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| Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266511]
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Mon, 08 November 2010 22:00 
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datakurs |
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Messages:166
Registered:June 2009 Location: Budapest, Hungary |
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The WF mercs' subtitles.
However I'll check it until the rebel base.
Edit:
Rebels' subtitles are all in English but Dimitri and Ira speak in German.
Can Miguel be given his original voice? This WF voice with the Russian accent is not really needed I think.
[Updated on: Mon, 08 November 2010 22:06] by Moderator Report message to a moderator
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Staff Sergeant
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| Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266513]
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Mon, 08 November 2010 22:13 
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| Logisteric |
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Messages:3190
Registered:December 2008 Location: B |
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you have an english ja2? if yes delete anything 057 from folders speech, npc-speech and mercedt - changing dimitri and ira to english works the same way delete anything 059 and 060 from these three folders
edith:
new version - you need to redelete 057
[color:#FF0000]
link deleted[/color]
judith:
you also need to delete 057.etd (and 059/060.etds) from folder npcdata to get rid of german voices and subtitles for rebels (as npcs)
gwyneth:
you MUST NOT delete 057/059/060.npc from npc-data (if they exist)
[Updated on: Mon, 08 November 2010 23:22] by Moderator Report message to a moderator
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Captain
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| Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266516]
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Mon, 08 November 2010 22:35 
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datakurs |
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Messages:166
Registered:June 2009 Location: Budapest, Hungary |
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It worked, thank you very much.
Can you do something with the e-mails & WF merc subtitles, too?
Edit:
I overlooked it, thanks again.
[Updated on: Mon, 08 November 2010 22:51] by Moderator Report message to a moderator
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Staff Sergeant
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| Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266587]
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Wed, 10 November 2010 00:00 
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| Kellomies |
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Messages:50
Registered:October 2010 |
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:headscratch:
Maybe I just don't recognise the issue, but how in the world do reload speeds of all things make any meaningful difference there...? I mean as far as I can tell looking at the numbers (in "vanilla" 1.13 and AIM equally), where rifles run roughshod over SMGs is for the most part being at least as fast-shooting and having equal or better autofire handling characteristics - on top of boasting loads more range (ergo accuracy, given how the numbers get crunched) and power.
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Corporal
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| Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266597]
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Wed, 10 November 2010 07:12 
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sorca_2 |
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Messages:202
Registered:September 2010 Location: California, USA |
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Kellomies:headscratch:
Maybe I just don't recognise the issue, but how in the world do reload speeds of all things make any meaningful difference there...? I mean as far as I can tell looking at the numbers (in "vanilla" 1.13 and AIM equally), where rifles run roughshod over SMGs is for the most part being at least as fast-shooting and having equal or better autofire handling characteristics - on top of boasting loads more range (ergo accuracy, given how the numbers get crunched) and power.
Well, if reload costs were increased, backup weapons would be more useful. For example, if you have a G36C and shoot it empty (and the reload cost is high)--you might consider using a backup weapon in an emergency situation, just like in real life (and most other games).
Of course, you could just swap out for another fully-loaded G36C without penalty right now, which is why I think it needs to go hand-in-hand with optional AP costs on the sling and combat pack to make realistic small weapons for back-ups.
Read the bottom of this thread to see what I'm talking about. I fully admit that I have no idea what I'm doing, but I'm trying to figure out a global reload cost multiplier. ChrisL is going to try to make AP cost possibilities for the sling and/or combat pack. If the cost of reloading was higher and it was costly to switch to your "backup LMG", smaller weapons would be much more useful even at the end of the game.
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Sergeant 1st Class
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| Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266635]
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Wed, 10 November 2010 16:25 
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| Kellomies |
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Messages:50
Registered:October 2010 |
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I see... grenades? :headscratch:
I got nuthin'...
sorca_2Well, if reload costs were increased, backup weapons would be more useful. For example, if you have a G36C and shoot it empty (and the reload cost is high)--you might consider using a backup weapon in an emergency situation, just like in real life (and most other games).
Of course, you could just swap out for another fully-loaded G36C without penalty right now, which is why I think it needs to go hand-in-hand with optional AP costs on the sling and combat pack to make realistic small weapons for back-ups.
Read the bottom of this thread to see what I'm talking about. I fully admit that I have no idea what I'm doing, but I'm trying to figure out a global reload cost multiplier. ChrisL is going to try to make AP cost possibilities for the sling and/or combat pack. If the cost of reloading was higher and it was costly to switch to your "backup LMG", smaller weapons would be much more useful even at the end of the game.
Been lurking that thread actually, but I don't think that's what he was on about. I mean, amped reload costs would hit the SMGs pretty much equally hard right?
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Corporal
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