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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. |
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. |
Ah yes.
Sorry for that mistake. I had not catched that you had edited the first post. Thanks for the assist |
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;) |
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? |
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. |
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 |
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:) |
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 :) |
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 |
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Maps from BE5 is in a different format, I don't think they're compatible with 7.62 Quote:
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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 |
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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 |
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! |
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! |
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. |
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 think that was an engine problem..
Just like the fact that your body armor is instantly repaired on zone change. |
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Btw, compliments for this great mod, I really enjoy it ;) |
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 |
X-Com fan, eh? :P
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Yes, loved the high mortality of xcom a lot. Wish it could be done here
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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? |
Or maybe being able to recruit your own militia. Anyone cares to reply if it is possibile? If so, is it easy?
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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. |
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.
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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 |
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.
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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 |
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Thanks for the reply, looking forward to it :grin: |
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? |
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. |
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. |
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) |
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". |
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? ;) |
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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 |
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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. |
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 |
Sure, I'm always looking for new babies to add:)
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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 |
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 |
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.
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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. |
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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. |
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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. |
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. |
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. |
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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: |
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_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 ? |
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 |
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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) |
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When I was messing around with the Immortal Badass blokes there was an item limit imposed in the games. Has this been rectified? |
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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 |
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. |
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)
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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. |
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. |
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. |
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:) |
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:
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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. |
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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. |
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? |
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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. |
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. |
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.
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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 |
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. |
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: |
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. |
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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 |
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. |
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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 |
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.
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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... |
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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 |
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The new version has been released, check the first post for details. |
Thx for the new version, it's always nice to see progress!
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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 ;) |
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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;) |
I told you so too! :)))))
Btw, greetings R@S 22 and the rest of the old guard ;) |
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I start to play immediately ! Nat |
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All kidding aside, glad you finally decided to join us. |
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? |
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:
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But I think if here should prevail this humorless mood and uninspired attitude, 7.62 may not be headed in a good direction. |
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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:
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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? |
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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 |
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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 |
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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 |
@ 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? |
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