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Or you could name all the second grade Remingtons "Model Seven", and the better "Model 700", so at least it would be much easier to tell the difference by name. |
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One thing I noticed with the M712/C96 magazines (this is vanilla bug I guess, not BSM). It says it can use 10, 20 or 40rd magazines. The in-game magazines are 10, 20 and 30rd. Haven't noticed anything else yet.. |
R@S, when will your homepage be online again?
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My enemies with RPG-2 never fire at me, they just run around.
Can I expect more from them? Usage of the claning set takes about 3s. That's really fast (and faster then reloading a carabine without external magazine) and can be done in the moddle of the fire exchange. Can you make it longer? |
UK VZ59L Ironsight has:
Distance 1 As the result the weapon works better without the sights now then with them. EDIT The same is with: L85A2 Handle, M16 Handle, M4A1 Handle. |
Both versions of PP-19 Vityaz take the same 2x4 space in the inventory, both folded and unfolded.
It would be better if the folded version, which is really 460mm long, was 2x3. HK MP7A1 is not hanging correctly on the shoulder on 3D model, but "inside the body". |
I just prevented this thread from becoming abandoned for 1 month without a single posting. :grin:
I really look forward to BSM 2.0! Keep up the good work. |
Hurzwa,
You're a gallant knight for keeping this thread from expiring. I too look forward to the next release. Not that I'm hinting at anything. Nope, I'm too upright a person to do that. ;) |
Might as well start another compilation post for possible bugs..:
- The SVT-40 has a durability/dirt stat of 20/30. After firing 2 magazines of the SVT-40 during an engagement that lasted about 10 minutes of in-game time, the SVT-40 had a dirt level of 44%! It most certainly wasn't the best rifle out there.. but it almost completely breaks down after 20 shots. The same goes for almost every bolt action rifle. The extremely reliable and simple to make Mosin Nagants have also got 20/30, some even 10/30. Compared to other classes, (automatic) shotguns have a minimum of 90, assault rifles are around 200/300 .. battle rifles at even 400. - Defending the Blue Sun Base against... enemies.. and they don't seem much of a threat: http://i.imgur.com/BwXUZ.jpg By the time they do get their guns out and have them ready to fire, they are already dead. I've seen the same thing happen to the Jingos spawned at the secret bob harbour. |
Is it possible to add animations to, say, a new weapon type? Because if there's one that'd be fun, it's definitely mortars. I know, they'd be incredibly difficult to implement to the game, but I still fondly remember mortaring enemies in Jagged Alliance 2. :)
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Btw: Go r@ts, go! |
Hi all. I was wondering if there is anyway to get the player character to speak. Such as make a comment when he/ she is hit or makes a hit, spots and enemy etc (like in Jagged Alliance 2). I'm kinda tired of the silent treatment i am getting from my merc. I think it would involve messing with some game files and i really don't mind doing this, i just need to be pointed in the right direction. any help will be greatly appreciated
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This is a bug which occured even in the older game Brigade E5.
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Been here b4
Well just here to say thanks again to R@S for his excellent and unique work on BSM as it truly is a great experience after all these years. Been through some monster of a PC and laptop but always find my way back to this game and enjoy every minute of it.(well, sometimes I could smash the screen when a rookie bandit shoots me in da head from 70+ meters at 2am in the jungle with a pistol but f*** yeah, the game still rocks-with BSM only ;) )
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Boot camp
Well, well I was told having a true grit for completing it. Well deserved to say the least. Took me 3 full days to finish it, level 8-12 being a major pita. All slaves died on me rather quickly bar the very last one who served me well as a spotter, and with cross support fire.
Finishing boot camp to realize all my equipment gone along with Kelly and the smelly one. Somehow I did not feel any loss of my Remington or Benelli simply because of my appreciation for using high end guns recently. I miss them rookies though, just had a quick look around in the major cities but they nowhere to be found. :( As for boot camp, I played it on beginner, started on lvl5, finished on lvl9 hooray! EDIT: Companions were at the other entry point. Some of the fight were incredible tough, see my advice below: Spoiler! Around level 8 try to get a hold of a 7.62 gun as later on 5.56mm ammo barely scratches the enemy. During night time don`t be afraid to sneak up close and shoot as with good camo they won`t be able to see you. However on later stages they equipped with nvg`s and ambient light scopes. Choose weapons wisely and clean them regularly. Go suppressed whenever you can, but never opt for a small calibre suppressed in favour of a 7,62mm. A 1% wear FN-FAL served me well throughout the later levels-1 to 2 shots drops most enemies. |
Next release
@ R@S:
Are there any news about the next release date? Is there a possiblity to integrate a "Browning M1919" in the mod? That would be cool. |
M.E.R.C. bug?
