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Hey R@S, how are you?!
I´ve been out for a while but, after noticing the down of Strategy First Forums I´ve found this 1C forum. And, it makes me feel happy to know you are still active. Congratulations for the BSM mod, I´m already playing it and it´s great! Keep it up! In 2009 or 2008 I´ve found Van-d-all on Mount & Blade Forums and that´s all from the old guys. Any news from afp? I´ll be around. Cheers! |
Hey Quicky, glad you found this place and that you're enjoying our work. I remember you really investigated some aspects of 7.62 and made some interesting discoveries, do you have any new discoveries for us or are you just enjoying yourself playing?
I saw afp over at the ARMA2 forum, but that was half a year ago, and he was active over at sixthsense back then too, dunno his whereabouts now. But I guess he's up to his old tricks wherever he is:grin: I still have sporadic contact with some of the old guys, and some of them have found their way here since SFI went down. Laterz |
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If you feel that way about variants of the AK-47 I am curious what you think about the variants of the M-16 that are in this game and about the fact that there ARE multiple variants of the AK already in the game... Do you find them superfluous also? After all, the M4 is only a shortened M16, not to mention the Colt AR-15. Why then does the vanilla game already, not to mention this mod, have so many weapons that are practically a copy of each other with only small variants? Why the mini UZI and micro UZI when there's already the regular UZI? Why AN-94 when there's already AK-47 and AK-74? Why RPK when there's already RPD? Why all the SKS copies? Why all the handguns that are so similar to each other and yet very few people actually keep using them after they get their hands on rifles and SMGs? I'm sorry, but your argument is null and void, defeated by the game and the mod themselves. Quote:
I'm no weapons expert, BUT even I know that not only do weapons vary from one version to the next, but also individual weapons vary between each other. no weapon is exactly the same as the next... Hell, even Jane's agree with that... a couple of decades ago they had a huge test, comparing the Kalashnikov to it's copies, variants, improved copies,... You know which were the two best? Zastava and the original AK-47. Which means other AK copies were worse than these two, which means that AK copies not all are the same. If you actually ever used all those AK copies you claim, you definitely wouldn't go around claiming all are the same, unless you're a total US patriot, with a flag pole in your front yard and your every second sentence would be "American stuff is the best and everything else is crap". Many US soldiers rather used the AKs they took from captured or dead enemies in Nam than use the M16, if they were allowed/able to. My country's armament was a mix of Yugoslavian, Eastern European, Asian, Russian, etc. weapons (now we have that Belgian shit that breaks in the cold and the jams have to be fixed in an armory by a trained armorer; instead of easily in the field by the soldier himself as it was with Zastavas). In my own fireteam we had guns of different makers. I personally had a Zastava M70AB2 made in 1989, a couple of my mates had Romanian copies of AK, one's was newer than mine. We naturally compared our guns. The difference between them was huge. Not only was the build quality of my gun better (like comparing a Mercedes to a Polski FIAT, everything was better from the metal to the furniture), it was more accurate, more powerful and more reliable. To sum it up: no, AK and it's copies are not all the same and, YES, Yugoslavians DID have the right to claim our "AKs" were better than those of other countries. |
First, I never said all "variants" were the same, nor do they perform the same. Aspects of a firearm such as barrel length, weight, lining, muzzle brake style, fittings, method of attachment, rifling twist, and even age/use can cause variants of the same style to differ in performance. Stocks, grips, mode of fire, and every functional component can also cause variances in performance data. What I'm talking about is when a weapon is a nearly 100% identical copy of another other than the name. Where every little part is interchangeable with the other. Where upon inspection, with markings removed, one person could not tell the difference between the two, then I really don't see the point in having them.
You are trying to compare an M4 with an M16, or an AK-47 with an AK-74? Those are completely different weapon systems, with different calibers, barrel lengths, or other major functional differences. There are no simple cosmetic differences between them. If someone were to lead me to a table covered in different AK-47's, all fresh from the factory with identical handling and identical number of rounds put through them, but just made by a different factory, then nearly 99% of them will fire the same. Sure, different factories will have different tolerances that lead them to produce items that are slightly better or worse than the other, but their overall performance difference is going to be so slight that the average shooter will not be able to tell. I'm talking very minimal MOA changes, doesn't matter if it was made in Russia, China, Yugoslavia, or wherever. You mention that Jane's made some comment, but you failed to note their conditions of the testing. How many rounds were fired from each weapon before their test? What type and level of maintenance had been performed on each weapon prior to the test? What type(s) of ammunition were they using in each weapon during the tests? All of those things can have performance differences on a firearm, and in order form a proper baseline you need to ensure that all weapons start with the exact same tolerances, and the test is done with the same ammunition from the same lot. Any variance in those standards will foul the results. Yes, some weapons that I have used performed better than others of the same family. But never have I seen a weapon within the same tolerances that did so at a drastic level. Again, there might have been very minor differences in ballistics data, but soldiers aren't going to be picky about a weapon just because one of them is .5 MOA more accurate (excluding marksman weapons). Having used AK's from all over the world, made by various manufacturers and with various levels of use/maintenance, I personally will stand by my point that the M70 series weapons I fired had no drastic performance differences over any of the others of equal tolerance. Note that I say "Equal Tolerance". I will not say that the Zastava rifles performed any more or less equal, because from my experience they performed at the same level as the other models. I also never said that US-made weapons were any better than others. Personally, I tend to prefer H&K pistols over any other. Same with their SMG's. But different manufacturers produce different weapons with different features, and because of this I will often choose a weapon system based on the specific mission requirements. I might go with an M4, maybe I'll go with a G36, it all depends on the actual mission at hand. For me, country of origin means nothing. Specific features of a firearm and the reputation behind the manufacturer are my primary deciding factors. I'm not going to turn this topic into an argument about which firearms are better, or which manufacturer is better, or which country is better. I know my level of experience and time handling the weapons, so I'm comfortable making statements based on my own opinions. If you want to shout out about how wonderful your country's rifles are, fine with me. I don't have to agree with you about it, you're free to make your own comments based on opinion. R@S is the one creating this mod, so he has final say in what goes and what stays. And since we are both "equals" in his eyes as players of the mod, he'll make his own decisions on which opinions to base his decisions on. If he adds copies, that's his choice. |
I'm definitely not trying to start an argument, I was just trying to explain why I believe your argument doesn't hold water, at times using the technique of over-exaggerating-to-bring-inconsistencies-to-light to help with the task.
The point of it was: if there are so many variants of one and the same weapon system in the game even though the differences are minimal (the perfect example being the G36), if the developers had THEMSELVES put the Zastava LK M59/66 carbine into the game even though the game already has it's "parent" rifle, the Simonov SKS; then putting the Zastava M70AB2 definitely has merit and would not be stupid nor superfluous, especially since the M70 is actually an IMPROVED AK-47... It's NOT a mindless, plain clone. Same goes for other models, the M-76 sniper rifle, the Black Arrow,... Yet get what I'm trying to say? |
Personally, I see no functional difference between a Russian SKS and a Yugo M59/66, other than the grenade launching system. I personally owned a Yugo model while a friend owned a Chinese model. The two were nearly identical other than the above-mentioned launching system and a few cosmetic differences. I even used components from his rifle inside my own rifle out of curiosity, and it worked flawlessly.
