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

Nat_Crelk 11-03-2010 10:57 AM

Sorry or the double post, I was out of time for editing.

R@S22 => What news about the Heli ?

And overall : how have you dealt with the Patchme.bat ?
Because I've suffered many issues with that one.

Firstly, it seems to don't run Before the whole installation (Patch 1.06, Media pack 1,2 & 3 and BS Mod. So I have to run it after all is complete.

Secondly, when I ran it, some files and some folders disappeared like WEAPON_INFO or some INI files in the INI directory.

As I'm on Win 7 I assume you probably have the answers.

R@S 11-03-2010 03:09 PM

I haven't decided what to do with the heli yet, but i have asked the HLA team to use their fuel containel 3d model. I'm thinking of using it for the Skyrider missions.

If you check the first post in the unofficial patch thread you'll find a fix for the patchme.bat issue. Just put the needed file in your game dir before you run it.

The missing files and folders are archived inside the Patch_1_12.azp file. I've used the Russian version of the game as a template to see what files and folders should be included in the archive, to maximize game stability.

Nat_Crelk 11-03-2010 04:40 PM

Ah yes.
Sorry for that mistake.
I had not catched that you had edited the first post.

Thanks for the assist

R@S 11-05-2010 01:17 PM

Thanks to Carkiller from the russian community I can now tease you with the latest addon to the mod, The MAGPUL Masada/Bushmaster ACR assault rifle:

http://img28.imageshack.us/img28/8606/bushmaster.jpg

I'm still in the process of learning 3d modelling myself, and hopefully I'll get the hang of it quickly so that I can add even more new weapons.


EDIT:
It seems like this Carkiller fellow is very clever, he found a way to export already existing ACT models so that you can edit them and then export them again. With this info I can make folding stocks for the HK416/417 models, something I have wanted to do for a very long time. But I still need to learn the basics in 3d modeling tho, I guess I have to try Deadhead's patience even more;)

Dr.Q 11-06-2010 04:16 PM

I've started to fix some of the broken ammo values in my current game, for example 6.8mm standard and AP appear to be swapped, and are not different enough from other medium rounds. .223 standard is way too super-AP and other things... I'm actually using the old E5 ammoinfo to get an idea how that stuff works.

Could you pls. explain a bit how the new tax system works? I'm especially wondering what influence the popularity ratings have. I raised the taxes in my base and it started to develop negative ratings, at -30 it turned orange on the map.

How exactly does militia recruitment work? Does the funding influence their equipment too or is it just the speed of recruitment? Does the money for them come from the tax fund, bank account or my personal wallet?

The mechanic offers to upgrade my car, but that dialog is empty, does he want anything else or is it just not working yet?

R@S 11-06-2010 07:41 PM

The new tax system
There are 10 levels, 5 being the "neutral" level. If you increase the tax level you'll get a popularity penalty, the higher the level, the faster popularity will decrease. A lower tax level does the opposite. To prevent misuse of the tax, and to find a balance, the sector in question will revolt and become neutral if popularity drops below 30. This means you can squeeze the population for a while, but then you must lower the tax level again if you want to keep control.

Sectors have a different tax base, and this reflects the tax income. the more population a sector has, the more money you'll get from it.

The militia
You can recruit militia directly, but it costs a lot and drains your funds quickly. you can also increase militia spending to speed up the automatic recruitment, but that usually takes a few days before they turn up in the sector. In the dialog there is a "keep troops at this levels" option, which doesn't mean no new recruits will show up but that it takes time and sometimes some even leave your service. There's also an option to decrease and in crease this type of spending. The economics of this system is all from the mo ey you carry with you, it never takes anything from the bank of tax fund accounts.

I use slightly modified inventory files for the militia. It follows the same CGL system as all other inventory files.

The mechanic
to get the "Upgrade" option you need to have the money for it and that ranges from 4000 to 30000 depending on what car and level you want. As an example, the first level for the Ford costs 4000, the second level costs 7000 and the final costs 13000. Ford is the cheapest of the cars to upgrade, if you have any other car be prepared to pay more.

If you have the money and the mechanic is at the base, you should get the "upgrade" option in the dialog. If that isn't the case, let me know and I'll try to fix it.

Nat_Crelk 11-07-2010 11:49 AM

Hi everyone.
R@S => I've encountered a strange graphical bug.
When you "drag and drop" a weapon on a clip, the clip just seems to graphically disappeared.
Maybe you know that bug but I found it a little annoying.
1) I select the weap
2) I drag it on its clip
3) The clip disappeared but the ammo / bullets are still in the weap.

It doesn't lead to a CTD nor any crashes and it stays even if you close the inventory.
That bug appears with all weapons but I don't know if it's only in the
enter_dev_mode / shop. I don't have noticed if it appears in others inventories.
I'll try to test it ASAP.

Could anyone tell me what that is ?

EDIT : I've tested it and it apears in all inventories screens, in all shops and with all my mercs.

Thanks

Nat

R@S 11-07-2010 01:47 PM

This is a vanilla bug, not related to BSM. I don't think it's fixable either since it's part of the renderer code and that's still not released(and prolly never will be).

I made some progress with the 3d models this weekend, thanks to Deadhead. I can now export existing game models, import them to 3DSM and edit them, and then export them to the game format again. I guess I'll have my hands full the coming weeks:)

Dr.Q 11-07-2010 03:30 PM

TYVM for the explanation - looks like the mechanic didn't work because the cash was in the bank, everything is fine now.

One more question: is it possible to add new static sectors onto the world map? I'd really like to see BE5 Cali Cantinos Airfield once again.. And the Reloaded maps have such a nice airport :)

Nat_Crelk 11-07-2010 03:51 PM

I'm a BE5 Nostalgical too.
But as I know, R@S has added an "Airfield" near Cali-Cantinos.
It doesn't looks like the one in BE5 but it's still fine.

R@S => Is it the Deadhead convertor (the last link) that you've sent to me in the PM ?
Or his convertor is another one ?
And could you put it in the modding part ?

Thx

Nat

R@S 11-07-2010 04:51 PM

Quote:

Originally Posted by Dr.Q (Post 196246)
One more question: is it possible to add new static sectors onto the world map? I'd really like to see BE5 Cali Cantinos Airfield once again.. And the Reloaded maps have such a nice airport :)

As Nat said, the Airfield map from reloaded is already added. But be advised, the maps from reloaded uses a new mesh for the chain-link fences, something the e6 engine has problems with. I noticed while testing that if a grenade explodes near the fence it will CTD. To avoid frustration, stay away from them when fighting, it's the only way to avoid it, sorry.

Maps from BE5 is in a different format, I don't think they're compatible with 7.62

Quote:

Originally Posted by Nat_Crelk
Is it the Deadhead convertor (the last link) that you've sent to me in the PM ?
Or his convertor is another one ?
And could you put it in the modding part ?

Yep, the ActExp.dle is the exporter in the link I sent you(mod kit). Put it in the 3ds MAX 5 plugin folder and you'll get the ACT file format as an option when you export a model. Since western computer systems use a comma(,) as a seperator, you need to change it to a dot(.) in the regional settings of you OS. (Control Panel -> Clock, Language and Region -> Change the date, time or number format -> Additional settings -> Decimal symbol: . (not comma) )

Nat_Crelk 11-07-2010 05:02 PM

Quote:

Originally Posted by R@S (Post 196273)
Yep, the ActExp.dle is the exporter in the link I sent you(mod kit). Put it in the 3ds MAX 5 plugin folder and you'll get the ACT file format as an option when you export a model. Since western computer systems use a comma(,) as a seperator, you need to change it to a dot(.) in the regional settings of you OS. (Control Panel -> Clock, Language and Region -> Change the date, time or number format -> Additional settings -> Decimal symbol: . (not comma) )

Nice to see you in direct on the forum !

As I haven't tried to add the plug-in to 3DSM, I wonder why I need to change the coma to a dot ?
I don't understand why have I to do so.