When calling Speck and choosing mercs from AIM, the list seems to be stuck. It starts from 27.(forgot who that is) and I am unable to see the previous mercs. I can still select them by pressing the arrow up, but the screen wouldn't scroll so its now a wild guess who you get. And more importantly the better mercs are in the first section too.:(
EDIT: On 800x600 the merc list starts at 27, on 1280x800 it starts at 31, and still unable to scroll up. |
Go, R@s, go!
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Re : The Blue Sun Mod
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Quote: Originally Posted by void1984 View Post I've asked a bartender to take care of my Ford and that way I haven't lost any car. You can do the same in your home-base. If the the quest "fails" you lose whatever your current vehicle is. Reply With Quote Multi-Quote This Message Quick reply to this message |
Is there a comprehensive list of the changes the mod makes? Like a readme? I want to try it, but I am not really sure what it changes.
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Does anyone know a script that unpacks all the azp containers? That would make editing files easier and it increases loading times as well.
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BSM 1.9 comes with Free Commander that lets you browse and edit files inside the azp archives. There's no need to extarct all the files, just work with thm while they're still packed. But if you want them outside, just use F5 and copy the files and folders to a temporary folder.
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I want to try 2.0 with a different approach, completely solo. But to do that, I want to start with my mercenary's stats of the game I just ended.
It's easy enough to edit the preset actor, but as soon as you create a character, every skill is reset to 30. 50 is not nearly enough points to spend. Now, I see a few possibilities. The easiest is probably to increase the amount of points I can spend in the character creation screen. Another is through the Class system. I already start with x amount of points I can spend on skills, it should be possible to increase the start amount. Third is to edit the save-game. Fourth is enter_dev_mode in the console and do everything from there, but that ends up with me being labeled CHEATER in big red and I don't like that :mrgreen: My question is, how would I accomplish any of this? - I looked through the files for the starting amount of points, but couldn't find it. - Likewise for the class points (maybe an idea to add this variable to the bluesunmod.ini ?). - I don't know whether a save-game editor exists. |
1: In the game dir, Hardlife\HLA.xml. Change the value in the StartPoints>50</StartPoints>
2: Not possible, sorry. No I'm not, I hate cheaters :P 3: Use the Free Commander you got when you installed BSM 1.9 to open up the MAIN.SAV inside your save.azp file. You can start it from the start menu or by the exe in the game dir sub-folder. You need to alter both entries for your character. What I mean is, the stats are in two places in that file. |
Awesome! Thanks :D
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Oh, another tiny question .. What is content-wise the difference between HPW, Boot Camp and EOW?
Aren't they all "start with ancient pistol and work through 15 levels"? |
In HPW, they will only use high poly weapons, it has 10 levels.
The Boot camp uses all types of weapons, but each level increases their range and deadliness. It has 15 levels. EoW, as the name implies, is a chronological setup, from older to newer. It has 22 levels and you gather points to get a reward. The more enemies you choose at each start, the more point you'll be rewarded resulting in better rewards. There are some other minor differences, like in Boot Camp you can choose which pistol you get at the start. There are others, but can't recall right now, it's getting late... |
Nice update on the SSLP (btw what means SSLP?) and your progress on that is even followed on the german www.Taktikzone.de forum.
Is it possible to modify the prices the base doctor asks for? He charges the same amount for healing like every other doc in the cities which makes him redundant. |
SSLP stands for Screen Shot Let's Play, and its nice to hear my friends from Taktikzone are still interested in and playing the mod.
I removed the price calculation for the base doctor, now all you have to spend is time. You're welcome:) |
Since playing BSM 2.0 I noticed something different. Maybe it never occurred to me, but everytime I hit the reload button, the merc drops the current magazine.
