fx) - "hints" at trouble
Mudbill Offline
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RE: music (and audio fx) - "hints" at trouble

Well, anyone who are experienced enough to know that fake sounds are fake likely won't be very scared throughout the game. If you know where all the monsters are triggered, it won't surprise you. If you know the technical background of the game, it gives you a whole different view on it. To make it scary for these players is difficult, and not part of the target audience.

Now, if you wish to remove the "monster music" that occurs when they are nearby, you can edit the entity for them. If you have the editor suite, you can open servant_grunt.ent and servant_brute.ent from the entities/enemies folder. Go to Edit > User Defined Variables, and remove the music.

If you don't have the editor suite, you can also remove it by CTRL-F'ing it after opening the .ent files with a text editor. Look for music, and you'll figure it out.

01-04-2016, 10:51 AM
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RE: music (and audio fx) - "hints" at trouble - by Mudbill - 01-04-2016, 10:51 AM



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