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Death to Spies Stealth action. Professional spy working for the Soviet counterintelligence service executes dangerous operations in the heart of German territory.

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  #1  
Old 03-04-2009, 06:13 AM
Liz Shaw's Avatar
Liz Shaw Liz Shaw is offline
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Are you still thinking about changing the mission names?

By the way, another thing is bothering me...

Every time an objective has been completed, the game says "the mission has been accomplished:...". It makes it sound like the mission's over already! Can you change the text to "objective completed:..." instead, please?
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Old 03-04-2009, 10:38 AM
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Quote:
Originally Posted by Liz Shaw View Post
Are you still thinking about changing the mission names?

By the way, another thing is bothering me...

Every time an objective has been completed, the game says "the mission has been accomplished:...". It makes it sound like the mission's over already! Can you change the text to "objective completed:..." instead, please?
Sure

The funny thing is internally, inside the shadvs script the key names
were correct but the localization not

Code:
"objcomplete" = 0 "Objective completed";
"miscomplete" = 0 "MISSION ACCOMPLISHED";
OK take the updated file from the attachement as usual and put into
folder: "\UI\"

Have fun
Attached Files
File Type: zip ui.zip (1.8 KB, 4 views)
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Old 03-05-2009, 10:25 AM
Liz Shaw's Avatar
Liz Shaw Liz Shaw is offline
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Remember the snipers you have to kill in "Eight Snipers"? How you added a magazine for each one's sniper rifle in their inventory? There are snipers in "Die Spies" and "Removal" as well. Maybe you could add a magazine to their inventory too?
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Old 03-05-2009, 02:14 PM
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AHO AHO is offline
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Quote:
Originally Posted by Liz Shaw View Post
Remember the snipers you have to kill in "Eight Snipers"? How you added a magazine for each one's sniper rifle in their inventory? There are snipers in "Die Spies" and "Removal" as well. Maybe you could add a magazine to their inventory too?
The bad thing is that I need the script ID of an NPC. These are defined
in the SWD map file. I don't know where and how. It's seems that they are
encrypted or something like that...

Short: There are some IDs in the scripts and I can only modify them
unfortunately
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Old 03-05-2009, 04:19 PM
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forlik forlik is offline
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Quote:
Originally Posted by AHO View Post
These are defined in the SWD map file. I don't know where and how. It's seems that they are encrypted or something like that...
IDs are not encrypted and you can find them using search command in any hex-editor. But they stored as numbers, not as strings. So, to find them you should reverse your request. You can modify these IDs or create your own (DWORD with offset 0x3D after NPC's name).

Example for D. Meltzer (YAZK):
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Old 03-06-2009, 10:01 AM
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Quote:
Originally Posted by forlik View Post
IDs are not encrypted and you can find them using search command in any hex-editor. But they stored as numbers, not as strings. So, to find them you should reverse your request. You can modify these IDs or create your own (DWORD with offset 0x3D after NPC's name).

Example for D. Meltzer (YAZK):
Interesting:
I found his ID at adres 0x00EF68FC as a reverse string (KZAY).
But it is not a stored as a number? It's just a reverted string

Update://
If a NPC does not have an ID, can I give him a new one?
Is the space inside the swd empty? How long have the
ID to be? I think four bytes (chars)?

Last edited by AHO; 03-06-2009 at 10:05 AM.
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Old 03-06-2009, 10:27 AM
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forlik forlik is offline
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Quote:
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But it is not a stored as a number? It's just a reverted string
I mean reverse form, like for numbers (little endian byte order).

Quote:
Originally Posted by AHO View Post
If a NPC does not have an ID, can I give him a new one? Is the space inside the swd empty?
Yes, as I say before, you can create new IDs.

Quote:
Originally Posted by AHO View Post
How long have the ID to be? I think four bytes (chars)?
DWORD (4 bytes).
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