Before, the merc always put the magazine back into a pouch. If BSM has nothing to do with it, I wonder what I have done differently. |
The HLA policy has changed. Just edit Hardlife\HLA.xml file and change there DropClipsOnReload xml value to 0.
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That explains it! I actually quite like this feature, as I'm playing a scavenge game where I only pick up magazines.
I just wonder whether dropping it is actually quicker than having a merc put it back in a pouch. |
I've finally played through the training missions, all 22 or 24 levels and I found Bushmaster and ACR kits and and some for the other US AR whose name escapes me at the moment but I was dissapointed not to see any Steyr kits.
I've never actually completed the game either as the latter stages don't interest me as much but I've never found a Steyr kit in game either. Can someone tell me where I can find one please, and/or can they be added to the kit in the training missions please. I frequently get the erge to play as an Australian Army setup and it's really hard to find any Steyrs other than the 9mmP varient. In addition, our minimi varient, the F89, has a rail on top. Could the standard minimi have a weaver rail added and be added to the Steffan Uribe modified list as to be purchasable? |
Since when use Australians Steyr weapons? They are from Austria, not Australia.
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Since the late 1980's.
Here |
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@badbru If you know how to mod you can easily change the itemlevel of the Steyr weapons so that they appear earlier in the game. @R@s Lol! I just met "Sarah Palino" :D I love this mod more and more. |
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And I'm glad you're having fun, it makes our efforts worthwhile. |
#bump#
Can't stand the waiting for final BSM 2.0. I even play Star Wolves 3 again to keep myself busy. Not bad game btw. There are great mods also. |
Blue Sun Mod 2.0
@ R@S : I've read at taktikzone.de there will be a release of BSM 2.0 this weekend. Is that right?!:) I hope so:-)
@all Blue sun Mod 2.0 New weapons: - Machinegun DP 27 (7.62x54R) - Woodland Camo HK PSG-1 (7.62x51 mm) - CZ-805 Bren A1 (5.56x45 mm) - M1941 Johnson machine gun (.30-06) - Beryl wz.1996 (5.56mm) - Magpul PDR (5.56x45mm) New Ammo: - Ammo B-32 API (7.62x54mm) - Ammo box B-32 API (7.62x54mm) - Big Ammo box B-32 API (7.62x54/440) - Fiocchi Frangible Sinterfire (4.6x30mm) - Ammo box Fiocchi Frangible Sinterfire (4.6x30mm) New Cars: - Chevrolet - Mercedes Benz - Police Chevrolet - Toyota HiLux - Gelendwagen - LandRover UN - LandRover Camo - Unimog4400 - BTR-40 Other Changes: - New weapon and item order script. You can now order weapons, scopes, ammo boxes and clips. - Updated Uribe weapon order script. - Fixed Level Up script - Added sound effects to some actions and events - Added BlueSunMod.ini entry for Friendly Fire count. Added to Autoexec: nvnoffset 0 nvndelta 1000 nvrscale 0 |
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And that list of what's in the next update...! :) I'll be hoping that it's released very VERY soon! :grin: |
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THANK YOU so much for all of your hard work! You're a class act, bar none! :) |
No seeds for bittorrenting...?
Hello folks.
I've been patiently waiting for BitComet to start showing some actual progress with my attempt at downloading BSM2.0. So far, though, no luck. I'm showing that there aren't any seeds available - does anyone else have anymore information on this? |
Probably some closed ports on your side. So far I've uploaded 7.7 GBs of BSM2.0 to others. Try the direct link.
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Why is v.2.0 so much smaller than v.1.9?
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Before I delete the old build v. 1.9, is there a reason why build 2.0 is so much smaller than its predecessor? I don't want to delete content if I'm going to need it later. |
Hi, player of BSM here (before that, Brigade E5)! I just downloaded 2.0 and appear to be having difficulty installing it... forgive me for sounding stupid.
