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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Limit on 'localize' assets: possible to bypass?
kriDje
General Member
Since: Oct 2, 2007
Posts: 8
Last: Dec 29, 2008
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Level 0
Category: CoDWW Scripting
Posted: Monday, Dec. 29, 2008 01:49 pm
Was the limit in CoD4 as low as in CoDWW?

If no, I can try to make this mod for CoD4. ;)
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Dancing_Lobster
General Member
Since: Jun 29, 2007
Posts: 196
Last: Dec 29, 2008
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Level 4
Category: CoDWW Scripting
Posted: Monday, Dec. 29, 2008 02:02 pm
Not sure but I'm affraid so...
Dam limitations, would have been very nice to have CoD4/5 in dutch [ohwell]
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kriDje
General Member
Since: Oct 2, 2007
Posts: 8
Last: Dec 29, 2008
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Level 0
Category: CoDWW Scripting
Posted: Monday, Dec. 29, 2008 02:55 pm
Hm, maybe CoD:MW2 [casanova]
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FWCorey
General Member
Since: Jan 5, 2009
Posts: 3
Last: Mar 12, 2009
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Level 0
Category: CoDWW Scripting
Posted: Thursday, Mar. 12, 2009 08:20 am
Did you try shortening the credits.str file by making each entry 1 character long, like a space? That would significantly reduce the size and might help you. I ran into a similar problem on Gambler's Ruin and Tower Defense and simply scripted all my strings and didn't use an STR file at all. It will give you an error if it tries to precache any of the strings you create if you load your mod with developer 1, but the game itself will ignore the error otherwise and run fine.
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