Thx
Nat

R@S 11-07-2010 05:09 PM

Quote:

Originally Posted by Nat_Crelk (Post 196276)
As I haven't tried to add the plug-in to 3DSM, I wonder why I need to change the coma to a dot ?
I don't understand why have I to do so.

If you open up an ACT file you'll notice it's full of numbers separated with a dot, comma and semi-colon. In Russia, where the ACP exporter was created, they use a dot as a separator. In western countries we use a comma. The exporter takes the symbol for a separator from the OS, and if you have a western OS that will be a comma and it will result in a corrupted ACT file the game can't use. That's why:-P

Nat_Crelk 11-08-2010 12:25 AM

Ah ok.
Thanks for all.

I've found a website which you probably know about but if not, there's the linky.

And there's another one. Here you've many other links too.

These are two weapons sites I want's to share, because you'll probably find one thing or two which could be interesting to add to your mod.

Nat

Kyle 11-11-2010 12:33 AM

R@S,

Now you're in the model-making business too?

WOW!

Your blood cells must look like a stream of 7's, 6's, and 2's! :grin:

I'll check out the first post for the latest updates, but I've been having some system issues. The latest?

I need to replace my system battery (yes, my computer IS that old!).

Have to run. Keep on amazing us!

Kyle 11-11-2010 12:41 AM

If you're going to custom-build weapons into the game, my vote is for this one:
http://www.world.guns.ru/assault/as109-e.htm

Looks like we'll be seeing the HK M27 IAR a lot pretty soon. Might as well get ahead of the curve if it's possible to do so!

R@S 11-11-2010 07:28 AM

What's the latest you ask. I finished the weapon upgrade script for the base mechanic yesterday evening. I'm gonna start on the Skyrider missions this weekend, I've already added the Fuel containers from HLA.

I've finished modelling the USP .45 and are currently working on the textures for it. I'm still learning how 3ds MAX works and haven't quite figured out how the get the lightning right when rendering the texture TGA's. But that's a minor thing and wont be that hard to figure out, it just takes time trying all the different render settings.

I saw that HK M27 a while ago and I also liked the look of it. I'll see if I can make a model without too many polygons, the game doesn't like that.

Hurzwa 11-15-2010 01:39 PM

Hi R@S,

is it possible to make the guns which you scavange from dead enemies worn out like in BE5 or the actual HLA?

IceShade 11-15-2010 09:46 PM

I think that was an engine problem..

Just like the fact that your body armor is instantly repaired on zone change.

kelevra 11-16-2010 02:45 PM

Quote:

Originally Posted by Hurzwa (Post 198457)
Hi R@S,

is it possible to make the guns which you scavange from dead enemies worn out like in BE5 or the actual HLA?

Yea that would be a huge improvement, not only for realism but also for gameplay.

Btw, compliments for this great mod, I really enjoy it ;)

lucadena 11-17-2010 07:21 PM

Generic soldier
 
Hi, thanks for the great
Mod. A question: i like to have my mercs killed without havin to reload the game, so, would it be possibile to make the merc assistano assign you unlimited generic mercs (called grunt or rifleman or whatever) that have low stats, but you risk not running out of mercs?
I would really love it

IceShade 11-17-2010 08:01 PM

X-Com fan, eh? :P

lucadena 11-18-2010 06:00 AM

Yes, loved the high mortality of xcom a lot. Wish it could be done here

Dr.Q 11-18-2010 02:58 PM

Quote:

Originally Posted by R@S (Post 196099)
If you have the money and the mechanic is at the base, you should get the "upgrade" option in the dialog. If that isn't the case, let me know and I'll try to fix it.

but now it seems to be real :)

Trying to upgrade Krauffs truck (after that mission is over), according to cars.ini it should be possible, I have $$ ~350k ready and the mechanics dialog is still empty?

lucadena 11-23-2010 10:11 AM

Or maybe being able to recruit your own militia. Anyone cares to reply if it is possibile? If so, is it easy?

Nat_Crelk 11-23-2010 11:34 AM

Hi everyone !
Lucadena => According to R@S' work on Blue Sun Mod, you can manage to recruit and train your own militia.
That's an option you get when you talk to mayors of the cities you own.
It takes part of the "Cities Management Program" of the BSM, when you call (with Field Radio) the "Managers" of your cities (e.g the mayors), you can train new militia men or recruit new ones but it costs a lot.

I'm not quite sure but that doesn't happened in Vanilla.

Dr.Q 11-23-2010 05:17 PM

Yes R@S is trying to extend the game. You can still do the old Government and Rebels storylines, but with BSM you can also conquer the country for yourself.

Nat_Crelk 11-24-2010 01:23 AM

Dr.Q => That's right and if I remember well there's a thread somewhere else in the forum concerning the "point of conquerring any town".

Lucadena => After playing many and so many games and hours through BE5 and now BFX / Blue Sun Mod since Beta 5 or 7 (can't remember), my opinion is that it's a waste of time and money to conquer the whole country. You simply cannot be everywhere everytime. I prefer owning three or four places to have some incoming money without loosing too much.
But that could be a goal for you if you wanna rule the whole country.
Your experience through the game will surely teach you what you want to do.
But that's not the purpose here.

I think R@S had developped that part because he surely found it interesting for him and for other BSM players. He had developped a complete "city management" part where you can set taxes rates and income and manage cities defence system wich now works nearly perfectly ("nearly" stands for the actual and sometimes boring CTD experienced after many hours of playing for example).

But I assume you speaks about "militia you can keep with you" no ?
In that case, BSM nor Vanilla let you take your militia men in your squad. On the other hand, you can order them to go and attack some place. Nothing stops you to come and fight with them.
But afterall, I don't really know if that cannot be implemented to the game. R@S will see.

If I'm not right, go further in the game to experiment that "cities management program".
Your expects will be fulfilled.

Ah and last but not least, as Dr.Q says, you can still do the old Government and Rebels storylines but you can also manage to take your "own" path in the country. That's not the white nor the dark path, it's something like the "greyish one", the one I prefer.
After all of that you can conquer the whole country for yourself too.

Good luck

Nat

lucadena 11-24-2010 07:44 AM

Thanks a lot for the replies, yes i an conquering sectors and placing my militia in them, but actually as Nat stated, is not possible to add generic militia to my team. I got this idea from raimbow 6 (the first) where the player was assigned a number of team members during the campaign, but if kia, they would be' lost forever. The player was allowed to recruit an unlimited number of "reserves" with low stats, that would have been more expendable than main characters. That's what i'm talkin about. I would like to have this option really really really much. Thanks for all your replies.

Nat_Crelk 11-24-2010 12:49 PM

Hi !

Maybe that could be a good idea to bring some low stat mercs in your squad.
They could fight for you and die without influencing the "profesionnalism" hidden stat as much as loosing one of your real mercs.

On the other hand, that could be a way to "go away" from the main purpose of the game. You may could't set their stats and equipement too but that could make them very weak facing some strong and well equipped ennemies.
The same, you couldn't specialise yourself nor them because of their generic stats, making the huge amount of available weapons useless.

I think you shall speak about that with R@S, he might has his opinion. And at least, he is the one who decides what to implement or not in BSM.

Fight well !

Nat

R@S 11-25-2010 03:35 PM

Quote:

Originally Posted by Hurzwa (Post 198457)
Hi R@S,

is it possible to make the guns which you scavange from dead enemies worn out like in BE5 or the actual HLA?

I'm not inclined to do that, it requires the new user-functions that comes with the HLA.dll file.

Quote:

Originally Posted by lucadena
Hi, thanks for the great Mod. A question: i like to have my mercs killed without havin to reload the game, so, would it be possibile to make the merc assistano assign you unlimited generic mercs (called grunt or rifleman or whatever) that have low stats, but you risk not running out of mercs?
I would really love it

I might add something to that effect, I think the term will be slaves. I'm not sure how I'll implement it tho, every team member should be added to the merc files, otherwise it'll open up some exploits in some missions. Team members that aren't mercs wont trigger some engine events, and that could seriously screw up the game balance. I'll play around with it when time permits and will get back to you.

lucadena 11-25-2010 05:31 PM

Quote:

Originally Posted by R@S (Post 200783)
I might add something to that effect, I think the term will be slaves. I'm not sure how I'll implement it tho, every team member should be added to the merc files, otherwise it'll open up some exploits in some missions. Team members that aren't mercs wont trigger some engine events, and that could seriously screw up the game balance. I'll play around with it when time permits and will get back to you.