I have mounted the iso, hit setup.exe, yadda yadda yadda. Except no folder I designate as the installation folder appears to be valid. I just get the message "Choose folder 7.62 High Caliber" no matter where the real folder is located or what it's named. For example, my default "C:\Brigade E6\7.62 - High Calibre" folder doesn't work. Even a simple "C:\7.62 High Calibre" with all the files in it isn't acceptable. Am I overlooking something really obvious here? 1.9 installed just fine into that first folder I gave as an example. EDIT: I did the simplest thing: uninstall yet again, reinstall. 2.0 now running, working on a sound mod. For some reason my first reinstall was clearly INFERIOR. |
Greetings all, I saw that there was a new version of BSM available so I went ahead and did a new install. Been at least a year (maybe two) since I last played, so it's fresh enough again that I won't be bored with it all or remember too many spoilers.
But after playing through for a couple of days now, I'm starting to see a lot of things that I don't know the answers to. Guess I'll go ahead and ask and see what you can come up with. 1) Magazines/manuals - I've been finding a few manuals and magazines here and there, and they give the option to read them. When doing so, time seems to skip ahead a few hours but I don't see any messages that state changes. The item descriptions are not stating any skill changes will be made, so I really don't know what their purpose is. You can only read them once, so I assume they are doing something. Any way to get a list of the magazines and manuals and what their function is? 2) Outfits - When you need to wear a specific uniform for a mission, or to "disguise" yourself as part of a specific faction, do ALL members of the team need to be wearing that faction's uniform, or just your main character? I sort of remember that if I was sided with the rebels, entering a government-controlled town would cause them to attack me first. If I was wearing a gov soldier uniform though, they wouldn't attack me until I fired first. Could use some more clarification on how that works. 3) Towns - As of now, I see there is a new tax/income system in place, and it appears to function off of town that you take control over. What's the status on how often towns are attacked, aka getting wiped out and you losing control of it? I do remember before that minutes after leaving a town that you took over, the first patrol of gimps would take it from you. Any tips on how to keep towns under your control easier, without going broke? Or have there been recent changes that solve that problem? 4) Army base - Does your base get constantly attacked and taken over as well? I remember that I was always losing it and having to take it back, not a huge challenge but it was quite annoying. I am still just starting the game under the new BSM version, so I only have hired 3 guards using the radio. Just wondering how many I'll need in order to keep the base under control. 5) Mines/traps - Has the problem with these been fixed yet? You know, the fact that the enemy never seems to set off trip-based devices such as land mines and tripwires? The only time they ever seemed to work was if you spammed them into spawn zones before the enemy showed up. I have found one landmine so far, and see it is now command-detonate (remote control), so are all mines functioning this way now? I also found some Claymores, can't wait to try those out. I'm only up to GL4 so far, so I'll post again if I encounter any more questions. |
Welcome back
Do you still have those uniforms you made a while back? If so, would you be interested in having them being a part of the next version of BSM? Quote:
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I had a feeling that's what the magazines/manuals did, but wasn't seeing any messages that would clarify it. I make it a habit of reading everything, just wasn't sure if I needed to keep them around after I was done using them, or if I can just toss them away. If the uniforms must be worn by ALL team members (not just leader), then I better start saving up a few more. I try to keep my options open, plan ahead. I do like the idea of command-det explosives, more realistic and less likely to cause civilian deaths. Of course that means you still can't mine/trap areas that are out of view, but I can deal with that. |
I believe the MON-500, or whatever the claymore clone is, detonates if anything comes near it. Good luck defusing it. :P
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Regarding the uniforms, I'll have to figure out where those files were located again and how to extract/modify them. Were there any "tutorials" or guides on where to find those files? Been so long I can't remember. And do you recall which camo patterns I had done? I remember working on some realism stuff, such as better sniper/spotter equipment and uniforms better suited for different environments (Urban, Woodland, Night, etc). |
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I'm having a few "issues" lately. Current player level 12, game level 8. My mission is to take over Radio Hill. Game time is approximately 2300-2400. I am not using night optics on weapons due to sniper weapon system using different optic, and night goggles not yet available.
