![]() You can export the file anywhere you want but it'd be most preferably to export it to the folder you created in your workspace, once again it would be in the folder called "soundtrack" in my case. → Here is how you export the file, make sure that you export it as wav with the same filename as the original! ← You can now remove the original track from the project and here you go! Your song now replaces the original soundtrack! All you have to do now is to export it as. Here is a screenshot of two songs in a single Audacity project: ![]() You can now edit the original soundtrack as you wish, but obviously the point of this guide is to replace it, isn't it?ĭrag and drop the song you would wish to replace alone.wav with into Audacity, just like in the gif above. Let's go back to the folder with the extracted sound files and open one of them with Audacity, the easiest way to do is to simply drag and drop a sound file onto Audacity's gray area: (the folder's sole purpose will be to serve as an location where you will export the edited. thanks again.To make management easy, you should create a folder in your workspace where you will save the modified soundtrack, in my case the new folder would be called "soundtrack": Could someone more detailed on game mechanics/file editing confirm my advice? awesome, thanks you for looking into my issue. I'm not sure how this will effect pre-existing corpses, but hopefully that will solve your permanent corpse phenomenon. Regarding the save files, mapp.bin contains all character data (inventory, skills, etc). If you can edit the value in your map_sand.bin settings, change the HoursForCorpseRemoval value to the number of hours you'd like before corpses are completely decayed. Copy all files from Sandbox2 into Sandbox1, EXCEPT for mapp.bin and all the numbered mapXXXX.bin files - Load up world 'Sandbox1', see if you now have zombies, and see if any of your previous game activity is missing or otherwise affected. Typically, a value of -1 for most settings is a null value, a way to cancel that particular parameter. Originally posted by bekkar:i'm at build 41 and i checked now my map_sand.bin settings and the HoursForCorpseRemoval is set to -1 A value of -1 means that corpses will never decay. Could someone more detailed on game mechanics/file editing confirm my advice? If you can edit the value in your map_sand.bin settings, change the HoursForCorpseRemoval value to the number of hours you'd like before corpses are completely decayed. ![]() I'd rather not give you faulty information and ruin your game, giving you a reason to be upset with me. Typically, a value of -1 for most settings is a null value, a way to cancel that particular parameter.ĭISCLAIMER: BACK UP YOUR SAVE BEFORE TAKING MY ADVICE! Copy and paste all the files somewhere safe, so you can replace them if something unfortunate happens. Do you use any mods? i'm at build 41 and i checked now my map_sand.bin settings and the HoursForCorpseRemoval is set to -1 A value of -1 means that corpses will never decay. ![]() I believe the default settings are 2 weeks for full corpse decay? If you're on Build 41, and corpses aren't decaying, you may have a bug. On Build 41, zombie corpses should decay on their own. Originally posted by convenience store:Are you on Build 40, or Build 41?
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