So what point is there in having both a Russian SKS and Yugo SKS in a game? If the grenade launcher works, then that's your answer. If it doesn't work, then the answer is "None". The developers were far from being firearms experts, and probably not even one of them was a prior-service military soldier. They probably wouldn't know the difference between an AK-47 and AK-74 without having to read spec sheets a dozen times over. So just because those guys decided to add in multiple "copies" of the same firearm doesn't mean that R@S or any mod maker should do the same. R@S has a chance to avoid the same mistakes the original developers made. Maybe the developers even used different ballistics data to distinguish the two weapons, when in reality that would have been false. Again, R@S and the others have been using more accurate ballistics data. So in the example of the SKS, my opinion is to either add the Yugo M59/66 OR the Simonov SKS, not both. It doesn't matter which one you add, hell it could be Chinese, Romanian, Albanian, Yugoslavian, what ever. Just choose one and use it, dump the rest. In note to the M70AB2, there is quite a bit of difference between those and the AK-47. It would more closely relate to the AKS-47/AKMS, which like the M70AB2 have an under-folding stock and stamped receiver. Of course the M70AB2 also has the grenade system, but other than that their functional differences are minimal. I can see having various models of the AK family, with different barrel lengths, stock types, calibers, etc. But why have two weapons that look the same, feel the same, shoot the same, share the same parts, have 98% identical ballistics performance, and have the same functions/capabilities? So again, my opinion is to pick ONE model of each variant, I don't care what the origin, and lose the rest. If it gives you a chubby to see an M70AB2 in the game instead of an AKS-47/AKMS, then I have no problem with that. I just don't want to see both. It's the same reason I don't want to see a Colt AR-15, DPMS AR-15, Bushmaster AR-15, Armalite AR-15, etc all in the game at the same time when they are all equipped with the exact same features. If they all have the same caliber, barrel length, stock type, furniture, etc then the name doesn't mean shit. Pick one, and only one, and leave the rest out. They're the same damn rifle, with their only difference being the name engraved on the side of the receiver. You get what I'm trying to say? |
It would really bother you so badly if there was one extra gun in the inventory? :confused: It's not as if someone would be holding a gun to your head, forcing you to have to use it... :???:
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Also, is there any issue if I edit the character's starting inventory, but then it's full when I receive my luggage, or if there's not enough room for all of the luggage? I don't know if the result is randomized, but I did the "starting inventory quest chain," had my pockets, arms, and belt emptied before receiving the luggage, and I was given a UMP40 with loaded magazine, two empty magazines, a pair of 50-round boxes of .40 S&W, and a Hiking Backpack. Quote:
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The skills for the presets(player) are hard coded and you can't change them through their ini files. The parameters on the other hand aren't and you can change them freely. Quote:
I've made some preset inventories that will be given depending on player class, there is no random element involved. Quote:
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Now, regarding guns a-plenty...
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Also, I'm looking at the ITEMINFO (where weapons' display names and Info are kept... but what's "a SUM rifle"?), WEAPONINFO and WEAPONINFO_ALT (can't tell which is entirely yours, though I see that they have different weapon stats), but how much of the weapon attributes are editable by text editor? For example, I'm guessing that I can change the HK416's default magazine to a standard "M16" magazine instead of a "C-Mag (M16)," as well as allow a MP5A5 RIS to accept "Weaver Rail" (should be called Picatinny) optics?... Personally, I think a great solution to the "redundancy" or "incorrect stats!" dilemma would be if the INIs can be tweaked enough that we can excise or restat weapons. :D Quote:
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** I can sympathize with Ninjadan, as besides redundancy, "too many guns" results in screen clutter -- in JA2's "Bobby Ray's" (the in-game online store) using v1.13, last I played that mod, the first four pages of the Assault Rifles section were all Kalashnikov variants. :evil: On the other hand, I feel that R@S has already done at least a decent job of avoiding this in many cases while leaving plenty of visual variety for people that say, might want a MP7A1 over a TMP. There do seem to be limitations though, such as the vertical foregrips being treated as "separate weapons with non-removable bipods" due to the game engine, or the HK416 variants being fixed-stock weapons due to being imported from HLA. I do feel though that at least according to the Editor stats, some of the weapon variants don't seem different enough... or rather, that you have stuff like "same inventory size, slightly faster Ready Time, but much worse Accuracy" for certain carbines... or situations like how the M4A1 becomes a "4-square" weapon when its stock is collapsed, yet it's a 5-square weapon when the stock is extended, even though the barrel is 5.5 inches shorter than the full-length M16's either way. (By the way, the "M16A1 late" is actually the M16A2 visually.) I noticed a similar issue with the shorter HK416 variants and the G36C/G36KE... except that the G36C and G36KE both become 3-square when folded. I do have to find it oddly amusing though that if I fold the stock, I can fit a suppressed SMG or the HK53 into a guy's Ammo Pouch, but not a HK416 CQB... oddly amusing, considering that they're all collapsible-stock "subcompact" carbines, aka "subcarbines," or "short-barreled rifles" (SBRs); heck, I'm surprised that suppressors don't affect weapon size! (In JA2 you could suppress a MP7A1 while it was in the Machine Pistol Holster, but once removed it could no longer be put back in unless you removed the suppressor or had a larger container.) |
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As for the iteminfo question, as far as I can see if you open up an entry (say G36) you'll find this: ATT Laser 1 "Rifle Laser" ATT Light 1 "Rifle Light" ATT Scope 3 "G36 sight""G36E sight""HK G36 Scope" ATT Bipod 1 "G36_bipod" blocks Bayonet and ILauncher ATT Silencer 1 "Supressor - 5,56" blocks Bayonet ATT ILauncher 2 "M203""M203PI" blocks Bayonet and Bipod ATT Bayonet 1 "StdBayonet" blocks ILauncher and Silencer ATT Magazine 1 "G36 mag" Some things seem to be listed in groups (e.g. this lists only 1 type of magazine, but the g36 can take double mags and cmags, as well as (I think) reduced size ones (e.g. 20 instead of 30, but I'm not sure if there are g36 20s)). If you wanted it to take WR sights, I think you'd add "WR" in the scopes list. So the new scopes line would be: ATT Scope 4 "G36 sight""G36E sight""HK G36 Scope""WR" or, if you only wanted WR sights, it'd be ATT Scope 1 "WR" Additionally, it looks like you could delete the "blocks" part of those lines to allow you to have a bipod, suppressor, launcher, and bayonet all at once. I don't see why you couldn't add in the m16 magazines to the ATT Magazine line, but I have no idea what would happen if you tried letting it use magazines of a different caliber (e.g. enable .458 socom magazines on the g36). It might work fine, and calculate damage as if it was a 5.56, but since I think damage is based on bullets, and not the gun firing them (not sure though, since different guns of the same caliber have different damage ranges on their in-game info pages). I'm not sure what the number before the list of what you can attach means, but it seems to always be exactly the same as the number of things listed (e.g. g36 takes one magazine family, the number is 1; it takes 3 scopes, the number is 3; 2 launchers, the number is 2 etc.) For changing the store default attachments and magazines, I think you go to the line StdPlug "Rifle ammo clip (G36/30)" and change the thing in quotes to whatever you want. What I'd love to know about iteminfo, is how range is calculated. It seems to be based off of 3 numbers, max, effective, and curve. I think max is where the "standard" curve on the in-game info page touches 0, but effective I'm not sure. I'd assume it's the halfway mark (range where hit probability is 50%), but I don't think it always is. I know that the higher the range curvature, the faster range drops off. For example, the AS VAL has an 11 curvature, and its accuracy goes from something like 100% at 0m, 75% at 75m (so not much dropoff), then drops really fast, to the point where the hit probability is like 10% at 87.5 meters. On the other hand, guns with low