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-   -   The Blue Sun Mod (http://forum.fulqrumpublishing.com/showthread.php?t=14745)

ninjaklan 12-07-2010 06:31 PM

Thanks for the answers R@S, I managed to get the mission done for Tang.

I'll look into that textures modding, thanks for the tips.

Cheers

Lamarr1208 12-08-2010 02:34 PM

May i suggest something?
why don't you add new shotguns such as:

http://www.suckasstheatre.com/newgun...nchester97.jpg
The Winchester M1897

http://t2.gstatic.com/images?q=tbn:l...curity.jpg&t=1
The Ithaca 37

http://upload.wikimedia.org/wikipedi...e/M1887_LH.JPG
The Winchester M1887?

http://t2.gstatic.com/images?q=tbn:W.../aa-12.jpg&t=1
Or the AA-12

i think it would be cool to have those guns in game.

safoolfool 12-09-2010 03:45 AM

While more guns is cool, there's already a ton of them. Already most of them are interchangeable within categories (e.g. differences of .02 in prep time or 10m of range). More guns can be aesthetically pleasing, but in terms of gameplay (which R@S seems rightly focused on) there's no advantage, since there aren't any niches to be filled. I don't see how the first three of those would be any different from the fifteen existing pump shotguns (again, in terms of in game mechanics; obviously an 870 looks different)

Nat_Crelk 12-09-2010 03:18 PM

Quote:

Originally Posted by safoolfool (Post 203312)
While more guns is cool, there's already a ton of them. Already most of them are interchangeable within categories (e.g. differences of .02 in prep time or 10m of range). More guns can be aesthetically pleasing, but in terms of gameplay (which R@S seems rightly focused on) there's no advantage, since there aren't any niches to be filled. I don't see how the first three of those would be any different from the fifteen existing pump shotguns (again, in terms of in game mechanics; obviously an 870 looks different)

I agree with that.
Most of weapons differences come from thin differences most of the time.

But for some players (as me) collecting weapons or pointing those very differences are part of the game too.

After that, adding too many weapons or equipement may lead into a loss of marks through the choice between some weapons.

As I'm a terrible weapon and equipement psychopath collector I could be only pleased to see some new weapons in 7.62 BSM. But that may be an addition of work for R@S an the other "parents" of BSM.

R@S 12-09-2010 05:43 PM

I'd like to add more weapons, but as Nat says, I concentrate on improving gameplay with the limited time I have to work on the mod. But I'm always looking for new models, if anyone else has time to do them.

I have also stopped adding weapons to the shops, they are starting to get too big at high CGL's. But I found a much better, and IMHO much funnier way to add them to the game. As an example, I added the Magpul Mazada a while ago. It's the civilian semi-automatic version and I gave it to a single guy the player meets late in the game. Then I added a modular kit for Mazada/Bushmaster at a few shops. By having the Mazada and the modular kit the player can "make" the full automatic ACR version, in 5.56 and 6.8 caliber as well as an extended barrel version of the weapon. I'm planning to add a frontgrip version too, but due to engine limitation I have to find another way to upgrade it, maybe the base mechanic.

I've been hunting for the GUMID bug, but alas, I haven't found the reason for it yet. I've re-written a third of the code trying to correct it, but it's an elusive mofo. I'm starting to suspect the the GUMID issue has to do with too many new characters added, if it is there,s nothing to do about it.

The good news is that I found several other small issues while working and corrected those. There'll be few few new things in the old missions, and some things has been removed, but overall it's mostly improvements.

I've also added a few slaves, 18 to be exact. I'll prolly add a few missions for it as well, but so far the player can only buy and sell them. I'll try to lower the professionalism penalty when they are killed from 50 to 10. In my experience, making replace functions for that part of the code is a tricky thing, but I'll try.

The new merc handler system works great, iI've had some time to test it and it exceeded my expectations. The same with Skyrider, as long as I don't have to save money he's a blessing when zipping around the country looking for stuff.

safoolfool 12-09-2010 08:43 PM

Is there a way to make the random encounter/patrol spawns chose from a selection of guns, instead of having preset inventories? For example, as of now a rebel captain always has a desert eagle, sniper always has an SVD, shotgunner always has a Saiga 12K. If it worked like a sniper has one of SVD/norinco/VSS, trooper has one of the 50 later Russian guns (AK 74, AK 10x, AEK, AN) I think that might be better.
This would add to the variety in fighting enemies (as of now it can be boring since they're the exact same every time) and mean you'd get to see some of the guns outside of using them yourself.

R@S 12-10-2010 02:57 PM

You'll be glad to hear that I've already done something to that effect. There is now a 20% chance that the random encounter is against slave traders. They carry a different load-out than the usual bandits. I was thinking of adding a chance that a slave can be captured after a random encounter with the slave traders, but since there's only 18 of them it would have to be a slim chance.

And the Immortal Badasses will make an appearance as well, I'm thinking of giving them a 10% chance to appear at random encounters:)

fallschirmjager 12-10-2010 11:37 PM

Alright so I start my first game of Blue Sun last night. About four hours into it.

Even though you removed the early AK and the SR-25 from the base, it's only day three and I've already come across a M1A with a scope.

The base capture was fun early on though, I just had Lambert with the suppressed Scorpian found in Campencio (?) and attacked in the middle of the day. First order of business was to run into the guard house and set up an ambush.

The first victim of the game ran into the room only to be downed in a flurry of 9x18mm rounds and his Type 63 was then promptly turned against the remainder of his consorts.

Then it was the next encounter in Sagrada where I found the M1A on a dead Police Sniper during a rebel raid.