Any time I try to use grenades of any type, or command-detonate devices that have shrapnel, the game instantly crashes and I get the "would you like to send a report" popup on the desktop. I have tried lowering graphics to the lowest possible level, removing any and all effects, turning off grass/shadows, etc. Every once in a rare while I can get a UGL grenade to detonate without crashing the game, but it's usually like 1 nade in 10 tries, with 9 of those tries resulting in CTD. Any idea what's going on? Is it because shrapnel is hitting the mayor which is causing a crash due to an error in some dialogue scripting? As I said, rarely a grenade will burst without causing a crash, but I think it has something to do with how much of the shrapnel is directed outward and not into an object. Nades that pop very close to a wall for example with 50%+ of the shrapnel being absorbed seem to be less likely to crash it, while nades in the open result in instant client kill. This is the first time I've ever had the problem, I can thump nades all day long on any other map and not see so much as a hiccup or lag. Could it be the time of day? Does night lighting somehow require more processing power? Or is there something on that map that is getting hit/destroyed in the blast that is not supposed to be hit, or its destruction is causing massive calculations that crash the client? Another problem unrelated to that mission, where the hell do I find suppressors for the P90 series? I've had P90 available for 3 game levels now, but can't seem to find a single suppressor for one. I've now acquired some fairly expensive high-tech weapons, but still not a single suppressor for the P90 in any shop that I've checked, including Cali (the motherland of cool stuff). And what game level or location am I supposed to find ammunition for the more uncommon weapons? The .338 sniper rifle, both ammo and magazines, aren't even available from Billy Ray. And I just acquired the complete sniper system (sniper/spotter rifle/tools) prior to this mission, how soon before I find more ammo for that one as well? I'd rather not use a weapon that only has 20 rounds total and will be a few days or more before I can find a resupply. I think ammunition and weapons need to be on the same page regarding availability. I don't mind finding a few boxes of ammo shortly before a weapon that uses it becomes available, but I hate finding ammo 4 game levels before I even see a hint of anything that uses it. The .458 SOCOM for example, I have boxes and boxes of ammo, several magazines, but have yet to see the weapon. On the other hand, like with the P90, I find the weapon but can't find jack for magazines or accessories. It makes more sense that if the magazines are found in shops, the weapons should be seen shortly after (even if in limited quantity). And if I can find a weapon system, I should be able to find enough magazines and ammo to at least keep one merc supplied enough to take it on missions. I won't pull a weapon from the vault if I don't have at least 2-3 spare mags available, and at least enough ammo to refill those mags as needed. I don't blaze off hundreds of rounds per mission, I might burn through 20-30 rounds with light rifles and 10-20 rounds in a sniper/marksman rifle, and maybe 30-50 rounds in a LMG/MMG if it lacks a single/burst mode. But when I look in my vault and see less than 50 rounds available and none in the shops, that means I have to keep the weapon in the locker. It's like owning a Ferrari and not having any gas for it. I am enjoying the game overall though, there are a lot of nice additions since I last played. I haven't decided to do the rebel/government missions this time around, so I haven't been messing with the towns much yet. So the whole taxes thing has Mostly useless for me, but it looks like it could be an interesting way to cover some of those militia fees. The huge new assortment of firearms is cool, but in my opinion it's a bit overdone. There are tons of firearms that I would never use, simply because by the time you see them in the shops they are far inferior to anything I have already looted in encounters. Plus the game levels at which point some of those weapons show up in the shops, choosing them would be suicide because by that point the enemy are packing much more firepower. Take the lever-action rifles for example, by the time you can really buy the decent ones (not the sawn-off mutants) the enemy are bringing out M14 SOCOM rifles and UZI. Unless you plan to roleplay some kind of Classic Western character, many of the firearms are simply not going to cut it. UPDATE: I finally made it to GL12, just finished the Tang mission to take over Cali. I can now usually find a P90 suppressor on at least one of the town dealers using the permit, but it has come far too late. But there are still several firearms that I have not been able to find anywhere yet, even though I can find plenty of magazines and/or ammo. The .50 rifles for example, I can order up unlimited magazines and ammo from Billy Ray and see dozens of mags on dealers, but not a rifle in sight. Or with other weapons (Cheytac etc), I have a rifle but no suppressor. There's only the last mission for my main target, and yet I can't play with the cool toys before the game ends. I had some serious problems loading Cali for the Tang mission. Due to the massive amount of troops that spawn in all at once in clusters all over the place, the game crashed over and over and over just trying to load the town. Even once I got it to load, saving the game constantly leads to a crash and a corrupt