Slaves? geez :eek:


Thanks for the reply, looking forward to it :grin:

Greyfoot 11-25-2010 10:16 PM

Ladies and Gents I salute you to this awesome mod!

First timer here, but enjoying the game and BS so far.
However I might encountered a bug, during the Miguel's quest.

Upon escorting him to Taco-Paco after the firefight with the smugglers I let him go because his little poem touched me deeply. Now when I realized that the bastard played tricks on my heart I felt that I have to punish him, so I asked Paco what to do next. He said go to Cali Cantos and hunt him down once and for all.

I said OKAY!

...I forget, I forget again...

Anyhow I encountered an abmbush during the trip, and to my surprise a few bandits were armed with sniper mosin nagants and SKS rifles. However the game level was on 1 character lvl on 2. I defeated them with plenty of blood loss, but after arriving to Cali Cantos I checked the levels again, since I've been offered FaMas and the like at the weapons store.
Needless to say the game level went up to lvl7!

The other thing(I can live with higher level enemies and better weapons-or not time will only tell) is I can not find that damn Miguel anywhere in town.

Is this a bug or should or I just missing something?

R@S 11-26-2010 07:17 AM

Hey Greyfoot, welcome to the board.

The CGL jump really concerns me, it shouldn't happen and I've looked through the code for the Miguel missions to find the cause but couldn't find anything. The only event I know of that makes such a jump is taking over a city and then talking to a Mayor, but that doesn't seem to be the case here. I'll try it ingame and see if I can recreate it.

Higlight for spoler
Miguel is not hiding in Cali-Cantinos, but in another town very far from there. Without naming the exact town I'll say it's the town the longest distance from it, north of the safe zone.

Greyfoot 11-26-2010 01:02 PM

Ok, I took a few screenshots, I'll upload them now.

The first one is in Cali Cantos after the ambush, in search of Miguel (he cannot be found)
http://img713.imageshack.us/f/shot20101126134541.jpg/

This one is during the ambush
http://img148.imageshack.us/f/shot20101126134648.jpg/

This is in Sag..I forget, I forget again before Miguel's speech
http://img600.imageshack.us/f/shot20101126134738.jpg/

This one in the beggining of the game, 2quests done, one for the hooker, the other one for Mister Sister(the first one)
http://img88.imageshack.us/f/shot20101126134851.jpg/

And finally this is another save from a different game, well into the game, just attacking Ciudad El Oro
http://img842.imageshack.us/f/shot20101126134951.jpg/

Is this progression normal?I mean I haven't checked during my last game, as everythng seemed to be normal, but as far as I remember my character's level was always ahead of the game's level. Now it seems even at the beggining I am behind a level.
I am playing on hard only hit probability and last enemy checked if that helps.

Greyfoot 11-26-2010 01:52 PM

Well I just tried to recreate the same events, but no matter what I do to which character I cannot reach game level 2 at the beggining as its on the second last picture. I tried 3 different new games and even tried to copy the skills and parameters of the hero in question to no avail. I thought the bug appeared because of some of my parameters were above 100 and hearing set to 1 but no.
I tried it with Cameron but everything seems normal, the game level stays at 1 after helping the lovely "ladies". :confused:

I try it once more with Kurt this time and see if it helps(I doubt it though)

R@S 11-26-2010 05:28 PM

I'm starting to suspect that it has nothing to do with BSM, but a weird bug that originated from the Russian version of the game. It has to do with stuff being left in memory from your current game when you start a new game without exiting to desktop first.

Let's see if my guesses are correct, shall we:)

You started the game, loaded your current game where you were at CGL 7. You decide to start fresh, goes to the menu and starts a new game(without exiting to desktop). Then you play along, and when it comes to a normal CGL increase it suddenly jumps to 7. Is this what happened? The CGL jump could also have been when you saved your game before you should jump to CGL 2, and then loaded the game and found that it was suddenly at CGL 7, even if it was at CGL 1 when you saved it.

Anyways, I always exit to the desktop before I start a new game, otherwise these things might happen. Sometimes the quests will get screwed up as well, resulting in missing dialog options and hostile "friendlies".

Greyfoot 11-26-2010 07:04 PM

This indeed very likely the cause as I said I couldn`t recreate the same events.
Strange as you mentioned a sudden level increase if you look at the second last picture the game level on 2 so there must have been some sort of increment I am not aware of, not just a simple sudden jump.

Thanks for your time and answers, I am off to restart and play the game :grin:

Btw your nick seems familiar to me, aren`t you active over at Bear`s Pit too? ;)

R@S 11-27-2010 08:25 AM

Quote:

Originally Posted by Greyfoot (Post 201052)
Btw your nick seems familiar to me, aren`t you active over at Bear`s Pit too? ;)

Yeppers, I'm very attached to my nick and have been using it for decades. I'm not that active at bear's pit tho, haven't played JA2 in a couple of years. Even if the 1.13 mod is great, but a bit unstable, I find the TB a bit too slow for my taste after the SPM experience. But I'll get back to 1.13 when a stable version comes out, one with all the great new functions Headrock and co. has added.

Greyfoot 11-27-2010 09:19 PM

Everythings back to normal, happy days whoo hooo! :grin:

Btw Paco-Taco does say Miguel is hiding in Cali Cantinos, might be a small error :confused:

@R@S the latest JA2 1.13 is pretty stable, just played wf6.06, it`s just one of those games I have to replay every year or so, no matter what top notch pc I have

R@S 11-28-2010 11:31 AM

Quote:

Originally Posted by Greyfoot (Post 201276)
Btw Paco-Taco does say Miguel is hiding in Cali Cantinos, might be a small error :confused:

It's supposed to be that way, consider it disinformation spread by the not-so-stupid Miguel;)

I finished the Skyrider mission and script this weekend. To limit abuse I implemented some rules, like the player needs to have fuel if a MedEvac is to be used, the player will also lose his car, if he has one. But that only comes into play if the service is used more than twice, before that it costs nothing. I've placed a few fuel containers around the map, the player needs to carry at least one around just in case of an emergency.

Now off to more testing, which actually is starting to get fun again. I've made some tweaks on weapons and will check those as well.

fallschirmjager 11-30-2010 08:16 AM

Hey R@S, do you need any new weapons made?

I used to model weapons for CSS years ago and I made an M1 Garanda and M107 .50 BMG for the Immortal Baddass BE5 mod that were never implemented.

The reason I'm asking is I personally own a Steyr Mannlicher Elite in .308 Win and I'd love to be able to bust some heads in 7.62 with one. =D

PS.

This is my baby;

http://img600.imageshack.us/img600/9...1109002.th.jpg

R@S 11-30-2010 08:29 AM

Sure, I'm always looking for new babies to add:)

Kyle 12-01-2010 12:41 AM

How about a CBJ MS weapon system? The more that I research this baby, the more and more impressed I become.

Honestly, it's hard for me to imagine a better weapon for CQB. Any chance of seeing it in game?

More here:
http://www.gotavapen.se/gota/cbj/cbj_ms.htm

Nat_Crelk 12-02-2010 10:58 AM

Hi everyone !

I'm here again to post one of my multiple questions.
Like R@S I'm snowed in so I can take some hours testing and playing.

Here's the question : In your army base, you can't hire militia directly. They spawn regularily, based on your "general wealth".

You can send them everywhere or simply keeping them to defend your base in case you don't play with the "Base takeover" BSM option activated.

But why can you only fire them ?
What is the point in firing some of your militia men or all of them ?
Because at least, some new ones will come with time.

