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Jace11

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About Jace11

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  1. Ok, thanks dwarden, Here is the ticket, sorry if its a bit long, I followed template but added extra info as I'd done a bit of investigation into what was wrong so I thought it wise to pass on that info to speed things up if you patch it.. https://dev-heaven.net/issues/27638
  2. Hi, I noticed a small problem in BAF DLC voices. Male04_BAF and maybe some others contain errors in sound files. It's really annoying me in the missions I am making that the speech is wrong... e.g in stealth mode they say "getsupportat" when they should say "roger" and they say "underfire" when they mean "understood" I found the problem actually lies in the ogg files, roger.ogg says support etc and understood says underfire etc, so the ogg files are wrong. Although I cannot dePBO the full DLC version of dubbingbaf.pbo I can look inside the one in the OA common folder and they are wrong in there. How would I go about fixing this? Ideally I would just want to redefine the appropriate voice oggs for those that are wrong instead of compiling the whole pbo again (which would be incomplete as only the lite version can be accessed). The correct sounds are in the SOM folder so I have good sources for these two, or could I just do it by config.cpp and change the addess of the file. I have no idea how to code a config.cpp, they are pretty confusing to me. #define _ARMA_ //Class core_dubbing_baf : config.bin{ class CfgPatches { class Core_Dubbing_Baf { units[] = {}; weapons[] = {}; requiredVersion = 1.60; requiredAddons[] = {"CA_DubbingRadio_E"}; }; }; class CfgVoice { class Base; class Core_Dubbing_BAF: Base { expansion = 2; protocol = "RadioProtocol_BAF"; identityTypes[] = {"Head_BAF","Language_BAF"}; }; class Male01_BAF: BAF { directories[] = {"\ca\dubbing_baf\RADIO\Male01_BAF\","\ca\dubbing_baf\RADIO\Male01_BAF\"}; voiceType = "Male01"; scope = 2; }; class Male02_BAF: BAF { directories[] = {"\ca\dubbing_baf\RADIO\Male02_BAF\","\ca\dubbing_baf\RADIO\Male02_BAF\"}; identityTypes[] = {"Frost","Head_BAF","Language_BAF"}; voiceType = "Male02"; scope = 2; }; class Male03_BAF: BAF { directories[] = {"\ca\dubbing_baf\RADIO\Male03_BAF\","\ca\dubbing_baf\RADIO\Male03_BAF\"}; voiceType = "Male03"; scope = 2; }; class Male04_BAF: BAF { directories[] = {"\core_dubbing_baf\RADIO\Male04_BAF\","\core_dubbing_baf\RADIO\Male04_BAF\"}; voiceType = "Male04"; scope = 2; }; }; //}; This attempt failed and included the correct sounds in the radio\male04_BAF\ folder but it didnt work. I'm looking at sound replacement mods to try and work how to do it but I do not know which classes to call / rename / replace in the config.cpp Any help appreciated...
  3. Obviously the thought of anyone tackling a sequel / update of the Carrier Command franchise concerns fans of the original game. The 1988 game was a classic, timeless in its innovation of combining RTS / sandbox and sim-style gameplay in one tiny package. And yet there has never been a game like it since...(not that I can think of anyway). Carrier had: Strategy: Capturing islands and defending the network. Strategic placement of defence islands was important and severing the supply network of the enemy seemed to delay his expansion. Sandbox: A massive map littered with 64 islands. Not sure on the exact time it would take you to sail across the map, but having to resupply and refuel meant that it usually took people several days to get near the enemy's base island in the strategic game mode. 1v1: One AI opponent. This 1v1 aspect of the game was important. You looked at messages to see where the enemy was, trying to predict where he will strike next etc. The enemy carrier was a tough opponent to take down, and elusive. I'm pretty sure that during my first playthrough I didn't see him till the very end, near his base island. The naval setting added to the isolation of the player. You were alone in your ship with a vast expanse of ocean to explore and conquer!! - this added significantly to the "immersion" of the game. Economy: You had limited numbers of everything. 1 carrier, 4 planes, 4 tanks. Limited number of weapon types, carrier had 2, planes had 3, tanks had 2. Nothing ridiculously overcomplicated. In subsequent RTS games you could produce endless streams of units. Not so in carrier. You could only manage a small number at a time, and using them all simultaneously was difficult because it required a heavy workload and coordination. Hands on control: For all friendly vehicles, there was no AI other than a simple autopilot which took you to your destination. I really hope Gaia does not change these significantly: Strategy: Gaia could easily dumb down this aspect to cater to modern gamers who just want action. Sandbox: The islands look pretty good in the screenshots but we haven't seen any info on the game worlds overall scale and the number of islands. There is no way a mission based approach would work without harming the game significantly. 1v1: Maintaining the feeling of the original game should be relatively straight forward but I'm concerned about these droid things etc detracting from the sense of isolation the player got in the original. I also noticed in the trailer that Mantas had human pilots... oh dear.. I hope this was just for the trailer... Economy: Please only limited numbers of droids / tanks / planes etc!! Hands on control: I can't imagine the AI of your units will be as passive as in the original, would expect it to be able to fight. Maybe it could be upgradable, would expect multiple waypoints obviously (something the original needed badly). Research: People have mentioned this already, it may not be in Gaia, but I think there is a decent chance it will be included. If so, it can't be overpowered. Again, the improvements gained should be limited.
  4. Jace11

    I remember.

    Glad to hear your revamping the sound for the PC version. I fired up CC again recently. I tried the ST, Amiga and PC versions while looking through old games / ROMs etc and compared them to see which I liked best. I had a suspicion that there was a few minor differences in gameplay. The sound on the Amiga is clearly superior though, but I always found the AI too easy. I could set traps for the AI which it would walk into. The ST is the same (and I have seen the enemy carrier cross an island). What you say about the DOS version having "improvements" is true.... Aside from the sound, it's definately the best version... in the DOS version the AI can be really nasty... (it does indeed hunt YOU!) I recently played a couple of quick start games (action game??) and set the same trap I used to all those years ago for the amiga AI. Take hostile island that you start near then sit out at sea.. and wait for him to attack one of the three islands in that triangle.. Except on two occasions the enemy ambushed me in mid-ocean as I waited - I was nowhere near an island! (and sank me both times!). That never happened on the amiga version (and I played that a lot!). I was pretty mad at being surprised by a 22 year old game that I thought I knew inside out.... :) Oh and enemy carrier can fire missiles at your planes too (I never saw this in Amiga or ST) and it's planes will follow you for greater distance. If it confronts you in mid-ocean and you back off, it will come after you!!! So if you're a fan of the original, try the DOS version, though the sound may suck, but maybe that will be remedied one day... One problem with the DOS version that isn't present in the Amiga and ST versions is the scaling of the sea dots... they are scaled close together from the tank viewpoint and far apart for the ship and planes, its very noticiable when looking out the dock while your ship is moving fast, then look out the bridge... you should be able to spot the scale difference - maybe it was a deliberate change?
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