save file. It seems to me that all of the enemy for that mission spawn in at once, and not in waves of reinforcements like the original game used. This causes severe lag and performance issues and really needs looked into. Another problem that at first I thought was a quick bug but has turned out to be more frequent, ALL troops in the Palinero missions are NEVER hostile. When I get a mission to take over one of the new sectors down south, or even Cali itself, I can just walk around and headshot each soldier one at a time without any of their buddies going hostile. Literally just walk from group to group, putting aimed shots into their brains until the group is dead. The game never enters battle mode, so I'm free to just go to inventory, clear the bodies away, throw all the loot in the trunk, and move on to the next group. I stop from time to time at the merchant to sell off the contents of the trunk when it is full, and then go back to work picking off the troops. It's as if their AI coding was left out. The ONLY time anyone ever goes hostile against me is if the mayor of the town sees me aiming a weapon at him, at which point all town forces are hostile as you would normally expect. But as long as I take a position out of the mayor's line of sight, I'm free to blast away with precision fire or let loose a 200-round burst from a SAW or thump nades like it was the apocalypse. Not once have the soldiers been aggressive with me, even after they witness me gun down their buddies standing right next to them one at a time. Here I am all sneaking into position, setting up in a defensive posture, just waiting for the enemy to attack. But in the end, each and every time, the missions just play out with me walking a solo merc around from group to group, standing 10m in front of them, making aimed headshots until they are all dead. Something is definitely not working right here. One last mention for this post: The stats of some weapons appear backwards. For example, the stats for the FN Minimi are totally mixed with the FN Minimi Para. In other words, all of the stats for one should actually belong to the other. And with the FN Mk 46 Mod 0, the weight is switched with the FN Minimi SPW. I have yet to look at other weapons, but those ones were the first major differences that struck me as way out of sync. Were all of the weapon stats ported in from another mod, or have they been custom tweaked for this mod? If someone needs help getting the stats to look correct, I'm free to help out. Overall though, the mod does add a lot more depth to the game than its "vanilla" original state. Having more weapons to select from is great, new maps make it more interesting, and the new mission chain increases replay potential. The radio system itself is a major addition that adds a whole new dimension to what the game is capable of, and I look forward to seeing what other options are made available. Some bugs were noticed, which I can bring up later after more testing is done. But I like where things are headed. |
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Oh yes ! when i complete my game i noted this, but i do not like new features it is difficult to use it to compare with old features. But i like graphics, stunts and level of this game. |
@ R@S: Do you have any news about the next release?
The Blue Sun Mod 2.0 is so great :grin: |
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In the meanwhile, I recommend you play the game again with the latest patch. It has a few really nice additions making it worth your time, along with a few fixes. BSM 2.0 Patch 3 You need to start a new game after you have extracted the patch files to your game folder. There are a lot of changes and additions to the code that makes this a must. Here's a list of some of the changes and fixes in Patch 3: New features: All uniforms give camo bonus Added Personal Kill Counter Added Merc Level Up script Updated enemy inventories Updated Bank Clerk script Updated Base Mechanic script Updated Player Class script New rewards for the Evolution of Weapons campaign Many weapons has gotten updated skins. Player Classes has been changed, as has class equipment More information in the Killbook screen All cars can be upgraded, but only once. StartCGL can be set in BlueSunMod.ini Fixed: Item names in shops Sound FX when bullet hits unknown material Fixed car names in Killbook Added Big AP Ammo Boxes to Bobby Ray's inventory. Fixed attachments for Grand Power K100 mk6 Lowered price for newly added ammo Dr. Q's dialog fixed New things: Saiga-12K Automatic(Uribe only) Sniper Karabiner 98k (7.62x54mm) from Nat_Crelk HK MC51 (7.62x51mm) Benelli M4 Super 90(Pablo Rodriges only) MP5A5 mod(Pablo Rodriges only) FN FAL 50.63(WR)(Pablo Rodriges only) Dragunov SVD-S (7.62x39mm)(Pablo Rodriges only) HK G36 (6.8x43 mm)(Pablo Rodriges only) AKMSN (6.8x43 mm)(Pablo Rodriges only) SA Vz.58 (6.8x43 mm)(Pablo Rodriges only) Big Ammo Box (500/6.8 SPC FMJ) Big Ammo Box (500/6.8 SPC AP) Since you are one of the guys I know have played the game for years, I highly recommend the new StartCGL setting in the BlueSunMod.ini. Set it to 7 or higher before you start a new game and the earlier parts of the game feels a little different than what you're used to. And I'm glad you're enjoying our work, it's been fun working on it for the past 4 years. Have fun R@S |
@ R@S: Thank you for your great answer. I hope summer will come very soon.:grin:
Waiting is an torture for me :rolleyes: Meanwhile i will test the new patch. The changes sounds great. R@S you do so great work :D |
Is patch 3 all-inclusive, or...?