So I don't understand why you ONLY could fire them.

Thanks in advance

Nat

R@S 12-04-2010 07:01 AM

The militia at your base is a special case, it's not available in the released source code so I don't know why you can only fire them. But that's in vanilla, in BSM you can control them as in any other town.

fatman1683 12-05-2010 12:30 AM

I screwed something up.

Somehow, between getting the mission to bust Tanya out of jail and getting her back to the camp, Tanya's faction went hostile to me. This means I can no longer complete this mission or do any more missions for her.

Is there a value I can edit in the save file to correct this, or do I have to reload? I really don't want to do the prison over again, that fight was a bitch.

R@S 12-05-2010 07:41 AM

Quote:

Originally Posted by fatman1683 (Post 202498)
I screwed something up.

Somehow, between getting the mission to bust Tanya out of jail and getting her back to the camp, Tanya's faction went hostile to me. This means I can no longer complete this mission or do any more missions for her.

Is there a value I can edit in the save file to correct this, or do I have to reload? I really don't want to do the prison over again, that fight was a bitch.

This is an old bug, and luckily there is a solution. Go to the Rebel camp, place your mercs at the exit point and use one guy to sneak up and take a shot at the rebels. As soon as they start shooting back, run to the exit point and exit the sector. Then go to Calderon, or Billy-Bob if you use BSM, and buy neutrality in the dialog. It'll cost you 50000 eldos, but at least you can continue playing.

fallschirmjager 12-05-2010 09:10 AM

Yeah the neautrality ability is great.

Castigo and his natives at CdO went hostile against me so I had to defend myself but then of course the Rebels wanted my arse. I went and raped every town until I went to look for a P90 suppresor and ended up at Calderon and saw the cease fire papers... I've still got control of half the sectors though.


I'm really looking forward to wrapping my current vanilla game up and playing BSM.

R@S 12-05-2010 10:12 AM

Quote:

Originally Posted by fallschirmjager (Post 202540)
I'm really looking forward to wrapping my current vanilla game up and playing BSM.

Take your time, I think you should wait until the 1.5 version comes out. I'm working on some truly awesome new things for that version.

I decided to give the player an option in the BlueSunMod.ini file regarding Skyrider, there is the favor system I mentioned earlier and there's also the "pay for distance" option. With the latter the player can travel to any known sector without worrying about bandits, but it costs a lot.

I've also added an Interest option in BlueSunMod.ini, the player can set the interest percentage for the bank account.

I've changed the Headphone hearing increase issue, it now increases hearing 3x instead of a fixed number(250)

The mechanic at the base accepts weapon manuals and upgrades a few weapons, as in BE5.

I've cleaned up the code, the game runs a bit smoother.

I'm currently working on a new Merc hiring system, I think I'll do a similar system as Speck in JA2. I will remove the mercs from the maps, they will come when you order them. There will be an on/off switch in BlueSunMod.ini in case you wanna play with vanilla settings.

There will be a few new weapons, I think the count is now up to 95 new ones. there might be a few more added before the release as well:)

theBrain is working on a new set of weapon statistics, it'll be more realistic than the ones I've made. Hopefully it'll be ready before the next release, but it's a major task and will take time.

I think I'll release the next version on Christmas eve, but don't hold me to that date, it might get postponed down the line.

fallschirmjager 12-05-2010 11:20 AM

No worries.

I'm just waiting for a fine day to bust my rifle out and try modeling and photoskinning it.

Has there been a VP70m made for BSM yet? Or any other particular weapons that are needed?

I can probably find my old M107 Barrett .50 BMG model or at least whip up a new one quick enough if you ever want to implement such a weapon.

Shapecharge 12-05-2010 06:03 PM

I seem to have a problem with downloading Media.pack_pt_2.rar, MediaFire won't load the file.

When I try using IE, I get a message telling me that I have to log in. :confused:

Media.pack_pt_1.rar and Media.pack_pt_3.rar downloads just fine though.

Nat_Crelk 12-06-2010 01:40 AM

Quote:

Originally Posted by R@S (Post 202547)
Take your time, I think you should wait until the 1.5 version comes out. I'm working on some truly awesome new things for that version.

I decided to give the player an option in the BlueSunMod.ini file regarding Skyrider, there is the favor system I mentioned earlier and there's also the "pay for distance" option. With the latter the player can travel to any known sector without worrying about bandits, but it costs a lot.

I've also added an Interest option in BlueSunMod.ini, the player can set the interest percentage for the bank account.

I've changed the Headphone hearing increase issue, it now increases hearing 3x instead of a fixed number(250)

The mechanic at the base accepts weapon manuals and upgrades a few weapons, as in BE5.

I've cleaned up the code, the game runs a bit smoother.

I'm currently working on a new Merc hiring system, I think I'll do a similar system as Speck in JA2. I will remove the mercs from the maps, they will come when you order them. There will be an on/off switch in BlueSunMod.ini in case you wanna play with vanilla settings.

There will be a few new weapons, I think the count is now up to 95 new ones. there might be a few more added before the release as well:)

theBrain is working on a new set of weapon statistics, it'll be more realistic than the ones I've made. Hopefully it'll be ready before the next release, but it's a major task and will take time.

I think I'll release the next version on Christmas eve, but don't hold me to that date, it might get postponed down the line.


GREAT WORK !!

I'm growing more and more impatient for that next release.
A very lot of thanks for the changes you announce !
I'm waiting patiently ...

:roll: :rolleyes:

T.J. 12-06-2010 07:45 AM

Quote:

Originally Posted by Shapecharge (Post 202599)
I seem to have a problem with downloading Media.pack_pt_2.rar, MediaFire won't load the file.

When I try using IE, I get a message telling me that I have to log in. :confused:

Media.pack_pt_1.rar and Media.pack_pt_3.rar downloads just fine though.

Same here... but with me its media pack 1, the rest is fine.

Nat_Crelk 12-06-2010 11:08 PM

Quote:

Originally Posted by T.J. (Post 202679)
Same here... but with me its media pack 1, the rest is fine.

As I've already had that trouble I give you tips which had helped me

_Wait untill the download link appears. Don't click somewhere else. If not, refresh the page as necessary.

_Try to re-download the file (media_pack 1 for T.J and Media_Pack 2 for Shapecharge) as many times as recquired to acquire them entierely.
Sometimes the end of the archive is corrupted or "unfinished". That's probably a MediaFire problem.
Downloading again as necessary is the first hypothetic solution.

_Try to DL it on a different computer (so with a different IP signature) with another internet connection (that had worked very well for me every time I had this trouble).

Those are very annoying solutions but they work.

Oh and don't use IE as until you have a loggin account on MediaFire. I had tried that and that was a waist of time.

Hope that'll help.

Nat

Last one : T.J => does your nickname stands for that character in the "S.W.A.T" movie ?

ninjaklan 12-07-2010 12:08 AM

First off, congrats on the progress of the Blue Sun mod, this is my 5th time i'm playing it this year and it just keeps getting better, more content and less bugs!

I have few questions about the gameplay tho, I don't know if they are bugs or am I missing something:

1. Second mission for Blue Sun mercenaries, where I am supposed to make an ambush in the valley. I talked to both BS guys, got the location but when I get on site nothing happens, I tried waiting for an hour on the map ingame or just lapsed time over few days on global map but nobody showed up so I'm stuck on that mission. Any suggestions?

2. The Army base, I cleaned it out long ago and let all the hookers go and recently when I returned I took it over but my rep there is -30, I have no idea why. With -30 reputation as soon as I recruit new troops when they spawn inside they attack me and I have to kill them. How can I get my reputation there up? Any suggestions would be welcome.

3. Im reading about an airport map near Cali Cantinos...is this map already inside BS ver. 1.4? Because I have been runing around Cali and can't find anything?

4. This is more of a modding question - is it possible to change the textures of the mercs. If it is, can yo uchange them uniquely for all hireable mercs or can you change teh one that all use? Im asking because I just obtained the guy who joins you after you kill Calderon and he's rocking a DPM uniform.

