![]() The structure worked, but was a fair bit of a pain to maintain, because folders typically were two-three levels deep and contained just a handful of files per folder on the deepest level. So what actually happened? Well, those familiar with sound mod structure before 0.6.13 will know that the audio files were organized into a strict but complex directory which described what file is supposed to be played for what event (voice and sfx included). Especially since the file is supposed to be named mod.xml. Which we only find out after digging around the clients packed files. It's not "a control.xml file", it is supposed to read "a control(ler) XML file". Moreover, whoever translated this from Russian patch notes introduced a mistake. and the F voicover are annoying if left vanilla (luckily can disable them in options.While still not officially supported, we’ve improved the functionality of player-created sound mods - a control.xml file is created for each mod, which contains paths to all that mod's files.Ī single quizzical (and ultimately useless) line blurb about something that pretty much turned the sound mods upside their heads. i miss my "PAN-PAKA-PA-N!!" when i sink a ship (and the new guns sounds. any custom *.USM work but no sound even with game music mute The following flash files must be put away in order to not cause a crash: service_lib.swf consumer_main_screen.swf and it's "low" sister file, gameloading.swf and finally options.swf (not causing a crash but settings are empty ) (afaik can do that too on the Enchant in the modpack ) and luckily, i could not play in a grey'n rust Fuso ) ![]() atmaxx_Shark_Scope_0.4.0.6_without_ScopeShadow For myself i took 1h30 to test all mods one by one (downloaded most of them separately) iirc working
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