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I'm VERY excited to hear of another potential major release sometime this summer! The patch is also very welcome! Thank you for it! I noticed that the patch is labeled number "3." Somehow I missed the first two - or is this third patch all-inclusive? Someone please let me know. Thank you in advance. :) |
Is patch 3 all-inclusive, or...?
@Kyle : that is an very good question.
I've got the patch labeled number 1 sometimes ago. It would be good to know if the Patch Number 3 is an all-inclusive one or not.:confused: @ R@S: do you the answer? Thank you very much for your help in advance! |
Yup, the patch is cumulative and you don't need patch 1 or 2. I also noticed there are a few things in the description of the patch that aren't included in the patch, like the Merc level up script. I made those after I released the patch and they will be included in the next release version.
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@ R@S: Thank you so much for this good news and for your great support. :grin:
I wait eagerly on the next version of the Blue Sun Mod. I hope it will be summer very soon. :):) |
hi i'm new to he game and i recenlty discovered this beautiful mod.. i installed BSM 2.0 but i dont know how to install the patch 3
I simply put it in game dir and overwrite? thanks i advance |
@ JC LEON: that's correct. You have to unzip it, then put it in your game dir and overwirte it. After that you have to start an new game.
Then have fun :) |
Almost...and I'm grateful...
Gamers Gate had a substantial sale on the entire Jagged Alliance Back in Action game this past weekend.
I came very, VERY close to getting it, but then I visited Bears Pit, and just got caught up in reading through all of the features that have been added to good ol' JA2, most of which are missing from JABiA, and I decided to pass on purchasing it. What also convinced me to save my dollars for other purchases is 7.62 with the BSM. It too is loaded with features absent from JABiA (and JA2 as well!), and with every update it just keeps getting better and better. I'm happy to report that JA2 and 7.62+BSM hold not only my attention, but my heart. Thanks again for all that you do for us. I'll happily wait till the next update. :) |
I am downloading version 2.0 as we speak and I was wondering if that is the latest version since I have read many posts with hints to future updates.
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Hi R@S and everyone,
It is a great mod played a lot with 1.8 but I am having problems with 2.0 with patch 3. I finished the boot camp and tried to move once you leave to the map screen. As soon as I hit unpause button the game crashes. I did the reads only and reinstall tricks but did not work. I started another character and finished a level of EoW. If I choose to not continue to second level and go to map I have the same crash as soon as I hit unpause - to move away so that I can enter the town again-. I seem to travel fine without these campaigns. Any suggestions ? - never had such problem with the previous version. Here is the dump log: Log started at 31.07.2013 19:45 00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286 00:00.068 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID] 00:00.068 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected 00:00.125 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok 00:00.248 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded 00:01.769 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system... 00:02.202 INFO [0] .\ZApp.cpp (847) Entering main program loop... 00:11.348 ERROR [1] .\Parser\TextParser.cpp (683) Error parsing : 'WillBeHit' found, int expected 00:11.348 WARNING1 [0] .\CameraPos.cpp (115) false 00:52.729 INFO [0] .\Writer\TextWriter.cpp (56) Overwriting read-only file: GameComplexity.e6c 01:04.058 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\bitti galiba.286.azp 01:05.104 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\RANDOM_24' 01:17.054 INFO [0] .\LoadGame.cpp (1209) Game loaded. >----------------------------------------------------------- > Exception C0000005 at 0x0059C217 >-------------------- Call stack --------------------------- E6.exe 0x00400000 0x0059C217 E6.exe 0x00400000 0x005ADFEB ntdll.dll 0x77E00000 0x77E2E36C ntdll.dll 0x77E00000 0x77E2E36C E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x00697E84 E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x006A39B2 > Crash dump successfully saved to Log\2013_07_31_19_45.dmp Thanks all in advance |
Sorry for extra post but I was also wondering if Ecomod is dead or playable with latest BSM
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What's "Ecomod?"