curvatures, like 1, seem to drop linearly, or even experience (slow) exponential decay when less than 1. I'd guess it's using some function that varies by three parameters (max, effective, and curve) but I wish I knew what it actually was. For now, I'm gonna go test letting a g36 use WR sights, and stop the blocking, and try a Beretta that accepts socom mags. Edit: so I got the g36 to both use WR sights and take everything on it at once (despite the fact that the bayonet is shorter than the silencer, maybe you can use it as a polearm, instead of a spear? Putting socom magazines in the Beretta also worked fine (and looked hilarious, since it puts the magazine in the same place as a pistol mag, but its bigger than the grip, so it looked like a barrel and trigger sticking out of a box mag). I'm not sure if it was actually doing .458 damage though. Shooting an unarmored merc in the chest with both a .458 and a 9mm from the Beretta did the same damage (in HP and bleeding), but so did having a guy with an HK chambered naturally in .458 shooting at one of my guys. I did notice that everyone I shot with the .458 got their chest to show up red (as in a special injury, like when you're immobilized in the legs) and none of the 9mm guys got that injured. From that it makes me think that a Beretta loaded with a socom mag actually was doing socom damage, which is also pretty funny. I think the problem might be that I'm playing with critical hits on the player off. I just tried shooting an unarmored merc in the chest with the KS23's car-stopping round, which did the same damage (15 to health, ~45 bleeding). I guess "no criticals" just caps the amount of damage you can take from any one shot. I though criticals were like in other games, where you'd have a random variation in damage, so sometimes you do triple damage (to simulate hitting something important). Maybe in this game damage doesn't vary that randomly, and its just 0-5 damage = slightly hit, 5-10 = hit, 10-15 = heavily hit, 15+ = critically hit (or something). This really makes me rethink turning it off. I'm fine with not having criticals if they mean that luck becomes a huge factor (i.e. it's annoying to lose a merc because some asshole happened As for effective range: I tried also editing the Beretta's effective range to 100m (from 41) while leaving curve at 6 and max at 150. The numbers I got for the "standard" hit curve in the info screen were: 87.5% @ 50m, 75% @ 85m, 50% @ 92m, 25% @ 100m. So effective range is definitely not the 50% mark. When I then changed it by keeping effective at 100 and curve at 6, but made max 300, I got 87.5% @ 38m, 75% @ 60m, 50% @ 90m, 25% at 105m. So increasing max range actually made the guns less accurate at almost all ranges, up to about 100m, which doesn't really make any sense to me. |
First off, the reason there are so many types of weapons that have very similar stats is to make the looting more fun. The more weapons you add to the game, the more variations in enemy load-outs there will be and you can create factions with a specific weapon suopplyer wihout them all carrying the same weapons. How would you like it if after an encounter all you would find was 18 AK-74's and 2 RPK's? It would make the game pretty boring after a while, at least I think so. One can of course set the percentage chance of a weapon turing up in a shop to prevent the cluttering of the screen, having some weapons only have a 10% chance. In my experience that woul mean running around trying to find a trader that sells the weapon I want. I made a compromise in the BSM and gave all the weapons a 50% chance, it reduces the clutter and there's still no need to run around too much.
I read somewhere that damage is calculated with a formula that also takes the distance to the target. This means that if you shoot someone at point blank range their damage would be bigger than if you shot them from a distance. Then there's the various settings in the AMMOINFO file that are added to the formula, like caliber, tumbling and whatnot. The more you play around whith these figures, the more you'll realize what a impressive and complex system it is. Take the 5.56x45 and the.458 as an example. If you gave a weapon with the same stats the ability to fire both these rounds, you'd find that the range of the 5.56 round is far greater. This is becase the calculations for them includes their weight, and other attibutes. And since the .458 weighs more it also decreses the accuracy, range and several other things. Do as Safoolfool, play around with it a bit and you'll get a better idea of what I'm trying to say:) And yes, SUM stands for Stefan Uribe Modified, him being the weapon smitty from BE5 that I added to 7.62 for sentimental reasons;) |
I'd love it if you could somehow create a gun range "area"/"mission" to let us hop straight to the in-game "live fire" ballistics testing. :D
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I'll prolly add that when the testing of the new global AI and the new reloaded maps starts. If you help with that you'll be given a chance to do your testing. I'll add a map guide that will send you directly to selected map and as the testing progresses I'll add enemies as well. It's my usual progress, just ask the testers of the ARM project:)
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What could I do on that front? (Yes, I consider this "hop in on the closed beta." ;) )
I don't know if you've ever heard of Op7, but that game (free-to-play+microtransactions online FPS) has a Preview function for weapons and (primary weapon) attachments you're checking out; when you click the Preview button, your character is sent to a basement shooting range with three stalls (differing in distance to the target), armed with the chosen weapons and attachments... something like that'd be great for playtesting the in-game ballistics. I've actually just made my own first "adjustment" -- made the M1911A1 able to support a suppressor (for simplicity's sake the .45 USP Tactical's) along with a laser or flashlight... unfortunately, those are appearing on the front of the pistol grip, instead of under the barrel. |
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Never played any games online, I have too slow Internet connection speed. But I did think about adding such a feature as trying before buying, but since one can alway test all the weapons by cheating it would be too much work for something already easily done. Now I'm off to work, laterz:) |
So it has nothing to do with, say, the order in which I add the attachment slot to ITEMBONES? That should be nice, except for one problem... there isn't an Items subfolder in the Actors directory post-patch! All that's there is the "Monsters" subfolder... unless I botched the unofficial patch+BSM installation?? :confused:
Regarding my experimenting methodology thusfar: In general my "attachment/gear" tinkering mainly involves the inventory editor and Notepad, but if I need a "live fire" test, I tend to just start up a game and go straight towards the Weird Looking Hooker to take that quest -- since BSM's disabled the vanilla game's starting ambush (I guess because of your lack of starting gear), it's the quickest way I can get a relatively "open air" firefight going. |
Use the AZP.EXE in the mod kit to extract the ACT files. I'm sure i've posted the link to it here somewhere, but to make it easy, here it is again:
7.62 - Mod-kit and Source Code The files you're looking for should be in the Patch_1_12.azp archive. If you wanna ease the testing, open up the console and write enter_dev_mode, hit enter then write shop then enter, and you'll get to the cheater shop. Once you've chosen your gear, exit the shop and shoot the nearest cop/guard and go nut:) |
Ever since I started playtesting the Class System mod, my time's so tight that I stopped visiting this thread--a big mistake on my part!
The Reloaded maps look AMAZING. I got a pit in my gut every time I saw a new screenshot. Those look like some pretty intimidating regions to fight in. In regards to having a million variants of a weapon system, all I'll state is this: when I playtested for the Super Mod Pack for the original STALKER, there were literally DOZENS of AK variants, most of which had very similar performance characteristics. My play experience with them (and of MANY others, even those slavishly and rightfully devoted to the AK) was one of mainly annoyance. Don't get me wrong, I'm open to having like 7 variants of each of the different calibers in-game, but if it comes down to choice, let's pick the ones that are the MOST different from one another, otherwise, what's the point? I LOVE the idea of repo men! A new faction to the game, so to speak and sensible. Very cool. |
I saw no AZP.EXE in the modkit folder or "E1P" (whatever that is, I guess the to-date released source code)... I've also had "MFC71.DLL missing" pop up when I try to run the INI and Shop editors, but I've read on Yahoo! Answers that apparently the DLL is malware or at least a tracker...
