"That just raises further questions!"

Alec Sanger wrote:
> maybe something to do with this?
>
> // Items
>
> "TF_Open_Charinfo"            "Open Character Loadout"
>
>
>
> "Item"                "Item"
>
> "SelectedItemNumber"        "#%selecteditem%"
>
> "NewItemsAcquired"        "%numitems% NEW ITEMS ACQUIRED!"
>
> "NewItemAcquired"        "NEW ITEM ACQUIRED!"
>
> "NextItem"                "VIEW\nNEXT >"
>
> "PreviousItem"            "VIEW\n< PREV"
>
> "CloseItemPanel"        "OK, RESUME GAME"
>
> "ChangeLoadout"            "EQUIP THIS ITEM NOW..."
>
>
>
> "CharInfoAndSetup"        "CHARACTER INFO AND SETUP"
>
> "Loadout"                "LOADOUT"
>
> "Stats"                    "STATS"
>
> "Achievements"            "ACHIEVEMENTS"
>
>
>
> "CharacterLoadout"        "CHARACTER LOADOUT"
>
> "SelectClassLoadout"    "SELECT A CLASS TO MODIFY LOADOUT"
>
> "NoSteamNoItems"        "LOADOUT NOT AVAILABLE - COULD NOT CONNECT TO STEAM"
>
> "LoadoutChangesUpdate"    "NOTE: LOADOUT CHANGES WILL TAKE EFFECT ON RESPAWN."
>
> "EquipYourClass"        "EQUIP YOUR %loadoutclass%"
>
> "Equip"                    "EQUIP"
>
> "Keep"                    "KEEP"
>
> "ClassBeingEquipped"    "%loadoutclass%"
>
> "ChangeButton"            "CHANGE..."
>
> "DoneButton"            "DONE!"
>
> "EquipSelectedWeapon"    "EQUIP SELECTED WEAPON"
>
> "ItemSel_PRIMARY"        "- PRIMARY WEAPON"
>
> "ItemSel_SECONDARY"        "- SECONDARY WEAPON"
>
> "ItemSel_MELEE"            "- MELEE WEAPON"
>
> "ItemSel_PDA"            "- PDA"
>
> "ItemSel_ITEM1"            "- ACCESSORY"
>
> "ItemSel_HEAD"            "- HEADWEAR"
>
> "TF_BackCarat"            "<< BACK"
>
> "TF_CancelCarat"        "<< CANCEL"
>
> "TF_BackToMainMenu"        "<< BACK TO MAIN MENU"
>
> "TF_ResumeGame"            "<< RESUME GAME"
>
> "InventoryCountOne"        "(1 OTHER IN INVENTORY)"
>
> "InventoryCountMany"    "(%s1 OTHERS IN INVENTORY)"
>
> "CurrentlyEquipped"        "CURRENTLY EQUIPPED:"
>
> "CurrentlyEquippedCarat"    "CURRENTLY EQUIPPED >"
>
> "ItemsFoundShort"        "(%s1 ITEMS IN INVENTORY)"
>
> "ItemsFoundShortOne"    "(ONE ITEM IN INVENTORY)"
>
> "NoItemsExistShort"        "(NO ITEMS EXIST YET)"
>
> "NoItemsExistLong"        "(NO SPECIAL ITEMS FOR %loadoutclass% EXIST YET.)"
>
> "NoItemsFoundShort"        "(NO ITEMS FOUND YET)"
>
> "NoItemsFoundLong"        "(NO SPECIAL ITEMS FOR %loadoutclass% HAVE BEEN 
> ACQUIRED YET.)"
>
> "NoItemsAvailableTitle"    "AVAILABLE:"
>
> "NoItemsAvailableTitle2" "BASE INVENTORY ONLY."
>
> "ItemAcquireReason_Achievement" "ACHIEVEMENT EARNED"
>
> "NoItemsToEquip"        "YOU HAVE NO ITEMS FOR THIS LOADOUT SLOT"
>
> "SelectNoItemSlot"        "Empty"
>
> "BackpackTitle"            "BACKPACK"
>
> "X_DeleteItem"            "X DELETE"
>
> "X_DiscardItem"            "X DISCARD"
>
> "DeleteItemConfirmTitle"    "ARE YOU SURE?"