Or if it is possible to make a new uniform or at least change one thats already ingame?

If so, where can I find this files (for uniforms or preset clothing on mercs and main character)? Is it jus ta question of Photoshoping teh files/textures or do I have to do some coding as well?

The same thing/question applies for the weapons. I was thinking of altering textures on few unique weapons (like the ones you get from Stefan Uribe) and adding custom paintjob textures on some M4's, is it possible, if so, how to do it?

Sorry for al lthe questions but i'm really interested:P

Keep up teh good work, can't wait for ver. 1.5

By the way, just few questions/suggestions for next versions:

Will you ever add a SIG Sauer P226 and will you change the color of the SCAR H (atleast) to a full Tan / FDE color (currently it has Tan color lower and black upper receiver which is kinda unrealistical)

Also, the weird(graphicaly bugged?) smallest eotech thats in game the whole time, is it possible/will you replace it with an optic thats more usefull, like a Eotech 553 or Elcan Spectre DR?

Since I don't want to be asking too much I can offer myself for texturing items, if it is only a question of Photoshoping (which Im afraid I doubt...:/)

Ok this is it, im out:P

R@S 12-07-2010 09:19 AM

Quote:

Originally Posted by fallschirmjager (Post 202551)
No worries.

I'm just waiting for a fine day to bust my rifle out and try modeling and photoskinning it.

Has there been a VP70m made for BSM yet? Or any other particular weapons that are needed?

I can probably find my old M107 Barrett .50 BMG model or at least whip up a new one quick enough if you ever want to implement such a weapon.

The VP70m would suffer from some engine limitations, it might be possible to add the stock using some kind of modular kit.

Quote:

Originally Posted by ninjaklan
1. Second mission for Blue Sun mercenaries, where I am supposed to make an ambush in the valley. I talked to both BS guys, got the location but when I get on site nothing happens, I tried waiting for an hour on the map ingame or just lapsed time over few days on global map but nobody showed up so I'm stuck on that mission. Any suggestions?

1: You should go to the Canyon Ambush map directly afetr talking to the BS trader, wait for 2 minutes on the map before the first wave appears. If this isn't the case there is another issue that has ruined your game.

Quote:

Originally Posted by ninjaklan
2. The Army base, I cleaned it out long ago and let all the hookers go and recently when I returned I took it over but my rep there is -30, I have no idea why. With -30 reputation as soon as I recruit new troops when they spawn inside they attack me and I have to kill them. How can I get my reputation there up? Any suggestions would be welcome.

2: You have increased the tax rate too much, which leads to a popularuty drop. Try reducing it to 1 for a few days and it'll come up above -30 again. If it's ever below -30 your militia will abandon you, keep that in mind.

Quote:

Originally Posted by ninjaklan
3. Im reading about an airport map near Cali Cantinos...is this map already inside BS ver. 1.4? Because I have been runing around Cali and can't find anything?

3: The airport map becomes available through a mission from Tang, as do most of the new Reloaded maps.

Quote:

Originally Posted by ninjaklan
4. This is more of a modding question - is it possible to change the textures of the mercs. If it is, can yo uchange them uniquely for all hireable mercs or can you change teh one that all use? Im asking because I just obtained the guy who joins you after you kill Calderon and he's rocking a DPM uniform.

Or if it is possible to make a new uniform or at least change one thats already ingame?

If so, where can I find this files (for uniforms or preset clothing on mercs and main character)? Is it jus ta question of Photoshoping teh files/textures or do I have to do some coding as well?

4: You can change the textures of the uniforms, the textures are located inside the AZP archives(\Media\Actors\). Check their ACT files to get the exact texture file name. there is a thread in this forum dealing with this, try searching for it.

Quote:

Originally Posted by ninjaklan
The same thing/question applies for the weapons. I was thinking of altering textures on few unique weapons (like the ones you get from Stefan Uribe) and adding custom paintjob textures on some M4's, is it possible, if so, how to do it?

Changing the weapon textures is very similar to changing uniform textures, check their ACP files to get the texture names.

Quote:

Originally Posted by ninjaklan
Will you ever add a SIG Sauer P226 and will you change the color of the SCAR H (atleast) to a full Tan / FDE color (currently it has Tan color lower and black upper receiver which is kinda unrealistical)

I'm not planning to add or change any of this, I don't have time to do it.

Quote:

Originally Posted by ninjaklan
Also, the weird(graphicaly bugged?) smallest eotech thats in game the whole time, is it possible/will you replace it with an optic thats more usefull, like a Eotech 553 or Elcan Spectre DR?

I'll prolly remove the old EoTech, the Eotech 552 is much better. I just haven't gotten around doing it is all.

T.J. 12-07-2010 10:13 AM

Quote:

Originally Posted by Nat_Crelk (Post 202862)
As I've already had that trouble I give you tips which had helped me

_Wait untill the download link appears. Don't click somewhere else. If not, refresh the page as necessary.

_Try to re-download the file (media_pack 1 for T.J and Media_Pack 2 for Shapecharge) as many times as recquired to acquire them entierely.
Sometimes the end of the archive is corrupted or "unfinished". That's probably a MediaFire problem.
Downloading again as necessary is the first hypothetic solution.

_Try to DL it on a different computer (so with a different IP signature) with another internet connection (that had worked very well for me every time I had this trouble).

Those are very annoying solutions but they work.

Oh and don't use IE as until you have a loggin account on MediaFire. I had tried that and that was a waist of time.

Hope that'll help.

Nat

Last one : T.J => does your nickname stands for that character in the "S.W.A.T" movie ?


thank you very much for the quick reply, i've been using firefox as a standard, then i gave it a shot with IE but the problem persisted.

downloading from a different ip would be my next try, but that wont happen for a while :(

i have been playing with the 1.4 BS base alone and the game works fine (for the most part :p) but i would really like to install the mediapacks.

PS:
T.J. actually stands for the initials of my first and second name (real name that is)

fallschirmjager 12-07-2010 12:57 PM

Quote:

Originally Posted by R@S (Post 202912)
The VP70m would suffer from some engine limitations, it might be possible to add the stock using some kind of modular kit.

I was thinking about something like that actually. But then, why bother with a VP70m if it doesn't have the stock. Just give it a good burst penalty and slightly longer aiming time than regular handguns and you'd have a pretty decent presentation.


When I was messing around with the Immortal Badass blokes there was an item limit imposed in the games. Has this been rectified?

R@S 12-07-2010 05:46 PM

Quote:

Originally Posted by fallschirmjager (Post 202969)
When I was messing around with the Immortal Badass blokes there was an item limit imposed in the games. Has this been rectified?

The limit for weapons has been changed, the limit is now 4096. There still is one for the clips and ammo boxes. I think there's only 3 or 4 slots left.

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.

fallschirmjager 12-13-2010 07:17 AM

Cheers, Nat. I did a compelte reinstall but pissed off I deleted my saves without thinking so I've had to start again.

It's not so bad. Already amassing a bit of a little arsenal at the moment. I encounter Hawk and he refused to work for me because one of my squad members was German so I kinda just shot him...

On the upside his R700SV is now mine.

Still a bit early to comment on the mod as a whole but I'm really enjoying it so far. I've noted down a couple of inconsistensies with the weapon stats but R@S said earlier there is a bloke working on a complete overhaul of the weapon statistics so I'll hold off until then.


I started my Steyr model the other night, got distracted with some big Bad Company 2 sessions with some mates though and haven't touched it since.

And I don't want to set anything in concrete though but R@S, say if I wanted to remake all the default weapons and update their textures, would you be willing to implement them into the game?

R@S 12-13-2010 01:41 PM

Quote:

Originally Posted by fallschirmjager (Post 204221)
And I don't want to set anything in concrete though but R@S, say if I wanted to remake all the default weapons and update their textures, would you be willing to implement them into the game?