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I've actually been trying out the "dev mode shop," but so far I've only been getting into fights with either the Hooligans or the Wino's Brothers... still, so far, it's given me the chance to playtest some gear, as well as some ideas... one good thing about this "dev mode" is that I can use it to clear out/move magazines, for example, to get rid of the empty magazine that all of the firearms come with (which adds on time), or to get rid of the stuff in my character's starting inventory so that I can right-away playtest starting particular items (i.e. a machine pistol and different-sized magazines for it, or time taken to add a suppressor); unfortunately, I eventually had a CTD when removing a body. Unfortunately, even on Easy difficulty, I've had a few instances where the Hooligans or Wino's Brothers (particularly the latter) would stun/KO (by draining the purple bar) my character and then beat him to death.. heck, one time it was a mortally-wounded attacker. :rolleyes: EDIT: Can the repo men be optional too? ;D |
I'll try to upload a mod kit that includes the azp.exe later and I think the mod-kit you already have included the Far plugin, which is the one used by Total commander. If you follow the instruction in the link you provided you should be able to set it up by yourself.
And it appears the the Yahoo! guys doesn't know much about programming or they would have said that it's part of a library for some code compilers that 3rd party developers use. And the file you're missing is located in one of the folders in the mod kit. I could make the Repo men optional, but then you'd lose all your money instead, your account and what you carry with you. And I'm in no mood to add a cheat that makes it possible to avoid paying your debt and get away with it:D EDIT: I checked the mod kit again and I was wrong, it doesn't include the AZP viewer, only the e6 one. I'll include it in the mod kit I'll be uploading once I have collected all the files. |
Hey, for that cheat I'd just be using the dev shop, or tampering with the outsourcedconfig.INI ;) Or, without modifying files, at least studiously avoid debt as much as possible... *chin rub* Choice is key in what I'm looking for out of BSM, though I so far am generally okay with your choices for defaults and recommendations.
*Hedges his bets anyway by setting aside a hypothetical round for each hypothetical repo man* Thanks for clearing up the situation regarding the mod kit; I'd have tried the solution at the post I linked, but the link within that to the plugins archive was broken; or rather, whereas it should display an abbreviated URL the link itself was abbreviated. I saw the far plugin, wasn't sure how to use it, considering the post's instructions were for that plugins archive (using the modified files packaged together). I must disagree with you regarding "MFC71.DLL," while I'll take your word that it's safe, it's not in the existing mod kit release, I just looked. Nevertheless, I'm glad to hear that a future release is being worked on and thank you for your continued work on it. |
The mod kit you have must be an older one since I have the 7.62SaveEditor in mine and that includes the MFC71.DLL file.(The Save Editor only works with the Russian version of 7.62)
Here's a link to the latest Unofficial Mod-Kit, including the AZP archiver and instructions on how to set it up with Total Commender, enjoy:) 7.62_Unofficial_Mod_Kit |
R@S, I had a question for you. How well in contact are you with the modding team that is/was creating the weapons that you've been adding to BSM? How active are they now, etc?
One thing that has always bothered me is that the game, even up through the end CGL's, is mostly focused just on small arms, not support weapons. We have a few UGL's, but rarely did I recall them ever being available, and when you could find the launcher it was days before you found ammo for them. The mines sucked balls, seriously. The enemy was magically gifted at locating mines, making them totally useless. And there were few other heavy weapons such as rockets. On top of that, my experience when using the UGL's was piss-poor. It didn't matter how much training I gave my soldiers, they never seemed to fire those weapons properly. The UGL's all seemed to fire at extreme velocities, giving them a very unrealistic ballistic trajectory. This means that those 'nades could rarely be "lobbed" onto the target, but were fired at almost a flat trajectory like a regular bullet. Shooting over walls/obstacles, or up onto higher ground was nearly impossible for me. * Any chance of making the UGL's more common in the game, with ammunition more readily available? * And do you think those weapon modders would be interested in creating a few "rockets"? As mentioned before, I've got great models of all kinds, would just need someone to convert them for use in BSM. M72, M136, RPG, etc are all available. * Could someone take a look at the UGL's and do some testing with them, see if there is something wrong with their projectile velocities? You should really be capable of lobbing those things in a nice arc over a good distance, with weapon skill affecting accuracy, not range. * Is there any way to improve the AP mine system, so mines are actually useful to the player? I don't know how mines are detected, what kind of dice rolls are made, or if certain terrain/objects help conceal them. But as they stand now, mines are 100% useless. The ONLY time I've ever been able to effectively use mines is when I placed those mines inside of an enemy spawn area prior to them spawning in, and getting lucky if one or two of those enemy happen to spawn in on top of one. One last idea/suggestion, is it possible to create a new weapon like the Claymore AP mine using the same technology as the hand grenades? What I mean is having a small blast radius around the mine, but throwing projectiles (shrapnel/frag) in a dedicated arc in front of the mine. Also limiting the "clacker" use distance, so the operator must be within a certain range of the mine in order to detonate it. I recall using other "radio-controlled" mines before, that allowed you to charge mines and lock up to 4 of them into one controller, and remote-det them. But it would be nice to see an actual Claymore-style variant, limited to only one mine per clacker. |
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Their best 3d guy, Grey, is very busy with his real life and doesn't have much tome to work on new models. But they get by anyways. Quote:
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I ask because I have never seen any other game in my lifetime come close to getting grenades to work as they do in 7.62. Most games simply have an invisible frag radius and anything within that radius is "hit" with the shrapnel. If they want a random effect, they simply add coding in to roll the dice. But in this game shrapnel is real, it's actual fragments that are thrown in random directions. The "randomness" is not a roll of the dice, but simply having the character get lucky and not being in the path of the fragments. Obstacles work as they should, no magic death if you were hiding behind a wall. If someone could figure out how to get that same fragmentation effect to work in just a specific arc, you'd be able to turn that type of blast/frag into AP mines. Weapons like the Claymore would have many great uses in the game, and because they are command-det you don't have to worry about an enemy dodging it because they see it. But if it's not possible, then oh well. Maybe I can get the devs to add them in during a future release, if I can ever get a hold of them. The last time I played there were only a couple of rockets available, and ammo was rare. It's good to hear that more are out there now, they have a limited use in this game where destructible environments don't exist but they still have their charm. Of course they should still be more difficult to obtain, but in the later CGL's it would be great to have them available as an option (at a steep cost obviously). The same goes with the UGL's, I have no problems with them requiring completion of some quests or tasks first and being priced accordingly. But when I last played, even when I had millions in the bank and was rockin the M249's and uber-expensive gadgets, I was still rarely able to find either the launchers or the ammo. I look forward to seeing them around more often, but still hope that someone can look into their mode of operation and see if something can be done to fix their unrealistic ballistics. |
Haven't I told you that I added a Claymore that has a 60 degree dispersal arch, and a MON-50 that has a 54 degree? What I can't do is add the option to throw them once they've been primed and I thought that was the issue here.
And I forgot to saay in my previous post, you can "lob" grenades with the UGL as long as you fire it from-the hip. Then you can adjust the arch while holding the shift button, just as with grenades. |
No, nobody told me that Claymores and similar AP directional mines had been added. That's what I had been dying to see in the game, and it looks like my request had already been taken care of. Cool deal.
And no, I didn't mean to "throw" the mines in any way. Claymores are treated the same as any other mine: Deployed, Primed, and await detonation or removal. I guess it was just a misunderstanding of my question. Once I have the game up and running again I'll have to give the UGL's another try. Before I had only been using them in "aimed" mode because I thought that would provide the best accuracy at such ranges. Now that I know they can be lobbed via hip-shot, with a fairly easy-to-see ballistics path, they might be a lot better than I remember. UGL's sound like they are actually effective now. Damn, now you've really got me drooling over the game again, and it'll be at least another 3-4 weeks before my PC is fixed. If only I could play it on this crapper laptop. |
Don't get too excited, I find the hipshooting of UGLs pretty bad. Your merc ends up aiming it at close to 90 degrees, meaning it looks idiotic and takes a while to land. I also find that it's even less accurate than usual (probably because the game is thinking hipshoot means less accurate, instead of treating it as a different mode of firing), which means it's abysmal.
