Xfing has an opinion that's different from yours. Get over it, it's not the end of the world.Templayer wrote:"the class skill bonus/penalty system is conceptually better suited for the base game" - This must NEVER be for the BASE merge. As an optional modification? Fine. But stop forcing non-vanilla limitations onto others. You have tried that numerous times in this thread. I'm tired of it. Seriously.
I too think adding bonuses and restrictions to vanilla race-class combos in the base game may be good. Certainly not like Xfing have laid out in that table, it's way too much. But what I really want added to the base is a limited number of new race-class combos with seriously different skillsets. It also has to undergo some testing before being included into the Merge core.
16-bit PCM, 44Hz works fine.Jamesx wrote:I see, that the game voices was encoded via IMA ADPCM audio codec with 4bit, 22kHz, 88kb/s. My software can use this codec for compression, but it' maximal parameters is 4bit/44kHz...
I tried another ADPCM by Microsoft, but in game it works bad, most times the voice just not play, or started from the middle and it's broken. Idk, maybe there is another codec supported by the game, but if not... Anyway, I think that 4/44 is enough, it sounds pretty well, but if you want a better quality, you have to teach the game to use another audio codec .... or try to make IMA ADPCM work with higher quality encoding. I even don't know what is worst
The game only uses WAVs. You just downgraded their quality for no reason by converting to MP3.Templayer wrote:Source doesn't automatically mean "not compressed enough for the project", but just that - a source. If I did it the way you think I did, would have made uncompressed wav files in the first place. But I did make 320 kb/s .mp3 in a format that I believe could be used in-game as well, since .mp3 compresses it enough to be usable like that.
Meaning just as badly I'm actually surprised they aren't supported already (just tested it). I would've assumed MP3DEC.ASI would cover that too, eventhough I never thought of this before.SpectralDragon wrote:and I'd suggest you chat with GrayFace about making the game read non-music .mp3s just as well as it reads non-music (read "voice") .wavs. (shrug)