>
> "DeleteItemConfirmText"        "Deleting this item will permanently destroy 
> it. This cannot be undone."
>
> "X_DeleteItemConfirmButton"    "X YEAH, DELETE IT"
>
> "Backpack_Delete_Item"    "BACKPACK - DELETE ITEM"
>
> "DiscardExplanation"    "You picked up this item but you don't have room for 
> it in your pack."
>
> "DiscardExplanation2"    "Delete an item below to make room or press discard 
> to throw your new item away."
>
> "Discarded"                "DISCARDED!"
>
>
>
> "LoadoutSlot_Primary"    "Primary weapon"
>
> "LoadoutSlot_Secondary"    "Secondary weapon"
>
> "LoadoutSlot_Melee"        "Melee weapon"
>
> "LoadoutSlot_Grenade"    "Grenade"
>
> "LoadoutSlot_Building"    "Building"
>
> "LoadoutSlot_pda"        "Primary PDA"
>
> "LoadoutSlot_pda2"        "Secondary PDA"
>
> "LoadoutSlot_Head"        "Head"
>
>
>
> "ItemTypeDesc"            "Level %s1 %s2"        // s1 is the level number, 
> s2 is the item type. Example: "Level 4 Medigun"
>
> "of"                    "of"
>
>
>
> // Attribute descriptions
>
> "Attrib_ClipSize_Positive"            "+%s1% Clip size"
>
> "Attrib_ClipSize_Negative"            "%s1% Clip size"
>
> "Attrib_UberchargeRate_Positive"    "+%s1% ÜberCharge rate"
>
> "Attrib_UberchargeRate_Negative"    "%s1% ÜberCharge rate"
>
> "Attrib_DamageDone_Positive"        "+%s1% Damage done"
>
> "Attrib_DamageDone_Negative"        "%s1% Damage done"
>
> "Attrib_HealRate_Positive"            "+%s1% Heal rate"
>
> "Attrib_HealRate_Negative"            "%s1% Heal rate"
>
> "Attrib_FireRate_Positive"            "+%s1% Faster firing speed"
>
> "Attrib_FireRate_Negative"            "%s1% Slower firing speed"
>
> "Attrib_OverhealAmount_Positive"    "+%s1% Overheal bonus"
>
> "Attrib_OverhealDecay_Disabled"        "Overheal bonus doesn't decay"
>
> "Attrib_OverhealDecay_Positive"        "Overheal bonus decays %s1% slower"
>
> "Attrib_OverhealDecay_Negative"        "Overheal bonus decays %s1% faster"
>
> "Attrib_HealOnHit_Positive"            "+%s1 Health on hit"
>
> "Attrib_HealOnHit_Negative"            "%s1 Health on hit"
>
> "Attrib_CritChance_Positive"        "+%s1 Critical hit chance"
>
> "Attrib_CritChance_Negative"        "%s1 Critical hit chance"
>
> "Attrib_CritChance_Disabled"        "No critical hits"
>
> "Attrib_AddUber_OnHit_Positive"        "Add %s1% ÜberCharge on hit"
>
> "Attrib_Medigun_CritBoost"            "ÜberCharge grants 100% critical chance"
>
> "Attrib_DamageDoneBonus_Positive"    "+%s1% Damage bonus on hit"
>
> "Attrib_CritVsBurning"                "100% Critical hit vs burning players"
>
> "Attrib_DmgPenaltyVsNonBurning"        "%s1% damage vs non-burning players"
>
> "Attrib_NoCritVsNonBurning"            "No critical hits vs non-burning 
> players"
>
> "Attrib_ModFlamethrowerPush"        "No compression blast"
>
> "Attrib_ModFlamethrower_BackCrits"    "100% Critical hits from behind"
>
> "Attrib_MaxHealth_Positive"            "+%s1 Max health"
>
> "Attrib_FistsHaveRadialBuff"        "On Kill: +50 Health on nearby 
> teammates\nOn Kill: +10% Crit Chance on nearby teammates"
>
> "Attrib_CritBoost_OnKill"            "On Kill: %s1 seconds of 100% critical 
> chance"
>
> "Attrib_Slow_Enemy_OnHit"            "%s1% chance to slow target on hit"