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Hi,
I cannot download from rapidshare, it is blocked by my ISP. Could someone please help?:( I also believe that the link is dead. |
Sorry about the delayed reply, been terribly busy. Here's the MediaFire link, it's an updated version that includes all fixes I made so far, enjoy:
Blue Sun Mod 1.02 Don't forget to install the patch before you install the mod:) |
How will v. 1.02 interact with the Class Mod beta 6?
How will v. 1.02 interact with the Class Mod beta 6?
If there's no issues with build 6 of the Class Mod, then do I need to start a whole new game, or can I continue on from the last save? Thanks in advance! Kyle July 15, 2010 :grin: |
Many thanks R@S! :-P
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Just to check, does BSM v1.02 require that I uninstall-clean install-clean patch-then-apply-BSM, or do I just let it overwrite my existing v1.01 installation? (Ditto for wondering re: the class system v6 beta.)
Part of my wondering is because of ARMA II's "Six Updater Suite," which in contrast pretty much allows automated incremental patching of the ACE mod and of official Bohemia Interactive beta patches. |
The 1.02 version is the same as the 1.01 with the fix #3. Since it includes a few source code fixes a new game is required if you dont have fix #3. The major differences are that the fix files have been packed into the BSM.AZP archive. If you already installed the fix, you should ignore the 1.02 version. A new version will be available in a few weeks/months which will require a new game. I recommend waiting with a clean install until then.
If you have used the Class System v6 it'll be completely compatible, no need to start a new game. You don't even have to install the 1.02 version since everything is included in the Class System files. |
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Setup (note: It's deep into the night): http://img189.imageshack.us/img189/3692/testfhq.jpg Result: http://img361.imageshack.us/img361/3010/trip.jpg OH HAY GUYZ WATS GOING ON HERE O LOOK TRIPWIURS? A sapper skill of 20 allows you to walk over a lot of traps you've set yourself. It also has some kind of hivemind connection between everyone in the group of the guy who planted the mine, and the rest. For instance, a guy comes across a tripwire. He "rolls the dice" (i guess) and spots it. He then "informs" the rest of the group, even though they are on the other side of the map. Everyone can walk over the tripwire without it going off. He can, in fact, stand right on top of it. Now the interesting thing is here, as soon as the guy who spotted the tripwire dies .. it goes off, because the guy standing on top of it didn't pass his check. At least, those were my conclusions. Really, don't bother. It's a very flawed system, and you're better off just using remote det charges that can't be "disabled" by "spotting" them. |
I'm starting to suspect the the type of ground you put the mines on also plays a part in how "easy" it is for the enemies to spot them. When I put down mines in the random encounter maps thay usually goes off without the enemies seeing them, while when I put it on roads, in cities and similar flat ground they spot them right away.
Since the maps have a camo "bonus" feature on some surfaces for the characters, I think the same goes for the mines. But this should be tested more to see if my suspicion is warranted:) EDIT: It would also explain why the Hidden value in the mineinfo file make them work better when set to 0, I think that disables the environment check. They should've added a camo entry in that ini file instead of using a global value for all the mines, that would make fixing it a bit easier. |
I'm still not convinced. Yesterday, I hid a few things and mines in foilage, off the roads. The first one was triggered, but nothing afterwards. During the fighting, enemies were standing right on top of everything.
With 7.62's stability as is, I had to reload. When I reloaded, at least two more traps triggered. Pretty awkward. |
Hi R@S,
I did a clean installation, installed the unofficial 1.06 patch following by the BSM 1.02. when I launch the game, it CTD. Heres what the log shows. Log started at 18.07.2010 22:49 00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286 00:00.003 ERROR [0] .\OldPackFile.cpp (99) Package not found: Patch_1_12.azp 00:00.014 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID] 00:00.015 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected 00:00.456 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok 00:00.686 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded 00:03.282 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system... 00:03.903 INFO [0] .\ZApp.cpp (847) Entering main program loop... 00:12.906 ERROR [1] .\Parser\TextParser.cpp (683) Error parsing : 'WillBeHit' found, int expected 00:12.907 WARNING1 [0] .\CameraPos.cpp (115) false 00:38.455 ERROR [0] .\Items\items.cpp (697) Item not found by name: 'Unique Sniper Rifle SKS (7.62x39)' 00:38.456 FATAL [0] .\Shop\ShopEconomics.cpp (324) Invalid item in economy: 'Unique Sniper Rifle SKS (7.62x39)', shop: Emiliano Calderon_7532 |
There must've been some issues with the patch installation, but I'm not sure what. According to the log you're using some old files and that causes the CTD. I'll try to get to the bottom of this by throwing a bunch of possibles at you:)
Check your game directory, is the a folder called ShopINI? If there is, they're either a left-over from a previous installation or the directories are set as read-only and wasn't deleted by the patch script. If this is the case you need to start over, uninstall the game and install it in another directory, one that isn't affected by your OS or virus-protection systems. When you run the PatchMe.bat script, pay attention to what the script says at the end, it indicates if any of the files or folders are write protected and couldn't be deleted. |
hi. i've been reading the forums for a while, and i'm an avid user of BSM, but i have a problem. after completing the first battle for ciudad de oro (painstakingly hard), and selling all the loot, i've come across a problem. when i hit leave, and go to the map, everythings fine. as soon as i click on the map to move somewhere, it crashes. i looked at the crash logs, and the first one said it had something to do with bloomfilter so i disabled bloom, and restarted. now it's saying something else. i'll include the log in the post below.
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Log started at 24.07.2010 11:54
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286 00:00.011 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID] 00:00.012 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected 00:00.196 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok 00:00.288 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded 00:02.633 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system... 00:03.026 INFO [0] .\ZApp.cpp (847) Entering main program loop... 00:05.255 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Fast2.286.azp 00:05.659 INFO [0] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:05.660 INFO [1] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:05.661 INFO [2] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:05.663 INFO [3] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:05.717 INFO [4] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:05.950 INFO [5] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:06.883 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\CIUDADDEORO' 00:06.917 INFO [6] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:06.918 INFO [7] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:06.918 INFO [8] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:06.937 INFO [9] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:06.938 INFO [10] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:06.938 INFO [11] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:06.975 WARNING1 [0] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:06.975 WARNING1 [1] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:06.976 WARNING1 [2] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:06.976 WARNING1 [3] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:12.738 INFO [0] .\LoadGame.cpp (1209) Game loaded. >----------------------------------------------------------- > Exception C0000005 at 0x004AD87A >-------------------- Call stack --------------------------- E6.exe 0x00400000 0x004AD87A E6.exe 0x00400000 0x004AEC1D E6.exe 0x00400000 0x006C1DF0 E6.exe 0x00400000 0x006CAE6E E6.exe 0x00400000 0x00517198 E6.exe 0x00400000 0x0054EAD3 E6.exe 0x00400000 0x006C4690 E6.exe 0x00400000 0x0051381C E6.exe 0x00400000 0x0051381C E6.exe 0x00400000 0x00513850 E6.exe 0x00400000 0x00517198 E6.exe 0x00400000 0x0054EAD3 E6.exe 0x00400000 0x0054EAD3 E6.exe 0x00400000 0x004BE2E0 E6.exe 0x00400000 0x004C0124 E6.exe 0x00400000 0x0048B065 E6.exe 0x00400000 0x0048B0C9 E6.exe 0x00400000 0x004B1FAB E6.exe 0x00400000 0x0049E920 E6.exe 0x00400000 0x005AF2A7 ntdll.dll 0x77080000 0x770AFA88 ntdll.dll 0x77080000 0x770AFA88 ntdll.dll 0x77080000 0x770AFA88 ntdll.dll 0x77080000 0x770AFA88 E6.exe 0x00400000 0x006BD7C5 E6.exe 0x00400000 0x006A2DD2 E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x00697E84 E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x006A39B2 > Crash dump successfully saved to Log\2010_07_24_11_54.dmp 00:17.057 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination. |
There's no errror in the log that would cause a CTD, and from your decription it sounds like a memory leak problem. Since the CdO fight takes a long time to finish it's the most likely reason, and the only way around it is to load a save from before the fight and do it all over. I would guess the most likely cause for the CTD is some mix-up with the ownership of the map, that's what gets checked when you travel away from a map you've just conquered. I've had similar issues, even in vanilla, and it's always after a fight where I take the ownership of a city. The last time it happened was in the player base and the only way to fix it was loading an earlier save.
