Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
No worries about bothering me. I really wanted to have the feature in place too.
Curious, does Music Manager let you do it? Does it work properly?
The other music mods are not as easily customizable as this one so It's very much appreciated!
I believe relaxed is 85-105 and tension is 2-5.
Can you tell me what the default intervals are so I can put it back to those settings?
It does, but there are options you can set in the Mod Settings section for the mod.
also, does this mod reduce the time in between songs? not a fan of the constant song spam tbh.
https://steamcommunity.com/sharedfiles/filedetails/?id=3437756649
https://steamcommunity.com/sharedfiles/filedetails/?id=3290953707
I've continued looking into how Anomaly music plays and it's going to be a pain. Anomaly music plays in sequences, which is different from how all the other music in the game is played. I think I'd have to add something that either lets you manage which songs can play in which sequence or add something that lets you insert songs into sequences, allowing them to play during the different Anomaly events. Either way, that's a huge thing and something that the mod was never designed to do, so I'm not sure how I'm going to address that just yet.
so far, for timer between songs set to 0 - 0, the following tests were a success:
- start and pause for a time stamp farther in the track than the current paused time stamp
- start and pause for a time stamp before the current paused time stamp
with the timer set to 60 - 60:
- start and pause for a duration lower than the setting
- start and pause for a duration higher or equal to the setting
both tests resulted in the timer firing only at the end of the track, which managed to play uninterrupted, so everything seems to be working nicely now. thank you for taking the time to look into this with me, and for making the best in game track manager in the workshop, of course!