Sure, but there are a few things to keep in mind. The texture files needs to be the right size, preferably under 1 mb. The game engine has problems with texture files larger than that, and even if you have a high end computer it still gets "laggy" if they are too big. If you have time, and knowledge, feel free to start working:) I can show you how to export the models using MilkShape 3D, you can then easily import the models into 3DSM to apply the new textures.

fallschirmjager 12-13-2010 06:58 PM

Alright.

R@S would it be possible if you could supply me with a couple of exported default weapon models so I could have a look? Preferably in .3ds please.

R@S 12-13-2010 07:43 PM

Will do, PM me your mail address and I'll send you a few.

Been playing around with the slave merc script this evening and have had a lot of fun. The slave price will be determined by a few attributes, such as health, dexterety, shooting and so forth. This means that if the player trains the slave he'll get a better price when he sells. I've also added a "buy only" function for the Cali-Cantinos trader who buys slaves at a higher price. The player can become rich escorting slaves there, but every time the player sells a slave he'll get a 2 point penalty to professionalism. This means any abuse and the normal mercs wont join the player:)

I think I just need one more play-through before the next release, this means I might release the next version this Friday instead of the next. But ths depends on how well my testing goes, so no promise.

Joe Kerr 12-14-2010 12:19 AM

Nice job on the mod, R@S. I just have one request that would improve it a million fold. Get rid of the aggravating random quests that are part of the original game and replace it with your own scripted random missions. Nothing more frustrating than traveling to a town on behest of a bartender's tip and finding out the target npc refuses to allow you to do their job. Perhaps the mayors would give out courier quests similar to what we have now, but there is a near 100% chance you get ambushed along the way, unless you actually opt to use the stealth / speed slider. The police chiefs could give you a mission that involves rescuing tourists from some kidnappers that set up camp a few kilometers outside the town. Weapons dealers could give you a mission to recover a shipment that was intercepted by bandits and reward you upon its return with either cash or a semi-rare weapon. I am sure there are a hundred other possibilities. I just never want to see a quest giving npc refuse my services again.

Kyle 12-14-2010 12:44 AM

Quote:

I just never want to see a quest giving npc refuse my services again.
I would caution getting rid of this altogether. I can think of plenty of scenarios where a Person A wants something to occur with Person B and when one consults with Person B, he/she says "No way." It happens all the time in real life, and while such occurrences are frustrating, they happen.

On the other hand, when these circumstances do occur, let's hope that it's never due to a bug. No, those definitely have to be remedied.

I think that what would make refusals more interesting is if the refuser counters with dialogue that offers different options, or twists on what was believed was going to occur when the mission was first taken.

Some of the best dramas I've ever seen have centered on such scenarios. Pick almost any Spaghetti Western film and they almost all orbit around such conceits. It made Clint Eastwood and the late great Sergio Leone multimillionaires, so, if it's good enough for them, then why not everybody else too?

:grin:


Any opinions on the CBJ MS which I mentioned above? It really is a remarkable system. Flexible and about as efficient a system as I've ever read about. And that's from system performance to field stripping.
http://i51.tinypic.com/9kxxr8.jpg

R@S 12-14-2010 09:06 AM

Joe, I agree with you that the random quests are buggy, and especially the one with the package of drugs(RQ 10). There are some events in the script for that one that are tied to another random mission, the seventh, and I suspect that's a mistake from the devs. This means that these lookup events keep occurring until the player does the seventh random quest. I never do the random missions when playing, the game becomes more unstable if you do. I've found some errors in the code that could explain this issue and will fix it instead of removing it.

There are several other ways to implement the smaller missions you suggested, but for the time being I some other things that needs doing. But I'll put it on the to do pile:)

Kyle, even though it's a Swedish weapon I'm not sure it's the right fit. The weird caliber means it would take 2 or 3 of the limited number of clip and ammo slots left. It's too much for another SMG, the game has plenty of those as is.

Dr.Q 12-14-2010 11:27 AM

Concerning the random quests, the mod already has something to remedy the situation.

The solution is to reset the quests on offer through the barkeepers shop menu. Then give him his tip, and if the there's no mission in town repeat the procedure. I've taken all cities with random quests to +100 relation without any negative side effects on the game.
The only thing I noticed is that on a few repeated fed-ex quests the journal entries don't work right and stay on in the journal, but the quests still work.

Progress is quite quick because all the traders are eager to hand out the 'hoodlums' mission once (and mayors the 'fugitive gang'), which give a good boost to standings and enable most other quests for the town in question.

A possible solution to do this more comfortably could be to edit the quest files so that with low standings these missions would be given higher preference. Or maybe the barkeep (for an extra tip) could always generate a quest for his own town... Certainly better than trying to give a high-level quest and getting the 'you don't look the part' reply :mad:

R@S 12-14-2010 06:08 PM

OK Joe Kerr, I made a new entry in the BlueSunMod.ini where you can turn on and off the reputation setting, if turned on it will bypass the reputation check. I'll leave it as in vanilla so you'll have to change it in the ini file to use this new function/cheat;) I hope this was what you wanted.

I also fixed the random quest 10 issue, hopefully it will fix the stability issue if doing too many random quests. I would have to go through all the code looking for other issues to be sure, but I don't have time for it right now.

Joe Kerr 12-14-2010 10:02 PM

Quote:

Originally Posted by R@S (Post 204556)
OK Joe Kerr, I made a new entry in the BlueSunMod.ini where you can turn on and off the reputation setting, if turned on it will bypass the reputation check. I'll leave it as in vanilla so you'll have to change it in the ini file to use this new function/cheat;) I hope this was what you wanted.

I also fixed the random quest 10 issue, hopefully it will fix the stability issue if doing too many random quests. I would have to go through all the code looking for other issues to be sure, but I don't have time for it right now.

Wow, thanks so much, R@S! I'll make do as Dr. Q suggests for the time being until your next release. :grin:

Nat_Crelk 12-15-2010 01:51 AM

Hi everyone !

Firstly, I was wondering if the Kyle's CBJ MS couldn't be set in a pre-existing ammo/clip such as the one for the MAC-10 in .45, in 40S&W or the closest performance caliber?
Ok, that's not the real calibre of that gun but if there is an ingame ammo/clip limit, why couldn't it be using some existing ?
Or, instead of that, maybe you could remove one existing clip to replace it with one new (I'm thinking about the glock 22 (40 S&M) 15-bullets clip because a slightly larger one (17 bullets) is already existing) ?

Secondly, to R@S : what are the changes you applied to the weapons ?
New ones, modifications and overall, have you deleted some older equipement or weaps ?

Thanks

Nat

R@S 12-15-2010 09:23 PM

There are a few clips that could be removed and not missed, the wide variaty of mini-14 for example, but I'll hold off on removing anything until it's absolutely necessary. And the CBJ MS would have to wait until I have time to actually make it.

I've mostly made accuracy changes to SMG's and carbines to give them a proper place in the game progress. As I've said many times before, I'm not that interested in realism, I want a fun and challenging game experience. But luckily there are people that are interested in realism that are working on realistic setting for those who prefer it that way.

So far I've added the Masada/Bushmaster and 3 versions of FN-SCAR 6.8mm. I've been working on a new model for USP .45 but have put it on the back burner until I have time to work with the textures. I have also worked a bit on the FAMAS textures giving them a darker shade that IMHO makes them look better.

Nat_Crelk 12-16-2010 12:02 AM

Quote:

Originally Posted by R@S (Post 204739)
But luckily there are people that are interested in realism that are working on realistic setting for those who prefer it that way

So I assume there will be two WEAPON_INFO files like the olders BSM ?
One "real" and one alternative ?
That's fun.

Great job.

As I will be at my cousin's house which has a better internet connection than mine I'll try to see what can I do with 3DSM (I've kept your PM).

I'll be right back to you ASAP.