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You could try it, but I don't think it'll work. Do you have a save when you're still in combat? Then try retreating from the sector and see if the CTD happens then as well. If it's the ownership thingy that's causing it that might do the trick. You'll fail the mission, but at least you'll be able to continue the campaign.
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1 - foregrip as a bipod, so i can add it to different weapons. 2 - make rico faster at getting you requested cars. 3 - differently colored backpacks, different models maybe? 4 - more uniforms if you can make them. |
1: There are several reasons I haven't made the grip attachable, the left hand wont grip it when attached, the weapon stats will get the bipod settings and it will displace the position of the bipod on that weapon since one has to edit it's poisition in the *.act.inf file. These are all due to engine limitations and it can't be changed, if it was possible I would have done it already.
2: Rico always gives you the car you buy directly, the whole ordering business is just a scam and a waste of 1000 eldos. 3: There already are 4 kinds of backpacks that looks different, the ones with small pics is just for storing purposes, not carrying. To add them to the models is too much work for something that isn't supposed to be done. 4: I like the idea of new uniforms, and it will be done for the next release, I don't know how many there'll be, but at least 2 new ones. Maybe this is something you can help with? |
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2 - god damnit. 3 - i mean as in, have smaller backpacks or so, that weigh less but also carry less maybe. or have black backpacks, i have a civil guard uniform and it kinda bugs me to have a green backpack with it. 4 - i'll assist you as best as i can. just add me on msn and we'll talk, i can texture but i know next to nothing about modding. |
i'd also like to request different vests, more lightweight ones maybe. like the wildcat and the other concealable one, except they're actually visible. would give the light classes some more eyecandy. the standard non concealable vests are absolutely enormous.
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new vests are easily done.. you just need to make the textures and add some lines to the ini files for each of them.
more uniforms aren't hard either.. you can check my nightops uniform mod and look at the files in the archive to make your own if you like. i was thinking about adding most of the clothing npcs are wearing as new uniforms as well.. to give the player more of a choice about looks... this wouldn't be very hard to do either... the only problem is that vests won't be visible when wearing these.. and to change that might require some additional coding done by r@s and lots of textures beeing made.... as each vest has a skin for the whole body.... it would require duplicating each skin several times and copy pasting the vests from the default skins. this could be done considerably fast, as i have already made new versions of each of the default clothes for my nightops reskin mod and thus have each of the vests on a seperated layer for both males and females... sometimes the texture layout is very different from the default skins and they have to be resized... for clothing that shows skin the whole thing gets much more complicated.. as again you'd need to make new skins for every skin color. all in all it would be a considerable amount of work and increase the size of the mod quite a bit. in case you missed my mods and wonder what i'm talking about, here's a link to my thread so you can check out how i did it. http://forum.1cpublishing.eu/showthread.php?t=14759 (note that the hotpants reskin is not wearable clothing, i changed the default skin of these npcs to my custom skin...) |
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Hey guys!
Well, what about adding some BDUs? I mean real army uniforms like the Digital-Woodland-Camo BDU of the US? Or maybe the German Flecktarn? We could also add the Italian Digital Vegetato... What do you think? Correct me if im wrong, but all we have to do is using an 'one'-colored uniform and then just put the new texture right over it right? GreeZ TodeswolF |
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espacially if you want to add them as an additional piece of equipment, like a backpack or a vest. or we have to edit the skin of the player-chars, so they always wear their cloves, like black leather cloves or maybe olive-green combat cloves... ;) |
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allright, allright calm down...
texture replacements are fine, but we cannot, i repeat, CANNOT export models with bone weights at this time. that means anything that animates can not be done... no new vests, no gloves, no new backpacks, unless you just copy the old ones and simply add a new texture to them... but theres not gonna be any new models for that until you find me someone who can code import/export scripts for blender. you can reskin this uniform and add various different types of camouflage to the game that way http://img18.imageshack.us/img18/336...suniform01.jpg however i've got my hands full right now and won't take any requests until i finish the stuff i have planned. so if you really wanna have the things you mentioned, you gotta do them yourselves. i'll gladly assist you by answering questions if you decide to do that, and i'm sure r@s will, too. |
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Hello, i instal evrything by instal notes , but when i try to start new game after choosing pleyer stats and pres start it crashes and in log i get that . Can someone help me plZ
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286 00:00.003 ERROR [0] .\OldPackFile.cpp (99) Package not found: Patch_1_12.azp 00:00.019 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID] 00:00.019 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected 00:00.563 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok 00:01.427 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded 00:07.040 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system... 00:09.188 INFO [0] .\ZApp.cpp (847) Entering main program loop... 00:23.323 ERROR [0] .\Items\items.cpp (697) Item not found by name: 'Unique Sniper Rifle SKS (7.62x39)' 00:23.324 FATAL [0] .\Shop\ShopEconomics.cpp (324) Invalid item in economy: 'Unique Sniper Rifle SKS (7.62x39)', shop: Emiliano Calderon_26374 Sorry for my crapy english |
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after sume manual del of items from shopini it work fine . tanks mate
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I'm not sure, but I suspect you might encounter other issues later in your game if there still are some files that should've been packed and deleted by the patch. The best thing would be a clean install, and this time make sure you don't install it in the Program Files or the User folder, I think that's where the writing protection comes from. And when you run the PatchMe.bat, pay attention to what the script says at the end, it'll let you know if there was any problems.
I forgot to say, welcome to the community and enjoy the game:) |
i just got to the secret harbor mission. finally, a humvee.
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when i try to start patchme.exe it can't find msvcr71.dll after click ok it start "file not found .... " and in the end say complete. btw running in win7 - i don instal in Program Files or the User folder. btw chek manualy "read only" it was fine ... i think it can't run azp* file properly
10x R@S :) i play hardlife maybe 6-7 times till last vers... never play the last one I fix it problem come from azp . 10x again |
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But back to BSM... I've finished the new missions, there's 11 of them, and tied them together with the player faction. If the player wanna play for himself there's 25 campaign missions(I hope to get that up to 26 as the vanilla campaigns) and there's no need to do the old vanilla missions any more to progress the game levels. I'm gonna spend the last days of my vacation on a play-through and after that I think the next version is ready for release. There's still some work being done on some new uniforms and hopefully they'll be ready before the next release. I might even postpone it until they're done, it all depends on how the work on the new Global AI and Field Radio comes along. |
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Hye!!!
