: This is the File Allocation Table . It acts as the "index" or "table of contents" for the audio data.
: This is the "bigfile" or data archive containing the actual raw audio content. sound_english.fat
: These specific archives hold the English-localized audio, while other language versions (e.g., sound_russian.dat ) contain audio for their respective regions. File Format : Internally, the audio is often stored in the proprietary Common Uses and Solutions Language Swapping : This is the File Allocation Table
This exclusivity comes into sharp focus when players want to change their game's language. Many users on forums like Steam and Ubisoft have shared a common trick to force the game to use English voices. Because the game's internal language options can sometimes be restrictive, advanced users found a clever workaround: simply rename the voice files. For instance, to get Spanish voices, a user might navigate to this folder and manually rename sound_english.fat to sound_spanish.fat . The game, looking for the Spanish file, would instead find and load the English audio pack.
The iconic sound of the .44 Magnum? The silenced Z93? These are stored here. Exclusively modifying the soundenglish.dat allows you to replace weapon sounds with hyper-realistic gunshot recordings from libraries like Boom Library or Sonomic , creating a "Tactical Far Cry" experience that no loose-file mod can achieve. sound_english
Fix : The Dunia engine sometimes strips string names during compilation. Ensure your Gibbed tools folder contains the updated lists text files, which map hex hashes back to recognizable filenames like vaas_monologue_01.wav . Modding and Re-packing
This process tricks the engine into reading the core English voice banks, overriding localized restrictions. Method 2: Injecting Verified External Language Packs Because the game's internal language options can sometimes
Create a new folder on your desktop named FC3_Modding . Copy both sound_english.dat and sound_english.fat from the game directory into this new folder. Never work directly on the original game files. 3. Unpack the Archives
: This is the "bigfile" or data container that holds the actual audio assets. sound_english.fat
NEVER modify these files without making a copy first. If the game crashes, you will need to replace them.
@article{wang2021mlfw,
title={MLFW: A Database for Face Recognition on Masked Faces},
author={Wang, Chengrui and Fang, Han and Zhong, Yaoyao and Deng, Weihong},
journal={arXiv preprint arXiv:2109.05804},
year={2021}
}
This database is publicly available. We provide: 1) the original images(250x250), 2) the aligned images(112x112) and 3) the pair list. Baidu Netdisk(code:328y) , Google Drive
Now, we provide a list to indicate the masked faces. Google Drive