Nat

safoolfool 12-16-2010 04:41 AM

I don't think it happens outside of the M16 and the MP5, but for those there are duplicate taped mags (one with black tape and unbreakable one with pink tape that you can separate), which I don't see the purpose of. There's also 2 bizon mags, the only difference being a few grams and that one is plastic, the other metal (the difference is only noticeable if you're looking for it). I think the 5.45 mags might also have metal/plastic variants. In both cases you can eliminate them, 20 grams isn't going to change anything. Probably only saves ~4 slots, but it's something.

R@S 12-16-2010 05:39 PM

Quote:

Originally Posted by Nat_Crelk (Post 204760)
So I assume there will be two WEAPON_INFO files like the olders BSM ?

Nope, the next version will not have an alternative WEAPONINFO files included. When I added the new ones to that file I noticed some very disturbing things, the file is FUBAR. Many of the stats are off target and it would take some work getting that right, time I don't have.

Quote:

Originally Posted by safoolfool
I don't think it happens outside of the M16 and the MP5, but for those there are duplicate taped mags (one with black tape and unbreakable one with pink tape that you can separate), which I don't see the purpose of. There's also 2 bizon mags, the only difference being a few grams and that one is plastic, the other metal (the difference is only noticeable if you're looking for it). I think the 5.45 mags might also have metal/plastic variants. In both cases you can eliminate them, 20 grams isn't going to change anything. Probably only saves ~4 slots, but it's something.

Yeah, there are many examples like this that could be removed but it involves a lot of work. The clips doesn't just have to be removed from the ini files, but the inventory files as well. Even with a search inside the files, the process of going through every variant to find the clip is very time consuming. That's why I'll wait until it's absolutely necessary.

I just got handed a new major project at work and will be very busy with that until mid January. This means that I'll "have" to release the next version tomorrow, I don't have the capacity to continue developing it right now. I will of course fix anything that needs fixing(if there is any such thing, I've done some thorough testing:)).

So until tomorrow then...

Nat_Crelk 12-16-2010 11:44 PM

Quote:

Originally Posted by R@S (Post 204739)
I've mostly made accuracy changes to SMG's and carbines to give them a proper place in the game progress. [...] But luckily there are people that are interested in realism that are working on realistic setting for those who prefer it that way.

So are you speaking about other mods ?

Because I admit I agree with you. That's a way to find a very use for all weapons and equipement in the game and in BSM.

Thanks again for you efforts making that game lively and fun.
And good luck for your main work major project !
I hope tomorrow will come fast.
I'll keep you in touch with my progresses in 3DSM and in my tests experiences on that new BSM version

Nat

R@S 12-17-2010 03:04 PM

Quote:

Originally Posted by Nat_Crelk (Post 204907)
So are you speaking about other mods ?

Nope, it's being done for BSM but it'll take some time before it's ready. You'll have to make due with my settings until then

The new version has been released, check the first post for details.

Dr.Q 12-17-2010 05:33 PM

Thx for the new version, it's always nice to see progress!

Quote:

Originally Posted by R@S (Post 204863)
When I added the new ones to that file I noticed some very disturbing things, the file is FUBAR.

I told you so :)

Deleting prepare times on long shotguns so the player doesn't need to use prepare mode/careful movement anymore, and sniper accuracy carbines are poor jokes that destroy the gameplay. Unfortunately it's exactly the kind of stuff that some modders already destroyed JA2 with. I keep having the premonition (or is it just fear?) that something like this will eventually happen to 7.62 too...

IMHO the original item stats were already a very good compromise between realism and the limits of the game engine, there's not much need for change. The original devs stated that it can't be "realistic" or machineguns (for example) would be the kill-all, so they were made into tactical weapons.

I'm always very sceptical about modders who claim they have the realism master plan and they can do better than the designers, but are unable to play without cheats a game that was designed for adolescents ;)

R@S 12-18-2010 08:18 AM

Quote:

Originally Posted by Dr.Q (Post 205088)
I told you so :)

You have to forgive me, but I seldom take your criticism seriously, most of the time it's about your character flaw and not the mod. Or as afp used to say, "it's dr.q being dr.q":)

I for one is looking forward to what the "realism" guys are working on, even if I prefer a balanced gameplay over a realistic one. I'm not willing to shoot something down before even testing it, and I have an open mind to anything that might actually improve the game. Having said that, I will of course test it before I decide to make it the standard setting in the mod or make it an extra that needs to be activated similarly to the WEAPONINFO_ALT debacle.

But from the indications I got from theBrain it will be a long time before I get my hands on it, he's talking about dates around March/April. I'll prolly release one or two versions of the BSM before that;)

D_F_N 12-18-2010 12:21 PM

I told you so too! :)))))


Btw, greetings R@S 22 and the rest of the old guard ;)

Nat_Crelk 12-18-2010 01:04 PM

Quote:

Originally Posted by R@S (Post 205057)
The new version has been released, check the first post for details.

Thanks for your work.
I start to play immediately !

Nat

R@S 12-18-2010 03:04 PM

Quote:

Originally Posted by D_F_N (Post 205239)
I told you so too! :)))))

In your case I seem to remember you also said you hadn't actually played the mod, so how could I take what you said seriously:-P

All kidding aside, glad you finally decided to join us.

D_F_N 12-19-2010 09:54 AM

This is a tl;dr message, so skip it if you dont have the time to waste reading it.

Well, Santa ... ehm R@S i mean :),
i was lurking since the first month the community moved here after the SF meltdown, but was (and still am) feeling shamefull for promising something that i didnt deliver. I did a big circle trying to find other games challenging enough but with disheartening results.

Which brings us to the "realism" non-issue.
The crowd here is mainly people about their 30s or 30+, or anyway 20+ and definetely not 12 year olds whose level of "challenge' can be broken-down to my-screen-goes-red-when-i-m-getting-shot-and-all-i-have-to-do-is-stay-covered-for-5-seconds-to-regain-health. Cause its too much for the dumbed down generation to get killed in-game, burst into tears and cry mommy afterwards.

Our fun derives from challenge.
Infinite ammo, 12gauge-sniper-machinegun-pistols or any other Uberweapon, holy hand-grenades, one-shot-kills on all body parts with 9mm pistol, fat man xplozions!!1, cheating AI etc etc are all challenge breakers and thus no fun.

Realism tweaked, mainly cause of in-game distance limitations, is the starting point for all of us. Sure there are taste differences to this level of challenge but they are minor.

I m sure the above are your thoughts too, as also of most of the forum members, so i will stop here and dont go into details.


D_F_N aka "tweaked, mainly cause of in-game distance limitations, realism freak"


P.s. Do you still see Local Integrated Software Architecture?

p.s. of p.s. Does anybody know what are the specifications of the sound files of the mercs?

Dr.Q 12-19-2010 12:19 PM

Well, the problem with the combination of weapons and a strategy/tactics game is, the firearms nuts are almost always mentally very poor. Just go and visit the Bears pit and their "political discussions", lol.

Having designed a few dozen classic-style "turn-based" boardgames before, I'm still very glad I've been a small part of the SOG'69 JA2 mod. You can see my ideas about a playable weapons mod there. I've tried the 1.13 mod but it was shite.. headshot orgies, inventory management and no entertainment value.

Quote:

Originally Posted by R@S (Post 205203)
Or as afp used to say, "it's dr.q being dr.q":)

afp's E5 Immortal Badass and the 7.62 translation project were epic original work. He understood the basic premises of the game and never tried to change them. And we did have a lot of fun trolling the gun nutters and their demands for "realism" :-P

Quote:

Originally Posted by R@S (Post 205203)
You have to forgive me, but I seldom take your criticism seriously

So thats why release after release there are the same errors in the ammo tables. Both the original items and those that were added have many switched-around or nonsense values. How about fixing these basic physical stats for more realism.

But I think if here should prevail this humorless mood and uninspired attitude, 7.62 may not be headed in a good direction.

R@S 12-19-2010 01:59 PM

Quote:

Originally Posted by D_F_N (Post 205410)
Our fun derives from challenge.
Infinite ammo, 12gauge-sniper-machinegun-pistols or any other Uberweapon, holy hand-grenades, one-shot-kills on all body parts with 9mm pistol, fat man xplozions!!1, cheating AI etc etc are all challenge breakers and thus no fun.