First of all, I'd like to thank all of you who, did such a great job on this game, especially you, R@s. I played this game like two years ago and really enjoyed it, despite the many bugs that kinda ruined, on the long term, my enjoyment ; I just tried today the new patche and that blue sun Mod, and must say it's really great how much stable it now is. Now, I have some questions about "problems" I encountered in my new fresh start in 7.62 : - I can't seem to be able to open any box (ammo, crates, etc.) ; the hand icon never turn "activated" as it usually does, when opening a door, for example... I do think I remember being able to open crates in my previous gameplay, but it appears as if the function doesn't even exist here... Is this normal ? Is this related to the Blue Sun Mod ? - Also, is it normal that I started the game with 100.000 $ ??? I thought the point of not having any weapon in the beginning was to make it a little harder, which decision I can appreciate, but having 100.000 from the start kind of defeats that purpose... Is this some bug I encountered ? I must add that I did correctly every step of the installation (clean install, patch, etc.), and that I didn't have no 7.62 data on my computer from my previous gameplay (I played it on a different computer the first time around). Also, I did try to look in the forums for answers but didn't find anything about these two problems. Once again, thanks a lot for all the improvement and adjustements you made to this game, it is greatly appreciated. It's certainly going to distract me from the important things I need to do in the next weeks to come, but what the hell... |
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Hi, thanks a lot for the quick answer !
Yes you're right I just didn't find any clickable box, I just remembered wrong that aspect of the game ; so, sorry for the dumb question. As for the 100.000 $, all right, I'll change that ! Are you supposed to start with 0 $, or is there a particular amount, so that I fix it correctly ? thanks again ! Awesome, awesome job on the game |
The start amount is 1000 eldos, you can set that in the 7.72\INI\outsourcedconfig.ini file.
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Alright, thanks !
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Sorry, I had a brain fart and originally posted this in the wrong thread.
"The grass textures appear to be missing and show up as black blocks on my screen if I install the mod. Can you tell me how to fix this issue please?" R@S replied: "...you need to supply more info, like what version of the mod, what patch and what OS you're using." OK, I am running the Gamersgate digital download version of 7.62-High Calibre v 1.11 build 286. I'm using Windows Vista 64bit with 4GB of RAM, ATI 4870 video card with Catalyst 10.7 drivers (I've also tried 10.6, 10.4, and 9.6 but I get the missing grass textures with all drivers). I installed the unofficial patch 1.06 over a clean install of 7.62 and then installed BSM 1.02. |
It seems some textures has gotten corrupted, the game automatically creates new ones that looks like black blocks when it cant find or use the original ones. Since it still remains after a re-install, the corrupted textures must be stored in another location than the game folder.
Since Vista and the gamersgate version installs the game in the "User" folder by default, and that folder suffers from some rigid writing protection, it could be a result of that. If possible ,try to install the game in a folder outside the reach fof that protection. To fix the issue you need to find the corrupted file, do a search on your C: drive for a file called GRASS_ALL_.DDS, and if you find it anywhere outside the folder you originally installed the game, DELETE it. If you can't find that file, try serch for a folder called "7.62 - High Calibre" that is not your installation folder, the corrupted files might be stored there. Did you get any error messages when you ran the Patch.Me.bat? This mess could possibly be a result of a messed up archiving of the files, but it's a long shot since it's never been a reported error before. |
Hello,
Stupid question but what is the difference between the BSM mod and the BFX one? I have just played the Hard-life add-on so far and wanted to try one of those two mods from you R@S. Which one should i install to enjoy all new features since i do not want to have 3 separate install of 7.62 on my hdd? Thanks in advance |
The B.F.X mod was the working title of this project, but changed it's name September last year. The main difference is that BFX didn't have any new missions, still had the weapon limit and doesnt require any patch before installation.
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Hi, I'm having some trouble entering my base... I tried it at different times and every way seems to lead to an CTD... So here's what the log says after the crash (I'm not really sure which part I need to paste here) :
00:40.812 WARNING1 [0] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.813 WARNING1 [1] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.814 WARNING1 [2] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.814 WARNING1 [3] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.815 WARNING1 [4] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.815 WARNING1 [5] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.816 WARNING1 [6] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.817 WARNING1 [7] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.817 WARNING1 [8] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.818 WARNING1 [9] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.819 WARNING1 [10] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.819 WARNING1 [11] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.820 WARNING1 [12] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 00:40.820 WARNING1 [13] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package! 01:35.454 INFO [0] .\LoadGame.cpp (1209) Game loaded. 02:46.619 INFO [1] .\Engine\World.cpp (427) Loading world 'Media.pack\HERO_BASE' >----------------------------------------------------------- > Exception C0000005 at 0x005EDF62 >-------------------- Call stack --------------------------- [...] > Crash dump successfully saved to Log\2010_08_06_12_40.dmp 02:53.816 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination. Any Idea what I could do ? (BTW, this is the correct place to talk about this issue, right ?) |
Ouch, the base crash. Had that myself once. I think there are some things you can try (that I can't remember), but it all came down to reverting to a previous save.
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Mmh, is there any other way than going back to a previous savegame ? I'm not sure I'll be able to find one that precedes that Base bug... Plus I have another bug with an empty smoke grenade I keep to improve my throwing skill : when I launch it now it just causes a CTD... So any idea about what could resolve those crashes ? For your information, I installed the game in "my program files" and did no manipulation regarding "read only" files ; don't know if that could be the cause of my crashes...
EDIT : So it really was that empty smoke grenade which caused the bugs (CTD when trying to sell it, to put it on the ground, etc.), since there was one on the ground of my base too... Previous gamesave confirmed it, so now I know I should only practice my throwing with empty grenades in temporary places (no town or else the fact that there's an empty grenade causes CTD). So I guess my problem is resolved. Still, there's something else I noticed since I began my game : why does it reads "0 enemy defeated" in the statistic books of my hero ? I don't know why the number doesn't change, since I've been killing a lot of enemies ; |
The smoke grenade bug has been in the Apeiron games since Brigade E5, and the only thing they could do to fix it was making it impossible to move to the trunk without first picking it up with your hands. But some people can't take a hint;)
It seems you have missed my countless warnings about installing the game in the Program Files folder. So I'll reiterate, DO NOT install it in any folder that has write protection, that includes the Program Files folder, it'll end up in weird errors and sometimes tears:-P Quote:
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Ok for the program files thing. I thought the latest patch made that useless. So I should just install it in "c:", right ? Re-installing won't mess up my savegames, too ?
As far as the "class system test version" thing, I really don't know... I did nothing crazy with my installation of 7.62... I installed the english game (high calibre), and then the latest patch and blue sun mod (all contained in this thread)... So realy I don't know what kind of special version I could be running, since I just installed the usual stuff located in these forums... Any idea how I could fix that "0 enemies killed" problem ? |
Any patch before the 1.06 version required you to set some files to read-only, but with it it's the other way around, you have to make sure no files or folders are set to read-only or has any write protection.
Your saves should be OK as long as you have a similar version and hadn't altered any files in your previous game. The save files store a lot of information, and if you made changes in your ini files it will cuse problems. Since the kill counter is part of the source code, and you haven't installed anything other than the patch and mod files, I can only guess that you started using a different set of soure code files mid-game. There is nothng else that would explain this and the only fix is starting a new game and keep using that set of source code files through the entire game. |
Wow, that's really strange, then ; for one, I never ever touched any files in my game folder or even installed new ones mid-game, and secondly, the "0 enemies defeated" thing has been there since the very beginning ; I just thought it would fix itself while playing. Couldn't it be that the patch/mod I downloaded had some files modified ? As previously reported, I did start the game with 100.000 $, too ! Weird, huh ?