One question though, R@S, you've changed the default equipment of the mercs you can hire? Because I hired Beaver right off the bat and he came with a fully decked out Saiga 12K. I also might add he was equiped with a tactical belt like from E5. I'm guessing you implemented this?

As I never saw them in my original run through of the game. They're my favourite belt by far, I'd rather have more grenades or magazines close at hand that a handgun.

EDIT:

Well somehow my 7.62 game became terribly corrupted. When loading it up the 7.62 logo was the original Russian one and the game would crash soon after that.

So after a complete uninstall and purge I reinstalled everything and fired up BSM from the beginning because my old save games led to crashes - sigh - and that wasn't too bad but now I can't even enter Sagrada at all without getting this crash.

Quote:

Log started at 11.12.2010 22:45
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.014 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.014 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.205 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:00.366 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:03.280 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:03.700 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:21.235 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Auto0.286.azp
00:23.895 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\LAS_VACASIONES'
00:32.444 INFO [0] .\LoadGame.cpp (1209) Game loaded.
00:54.013 WARNING1 [0] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
00:54.013 WARNING1 [1] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
01:12.902 INFO [0] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.903 INFO [1] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.903 INFO [2] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.904 INFO [3] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.904 INFO [4] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.905 INFO [5] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.905 INFO [6] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.905 INFO [7] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.905 INFO [8] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.906 INFO [9] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.906 INFO [10] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.906 INFO [11] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.907 INFO [12] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.907 INFO [13] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.907 INFO [14] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.907 INFO [15] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.908 INFO [16] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.908 INFO [17] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.908 INFO [18] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.908 INFO [19] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.909 INFO [20] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.909 INFO [21] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.909 INFO [22] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.910 INFO [23] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
01:12.910 INFO [24] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
>-----------------------------------------------------------
> Exception C0000005 at 0x00642456
>-------------------- Call stack ---------------------------

E6.exe 0x00400000 0x00642456

E6.exe 0x00400000 0x00642D95

E6.exe 0x00400000 0x00644945

E6.exe 0x00400000 0x00645A5D

E6.exe 0x00400000 0x00645A80

E6.exe 0x00400000 0x00647144

E6.exe 0x00400000 0x0055E754

ntdll.dll 0x775E0000 0x77618A18

ntdll.dll 0x775E0000 0x77612E5E

ntdll.dll 0x775E0000 0x77612E3A

ntdll.dll 0x775E0000 0x77644872

ntdll.dll 0x775E0000 0x7764499F

ntdll.dll 0x775E0000 0x776449AE

ntdll.dll 0x775E0000 0x776449AE

ntdll.dll 0x775E0000 0x7762791B

ntdll.dll 0x775E0000 0x77644872

ntdll.dll 0x775E0000 0x7764499F

ntdll.dll 0x775E0000 0x776449AE

ntdll.dll 0x775E0000 0x77618A18

ntdll.dll 0x775E0000 0x77644872

ntdll.dll 0x775E0000 0x77644872

ntdll.dll 0x775E0000 0x7761413D

ntdll.dll 0x775E0000 0x77613282

ntdll.dll 0x775E0000 0x77613282

ntdll.dll 0x775E0000 0x7762791B

ntdll.dll 0x775E0000 0x7762791B

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x006BD2A4

E6.exe 0x00400000 0x005E9C4F

E6.exe 0x00400000 0x0059F0F3

E6.exe 0x00400000 0x006BD7C5

E6.exe 0x00400000 0x005D84D8

E6.exe 0x00400000 0x004648E1

E6.exe 0x00400000 0x00457979

E6.exe 0x00400000 0x00457B05

E6.exe 0x00400000 0x004071B1

USER32.dll 0x76F10000 0x76F2A4F4

USER32.dll 0x76F10000 0x76F26901

E6.exe 0x00400000 0x0040C6B6

E6.exe 0x00400000 0x005EA4DE

USER32.dll 0x76F10000 0x76F268EA

USER32.dll 0x76F10000 0x76F30AB0

USER32.dll 0x76F10000 0x76F37B0F

USER32.dll 0x76F10000 0x76F268EA

USER32.dll 0x76F10000 0x76F27D31

> Crash dump successfully saved to Log\2010_12_11_22_45.dmp

R@S 12-11-2010 08:01 PM

If you get Russian in the game it means the patch isn't working as it should. Make sure you run the patchme.bat before you install the BSM and that there isn't any errors while compiling the patch. If there are any files left outside the AZP archives that shouldn't be there you'll get these kind of errors.

Yes, I re-worked the merc inventories, and I've done it again for the 1.5 version to fit the new mrec handler.

Nat_Crelk 12-12-2010 11:00 PM

Quote:

Originally Posted by R@S (Post 203606)
You'll be glad to hear that I've already done something to that effect. There is now a 20% chance that the random encounter is against slave traders. They carry a different load-out than the usual bandits. I was thinking of adding a chance that a slave can be captured after a random encounter with the slave traders, but since there's only 18 of them it would have to be a slim chance.

And the Immortal Badasses will make an appearance as well, I'm thinking of giving them a 10% chance to appear at random encounters:)

Woha !
The Immortal Badasses came back !
I'll keep my SPAS at hand ...

VERY NICE WORK :wink:

@ fallschirmjager : The game once do that to me. But after a complete reinstall all was fine.
The same : try to run the Patch_Me.bat after ALL files (Unfficial Patch + BSM + Media packs) were installed and/or pasted. That was why my old game suddenly came to crash everytime.
Hope that'll help.


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