Couldn't agree more, the more challenging the more fun. But from the above examples I can only finger one issue with BSM and that is the .40 ammo is too powerful. As for the ranges, I only made some minor tweaks and you have to consider that the change goes both ways, the enemy shoots back, donchernow:grin:

Quote:

Originally Posted by D_F_N
P.s. Do you still see Local Integrated Software Architecture?

LISA who?

Quote:

Originally Posted by D_F_N
p.s. of p.s. Does anybody know what are the specifications of the sound files of the mercs?

The sound files are standard 705kbps wav files, nothing special. The comments needs to be activated in the RPC's source code. There are phrases for the situations where the merc can comment, just point it to your wav file like this;

phrase CommentSeeAnotherEnemy()
this.Say("Sounds\Mercs\NewMerc\01.wav")
end phrase

Anyone capable of extracting the voices from JA2? It would make the slaves more fun to have around:)

Quote:

Originally Posted by Dr.Q
I'm still very glad I've been a small part of the SOG'69 JA2 mod

You can be proud of that, it's still one of the greatest mods for JA2 out there.

Quote:

Originally Posted by Dr.Q
So thats why release after release there are the same errors in the ammo tables. Both the original items and those that were added have many switched-around or nonsense values. How about fixing these basic physical stats for more realism.

The reason I haven't changed any ammo settings are two-fold. Firstly, I myself haven't done any changes and I had help with the ones I've added. Secondly I can't see your problem with the 5.56 ammo, when I play it works as it should. Here's some pics that shows how I experience it:

First I shoot with the 885, I get the "normal" low damage when shooting at armored targets.
http://img339.imageshack.us/img339/7449/shot1g.jpg

When I shoot with the 995 at the same armored target I usually get these values:
http://img697.imageshack.us/img697/5170/shot2g.jpg
http://img413.imageshack.us/img413/1567/shot3w.jpg

Could it be that you hit outside the armored area with the 885 and that makes it look like it works better than the 995? I think the 885 is supposed to do more damage than the 995 on unarmored targets, or is that a false assumption? Or do you mean that the FMJ has better penetration than the 995?

Nat_Crelk 12-20-2010 02:56 AM

Quote:

Originally Posted by Dr.Q (Post 205447)
How about fixing these basic physical stats for more realism.

But I think if here should prevail this humorless mood and uninspired attitude, 7.62 may not be headed in a good direction.

Hi everyone !

I don't wanna take part of something which exceeds me but, maybe, your point of view depends on what you mean about "realism".
Doesn't it ?

In every game I played before (without regarding the kind of games they were and in their Vanilla or Modded versions), I everytime noticed that those games / Mods reflects their creator's point of view.

Why after all, BSM couldn't be in that way too, reflecting R@S' and other BSM team members point of view about 7.62 ?
Mods rely on the work of a team who wants to lead some game into some direction.
But effectively I agree with you in the fact that their works rely on some other members giving their own two cents.
And also, I consider that as a kind of "way to give a little hand" for mods' active players (like me) to give their feedbacks in order to help as far as they can, other members work.
Some players may be pleased and some other may be not. That's a game after all. And I try to always be gratefull for the time I can enjoy some game.
But I agree with the fact that everyone has his own definition of what a "realistic" or a "funny" game is. ;)

As R@S said before, some guys are already working on a new weap / ammo tab.
They are working on something which will reflect their own sense for that game.
As far as I'm concerned I would be proud to help if only someone takes some time to explain how that works to me and how have I to give my help.
But for now, as I have not something interesting to propose, I will wait and see how things goes on.

I hope I don't have hurt someone, and if I have, please, excuse me.

Thanks

Nat

R@S 12-20-2010 10:26 AM

Quote:

Originally Posted by Nat_Crelk (Post 205551)
I don't wanna take part of something which exceeds me but, maybe, your point of view depends on what you mean about "realism". Doesn't it ?

That's very true, we all have different expectations of what constitutes a realistic game. I just get very annoyed when people look at the numbers in the ini files and then because they don't look "real" they think it doesn't actually work in a realistic manner. As an example of this, take the mp5a5 and hk53a2. They both have an accuracy of 38, but due to the difference in caliber they are actually accurate at different ranges. There are many examples like this where the ini files lie and one has to actually play the game to figure things out.

Quote:

Originally Posted by Nat_Crelk (Post 205551)
As far as I'm concerned I would be proud to help if only someone takes some time to explain how that works to me and how have I to give my help.

You just start working on the models and if I can help with anything let me know:)

Anyways, I had some time last night and made some "fixes" to the AMMOINFO file, and since I also discovered a bug with the Level Up system I need to release a fix. The bad news is that a new start is required so if you've gotten far in your game you shouldn't install this fix. Just beware that when spending level up points and you browse back you might not get to spend the last of the points until the next level up event. My vulcan logic failed me on this one:)

BSM 1.5 Fix 1

Nat_Crelk 12-20-2010 01:06 PM

Quote:

Originally Posted by R@S (Post 205594)
Anyways, I had some time last night and made some "fixes" to the AMMOINFO file, and since I also discovered a bug with the Level Up system I need to release a fix.BSM 1.5 Fix 1

Firstly, thanks for your answer.

Secondly, I was wondering what were the tweaks you made in the AMMOINFO.ini and in the WEAPONINFO.ini ?
I know how that files work but I don't really figure out what are the changes you made ?

I started working with 3DSM last night. I try to understand how some parameters are working but I found many tutorials on the net which are very helpfull.
But I keep your proposition of help in mind as soon as I adventure myself in the hard jungle of serious modeling.

Thanks

Nat

D_F_N 12-20-2010 06:22 PM

@ Santa R@S

Those were random extreme examples just to show that we are all like-minded here, so there is no realism issue. Nothing to do with BSM, sorry for not clarifying.
And what has Darwin to do with this?

Who?!!? Copenhagen? Wasnt there also that actor, i dont remember his name, from a show called coupling IRC?

i dont know about Ja2 sounds but could i interest you in another character?

Btw, the ammo/clip/magazine limit applies to general items (uniforms, mines etc etc) also? And cant that limit be bypassed by the same technique as the weapons limit?

R@S 12-20-2010 07:27 PM

Quote:

Originally Posted by Nat_Crelk (Post 205622)
Secondly, I was wondering what were the tweaks you made in the AMMOINFO.ini and in the WEAPONINFO.ini ?
I know how that files work but I don't really figure out what are the changes you made ?

I lowered some stats on machineguns and did some tinkering with the .40 s&w, gave the lapua it's correct weight and some other tweaks.

Quote:

Originally Posted by D_F_N
Those were random extreme examples just to show that we are all like-minded here, so there is no realism issue. Nothing to do with BSM, sorry for not clarifying.

Hey, I'm just glad I've managed to stay clear of the most of those issues:grin: And you know from our previous discussions on the matter that you are willing to suffer more realism than I in a game like this, I'm just looking for a challenging fight with cool guns;)

Quote:

Originally Posted by D_F_N
Who?!!? Copenhagen? Wasnt there also that actor, i dont remember his name, from a show called coupling IRC?

I must talk a lot of BS and can't remember half of it. I do remember telling you about my friend who's a spitting image of Jeffrey in said show, always there to say the wrong thing at the wrong time:)

Quote:

Originally Posted by D_F_N
i dont know about Ja2 sounds but could i interest you in another character?

Sure, I'm intrigued. I'll try to set up my messenger system again so we can discuss it further, I'll try to do that later this week.

Quote:

Originally Posted by D_F_N
Btw, the ammo/clip/magazine limit applies to general items (uniforms, mines etc etc) also? And cant that limit be bypassed by the same technique as the weapons limit?

Sure, it can be done but some special knowledge in hex-hacking is required. Deadhead and another guy, can't remember his name, did it but decided to export those values to a new dll file. IIRC it was just a matter of increasing the allocated memory for the file/function from 256 to 4096.


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