+ : Okay for the read-only thing, I'll reinstall. |
Since you started with 100k it proves that you've installed the class system test version and that your problem with the kill counter can be tracked back to that. Please try to keep track of what you install and always mention what you've installed when you ask for help, it'll save us both a lot of time.
EDIT: Or it could be that you dint install the patch correctly and that screwed up your game. Since you've installed it in a write protected folder this is very likely. |
Hi, I have the same trouble. I used a clean install, have tried both with unofficial patch and without.
I start with 100,000 whatever I do? I downloaded from the first post in the BSM thread and seemingly got 1.02. Could anyone tell me what I am doing wrong please? i dont want to cheat and start with 100,000. |
Hey R@s, since Xiola here has the same problem as me, could it be that the patch proposed here has some kind of problem ?
Not that what you suggested about installing the game where I did isn't likely to cause bugs too. What exactly does the fact that my statistic book says I killed 0 enenmies cause ? Because my CGL is actually raising... |
Also, I checked the outsourcedconfig ini file and it says start amount is 1000 Eldos, yet I get 100000.
Wierd eh? There are two checks for wrong values. If the option names itself are altered, -1 is returned. If the values are out of range respectively loose (e.g. min > max), standard value will be returned. **********************/ //********* Gamestart *********\\ StartMoney "1000" IntroMovie "1" // on 1/off 0 |
Also having the zero kill count problem.
http://img.photobucket.com/albums/v9...ar45/kkzro.jpg Fresh install of 7.62 into a new folder (C:/Games), patched to 1.06 and the latest version of BSM (w/$100k). Noticed every skill except for Gunfighting/Hip Shooting can still be raised the old fashioned way. Even wiping out a whole town while hipfiring did nothing. As long as everything else works, I can live with it, just gotta remember to dump more points into it when starting a new game. |
As there has been no reply here for a while, I decided to start playing even with 100,000 eldos.
My kill counter never goes up (always 0) and I seemingly never get any level up points. (I have killed around 50 enemies now) Do I have to kill more or is this another bug with the mod? I'm on Winxp, installed into deafult program files folder. In fact everything default and clean install. Tried with patch and without. Without patch I got a crash as soon as I entered the first level, so I gathered I must use the patch first. Did anther uninstall/reinstall but all the same troubles 100,000, no kill counter (0). Do I need to kill even more than 50 enemies to get more XP points to spend? |
New version is released, check the first post in this thread for details.
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Awesome.
Should we start a new game? |
Hi R@S, thanks for your AWESOME work with this cool game.
Just a quick bug report, the money is now correct. Not killed anyone yet to test the kill count. One bug I think I have found (clean install, winxp). Once I have created a new character with Cameron, I choose trooper and the only Class skills I get are 3 (I think they were the first 3, shooting, gunfighting and something else). My non class skills are the other 2 'class skills' and the 'real' non class skills are missing completely. Hope this helps you. |
Quote:
This report concerns the PRIOR build (I didn't read your most recent post till just now). The new maps are AWESOME. It still bugs me that we can't ascend some of those small mounds that are everywhere in the terrain, but I can live with it for now. ;) All I did was enter the new maps, and only engaged in a sortie with those that were present at the Airfield. When I first requested the Guide to show me what he has for sale, I was a bit worried as to why it took so long to open up the store, but once it did I understood. Wow! It's chock full of goodies for testing! Thanks for that, and smart to do too. There's a spelling error while interacting with the Guide. The option for playing the tutorial is spelled "Tutoryal," with a "y" instead of an "i." I have questions regarding the aiming aides. Why is the Eotech 552 limited to a sight range of just 105m at $861 while the Aimpoint M has a sight range of 150m at a lesser price of $486? I looked to see if there was a weight advantage, and there definitely isn't, as the Eotech weighs more. Also, the Desert Aimpoint found on the HK416 mod 6.8 CQB has a range of 200m; why is this Aimpoint so significantly better than an unpainted regular Aimpoint (is it due to coming from a significant character in the game, or...?)? I had some problems with the new uniforms. Only Uniforms 03 and 04 appeared in the Guide's shop--is it supposed to be like this and Uniforms 01, 02, and 05 appear at a different shop, or did I screw up the files when I renamed the DDS files I created for the mod? See my email regarding this, as it details what I renamed the files to, but I did some guessing as to which files matched up with which costumes and I wouldn't be surprised if I'm the source of the error. Man, I badly want to see my uniforms in the game! :) The PRIOR build was great. Downloading the new build now. Thanks again for all of your hard work R@S!!! :grin: |
Hi, Kyle,
Do you get the Class system problem that I described above, when spending your points at the beginning? (Only three class parameters) |
Hi I just got the game and installed the mod. The thing is every time I save I get a CTD.
Log started at 11.08.2010 10:18 00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286 00:00.022 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID] 00:00.026 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected 00:00.709 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok 00:01.067 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded 00:04.196 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system... 00:05.021 INFO [0] .\ZApp.cpp (847) Entering main program loop... 00:30.419 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\FAKIROVAMBUSH' >----------------------------------------------------------- > Exception C0000005 at 0x76E36BF0 >-------------------- Call stack --------------------------- ntdll.dll 0x76DF0000 0x76E36BF0 E6.exe 0x00400000 0x006BDBC6 E6.exe 0x00400000 0x006E000D E6.exe 0x00400000 0x006E2F55 E6.exe 0x00400000 0x006E3169 E6.exe 0x00400000 0x006DF1BC E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x00683BEC E6.exe 0x00400000 0x005CE793 ntdll.dll 0x76DF0000 0x76E4231E ntdll.dll 0x76DF0000 0x76E431DF ntdll.dll 0x76DF0000 0x76E4231E ntdll.dll 0x76DF0000 0x76E4350F ntdll.dll 0x76DF0000 0x76E431DF > Crash dump successfully saved to Log\2010_08_11_10_18.dmp 00:44.346 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination. Any help would be nice. |
Xiola
When you first created your character you only get to spend points on your Skills, not on any Parameters. Since you chose Trooper you'll get 3 class Skills and 7 non-class skils to spend points on. The Parameter option should be empty. Lornalt The log you posted doesn't give any important info on what might be the cause of your CTD. You did follow the instructions in the first post, right? You have installed the patch without errors, all the files from all the archives are in the game directory and most important of all, there is no write protection on your game dir. |
Thanks for the info R@S.
I found the third mission from the dodgy cop very hard. Where you have to escort the prisoner to the prison. There were only three of us and when I refused to hand him over, we were attacked by around 20-30 enemies! ouch! I went to an earlier save and left that one for a while! |
I've done a lot of testing lately and discovered a few bugs. There is a box in Radio Hill that causes a CTD when opened, so try to avoid it if possible(it's near the Mayor house).
I also noticed that when you lower your Health stat at character creation you can set it back to it's original state when visiting a doctor. I have removed the possibility to decrease that stat to avoid misuse. The Field Radio will have to be remade, the way I've made it isn't sufficient. I'll try to get it done by the next release, it's a major task that requires a lot of new code. I've also made some minor adjustment to the shop inventories, some ammo will be available earlier. Otherwise I'm pretty satisfied with the mod, the money is tight when you get to the final stages and that's the way I like it. I haven't tried it with the "Easy Money" yet, but I hope it isn't too bad even if it's turned on. |
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