>
> "Attrib_Spread_Negative"        "%s1% shot spread penalty"
>
> "Attrib_BatLaunchesBalls"        "This bat knocks out a mean stun ball"
>
> "Attrib_DmgPenaltyVsNonStunned"        "%s1% damage vs non-stunned players"
>
> "Attrib_Scattergun_HasKnockback"    "Knockback on the target and shooter"
>
> "Attrib_BulletsPerShot_Bonus"        "+%s1% bullets per shot"
>
> "Attrib_NoDoubleJump"            "Disables double jump"
>
>
>
> // Unique item names
>
> "TF_Unique_Achievement_Medigun1"    "The Kritzkrieg"
>
> "TF_Unique_Achievement_Syringegun1"    "The Blutsauger"
>
> "TF_Unique_Achievement_Bonesaw1"    "The Ubersaw"
>
>
>
> "TF_Unique_Achievement_FireAxe1"    "The Axtinguisher"
>
> "TF_Unique_Achievement_FlareGun"    "The Flare Gun"
>
> "TF_Unique_Achievement_Flamethrower"    "The Backburner"
>
> "TF_Unique_Achievement_LunchBox"    "The Sandvich"
>
> "TF_Unique_Achievement_Minigun"        "Natascha"
>
> "TF_Unique_Achievement_Fists"        "The Killing Gloves of Boxing"
>
> "TF_Unique_Achievement_Bat"        "The Sandman"
>
> "TF_Unique_Achievement_Scattergun_Double" "The Force-A-Nature"
>
> "TF_Unique_Achievement_EnergyDrink"    "Bonk! Atomic Punch"
>
>
>
> "TF_Wearable_Headgear"                "Headgear"
>
> "TF_Unique_Headgear_Scout"            "Batter's Helmet"
>
> "TF_Unique_Headgear_Sniper"            "Tooth Belt"
>
> "TF_Unique_Headgear_Soldier"        "Soldier's Helmet"
>
> "TF_Unique_Headgear_Demoman"        "Fro"
>
> "TF_Unique_Headgear_Medic"            "Medic's Helmet"
>
> "TF_Unique_Headgear_Pyro"            "Pyro's Helmet"
>
> "TF_Unique_Headgear_Heavy"            "Football Helmet"
>
> "TF_Unique_Headgear_Engineer"        "Mining Helmet"
>
> "TF_Unique_Headgear_Spy"            "Spy's Helmet"
>
> Thank you,
> Alec Sanger
> P: 248.941.3813
> F: 313.286.8945
>
>
>
>   
>> Date: Tue, 21 Apr 2009 01:19:34 -0700
>> From: crazydog...@gmail.com
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] FW: Team Fortress 2 Update Released
>>
>> Maybe the limit was reached after 50 items?
>>
>> Yaakov Smith wrote:
>>     
>>> How would that work? If anything, it would make it higher.
>>>
>>> -----Original Message-----
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Philip Bembridge
>>> Sent: Tuesday, 21 April 2009 5:04 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] FW: Team Fortress 2 Update Released
>>>
>>> Perhaps the backpack idea is to keep the games memory usage lower, as it was
>>> close to the memory limit on the xbox
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>  
>>>
>>> __________ Information from ESET Smart Security, version of virus signature
>>> database 4023 (20090420) __________
>>>
>>> The message was checked by ESET Smart Security.
>>>
>>> http://www.eset.com
>>>  
>>>  
>>>
>>> __________ Information from ESET Smart Security, version of virus signature
>>> database 4023 (20090420) __________
>>>
>>> The message was checked by ESET Smart Security.
>>>
>>> http://www.eset.com
>>>  
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>   
>>>       
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
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>>     
>
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