I have made a preliminary fix for the issue you added but I don't have this game and it doesn't seem to happen with the demos; could you try it?
Hitman: Codename 47 frame rate fix test
So I finally got around to looking at this patch. Sorry it took so long.
Anyways, when I booted up the game, there were no frame rate issues I experienced. The entire thing ran at a constant 60 FPS.
Someone in the commit history mentioned that the issue may have been Windows 8/8.1-specific, but I can't confirm that.
-taken care of-
Reasons for reverted edit?
Localizations usually uses yes/no else stuff breaks(in case of fan trans) and your sorting is incorrect
I don't agree with the current sorting layout. It should be, in my opinion, pure alphabetical. Not this selective mismatched layout.
I also find that the yes/no notation for the table makes no sense in terms of consistency. It's only used just because the fan translation field forces it to (as far as I can tell). Every other table used in the wiki uses the true/false notation.
That being said, you're free to revert my changes. This is just purely my opinion and not the current standard. When I get the time, I'll try to get the inconsistencies addressed (or at least get valid reasoning behind the decisions).
The lang sorting makes sense tho. Those prefixes should be ignored in same way the is ignored. It also lumps Portuguese/Brazilian Portuguese and Chinese langs together which looks nicer.
Doesn't a game's API table refer to the original game engine?
Correct me if I'm wrong, but doesn't a game's API table refer to the original game engine, not source ports? (I.e. With Euro Truck Simulator 2, it had 64-bit support patched into the original engine, whereas Quake III Arena's original engine never received the ability to use a 64-bit executable, only through source ports of the engine.)
The API and Middleware table refers to the latest vanilla version of the game. Source ports are to be only mentioned if they add functionality not present in the original engine (ex. 64-bit support).
Apologies for the massive delay. Completely forgot about this.
No problem! Judging from the forums, you've been dealing with other, more important things.
I don't have this game; could you test whether the same
FSW.dll result can be done with a hex editor? That would be preferable to Notepad (especially since some in the reference topic had problems with the Notepad method).
I'm not sure how a hex editor will be easier or less problematic then Notepad. It's a simple copy/paste job with the section that need to be modified very easy to find.
The only issue I could think of is that Notepad loads the DLL file too slow.
Critter Crunch screenshot clean-up
Prior to your edits, I put the input setting screenshots in a container underneath the table because putting everything to the right caused the screenshots to bleed into the audio settings section, which knocks the relevant audio setting screenshot down too. Is this preferable to keeping all the screenshots in one section?
Preferably, try to keep everything under the same section. That being said, screenshots by default stay on the right side of the article.
Ultimately, it's a matter of preference. I personally keep all screenshots on the right, only using a gallery under the table for extra screenshots (see Tom Clancy's Splinter Cell: Blacklist for an example of my style).
I just wanted to let you know that the tag is only meant to be on games that are not on Linux. It makes little sense in other cases.
Toggle on "Mute on focus lost" in Portal 2
I figured I'd just clear up a small misconception. While Portal 2 specifically doesn't have a toggle, most other Source games do. Some people like being able to switch between the two as they please so they can still hear in-game audio while outside of the game (people with multi-monitor who play 2 games at once, for example). The audio settings template, for ease of use, tracks whether or not a game does that by default, but there are some games where there is a toggle.
Thanks for fixing my mistake on the Portal 2 page, I should have left it unknown if anything.
I have a Crysis Warhead fix, could you add it?
When you bind anything to mouse 2 it doesn't change secondary fire for dual wielding. You have to edit the actionmaps file in My Documents\My Games\Crysis Warhead\Profiles\Default
<action name="attack2" onPress="1" onRelease="1"> <key name="mouse2" />
<action name="attack2" onPress="1" onRelease="1"> <key name="mouse3" />
or whatever the desired key is
The fix has been added in. Thanks for finding it!
Thanks for adding it, any recommendation for a good wiki editing tutorial or tool so I could do it myself in the future?
Unfortunately, I do not know any such program that can auto generate wiki portions/articles.
There is some tutorials available on the site that shows basic article creation, styles, and a sample article to showcase the proper layout.
They can be found in the Manual section.
Regarding Half-Life 2: Survivor
Since it's a completely different game, do you think it'd be worth it to make a separate page for it? I'm really interested in it as I'm sure many others are.
It's not worth making an extra page for it. The entire game is just a rehashed version of Half-Life 2 for Japanese arcades with nothing extra going for it (besides some small additions here and there with a horrible UI). Whatever things that are worth mentioning are already talked about in that Facepunch thread or in the Wikipedia entry. It's best to consider it a variant of Half-Life 2.
That being said, if you want to make it a separate page, go ahead. I just think nothing new would be added to it at the moment.