I broke down at the ultra cheap price for Jagged Alliance: Back in Action, and I have to say, that thus far, even with the Combat Evolved mod installed, I'm not impressed. The AI's capabilities are suspect to me. Sometimes they snipe at me from halfway across the map with handguns. Pretty impressive! I'll just have to have patience till the next update for BSM is released, but when it comes to tactical gaming, it feels like I'm in a desert, and the only oasis I can think of is BSM. :) |
Anyone have Ecomod to download?
Looked up Ecomod.
I love the sounds and the looks of it. The problem? It's no longer available at its developer's website. Would anyone be so kind as to post a link to a working download here, or perhaps R@S, you wouldn't mind hosting it at your site as well? |
Hi R@S, thanks for making such a great mod for 7.62.
I can't imagine playing the game without it. Just a question though, I was using the 12 merc gui mod with BSM, I noticed that when I have saves with above 6 mercs in the party, the date of the saves would be written as 'ealthy'. Is this normal? And would there be any problems with the saves? |
@kyosuke:
This is normal. I play with 8 guys in my party and got no problems with the saves. @ R@S: are there any news about the next version of the blue sun mod? I hope the next release will come soon. |
I hope someone still around. :)
I finally reinstalled this game just because of this mod. for some reason, I never did find out about this mod. :-P Anyway, I think my McAfee antifvirus hates the bluesunmod.exe file. It keeps removing this file claiming its a trojan virus. Anyone else encountered this problem? |
Quote:
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Just so You know there is new BSM version about to be released any day now. Visit BSM site and check on progress there ;)
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Wow I havent been here for years and now this announcement :grin:
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Hey Q man, long time no see. The first post in this thread has been updated with the links to the latest version. Have fun.
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Need ISO mount recommendation...
NICE!
The update is out, and I heartily THANK YOU! :grin: Could someone please recommend to me a free ISO mounting program for me to use for the installation? I've read through over a half-dozen different products, all of which contain features that I don't want. I'm looking for something that is: safe secure easy to use FREE no limited trial Any suggestions would be warmly welcomed. It would be nice if I could be directed to an open source, community created and monitored product. Thank you in advance! -------EDIT------- Found WinDCEmu from here: http://wincdemu.sysprogs.org/download/ HIGHLY rated, and SUPER easy to use - just double-click on the .ISO file and away it goes. NICE! -------QUESTION-------- Who's the performer playing the music during the installation of the mod? FANTASTIC. I'd love to have the artist's name, and the title of the piece he was playing. I definitely would love to hear more music like this. |
shoulder fired machine gun?
so, I was thinking if there is a way to make the machine guns capable of shoulder fire in standing position, snapshot and aimed.
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A big thank you to all the contributors to this mod. It has increased my enjoyment of the game.
I have now run into a problem and wanted to ask if anyone else has the same problem as well. I have assassinated Pedro Nunez and now I can't seem to go back to Ciudad de Oro. Every time when I try to enter it the game crashes. |
yes,agree with u,these details infos are useful for the enjoyment of the game......:rolleyes:
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@Thorm:
You have to read your quest log. When you kill Pedro , do it at midnight an use an silenced weapon or an Knive. Take care that no one will see what you are doing. Then you got no problems when you come later back to Ciudad de Oro. One the other hand it is possible that you have an damaged save game. Load one you saved earlier and try it again. I hope tipps would be helpful. Melthorse |
Thanks Melthorse for your reply.
I completed Pedro's assassination successfully. Left Ciudad de Oro, and received the task to help Vittorio. I came back to Ciudad and the game crashed. I went back and tried entering Ciudad after assassinating Pedro, and the game crashed then as well. So, it seems to be related to Pedro not being alive there any more. |
Seems my problem with the crashing in Ciudad has disappeared when I started a new game. Must have been something wonky with the previous game I guess.
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