Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Dynamic Music (Base)
Showing 1-6 of 6 entries
Update: 25 Jun, 2023 @ 1:59am

2.1.1

- added worldGlobals.DMDisable and worldGlobals.DMEnable functions to disable and enable dynamic music

Update: 24 Jun, 2023 @ 5:57am

2.1.0

- dynamic music type changed back to "Fight"

- default dynamic music is now disabled if mod's dynamic music is enabled on the level

Update: 21 Jun, 2023 @ 4:33am

2.0.0

- added "transitional" ("trans") music type
When "trans" music type is used:
- score check period is set to 1 second (if the next music is more intense it'll change almost immediately, if it's less intense then the current one will play for at least 3 seconds)
- music can change at any point (previously on set delays, usually 4 seconds)
- new music will start playing from the same offset as the currently playing one (so transition is usually less noticeable)

- dynamic music type is now "War" instead of "Fight" (because "Fight" sometimes starts playing from a random delay if I'm correct)

- raycast modifier changed from 0.75 to 0.85
Note: now if the enemy doesn't see the player their score is lowered a bit less now)

Update: 9 Jun, 2023 @ 1:09pm

1.1.1
- added worldGlobals.bDMEnabled variable to enable/disable dynamic music

Note: setting this variable only works in level scripts if you wish to disable/enable it at some point in your level, it does NOT work in the in-game console.

Update: 24 May, 2023 @ 5:38am

1.1.0
- distance modifier is now calculated and applied to each enemy (previously average distance)
- average enemy distance modifier removed

Update: 20 May, 2023 @ 8:35am