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Nat_Crelk 12-21-2010 02:29 PM

Hi everyone !

I'm here to report some bugs. Or I think it is so.

I was doing the "Luggage" mission with my lovely Paquito when I encountered some things :

1) When you attack the "drunk one" in Santa-Maria (who stole Paquito's baby), his "drunk brothers" don't attack me until I attack one of them.
If I remember well, when you shot once to the "main drunk" the two others turned hostile but not now. Is it normal ?

2) If I remember well too, the second character you need to talk with is that whore in Puerto Viejo.
But she is not still here (in the game) anymore.
Here are Mr Sister and the other bitch who gave you your first mission fo a gun (which is now a Glock in .40 S&W instead of a Colt 1911).
But that is not a real problem because you need to talk to Paco Taco directly now.

3) When you talk to Paco Taco, he gives you your former equipement. This is OK.
But now, when you talk to him about the robbery and you did the mission,
the "Sagrada Police Badge" he gives you is now a "normal" item and goes into your inventory instead of your "Special items" place.

A last thing,
Paquito seems to have recovered his voice.
Strangely I had heard him a lot since I started a new game with BSM 1.5, something that didn't happened before ...

I hope my explainations weren't so confuse.

Thanks

Nat

Nat_Crelk 12-21-2010 02:33 PM

Surprisingly, the thread doesn't split at 400 messages.
We will see ...

R@S 12-22-2010 04:22 PM

Quote:

Originally Posted by Nat_Crelk (Post 205866)
1) When you attack the "drunk one" in Santa-Maria (who stole Paquito's baby), his "drunk brothers" don't attack me until I attack one of them.
If I remember well, when you shot once to the "main drunk" the two others turned hostile but not now. Is it normal ?

I removed the friendship tie when trying to locate the GUMID bug and forgot to put it back. If you do that mission as intended and actually talk to the guy with the wine bottle, the brothers will turn hostile. It's what I do and is why this slipped through my testing.

Quote:

Originally Posted by Nat_Crelk
2) If I remember well too, the second character you need to talk with is that whore in Puerto Viejo.
But she is not still here (in the game) anymore.
Here are Mr Sister and the other bitch who gave you your first mission fo a gun (which is now a Glock in .40 S&W instead of a Colt 1911).
But that is not a real problem because you need to talk to Paco Taco directly now.

I removed Picor and moved that part of this mission to Picante, the dialog with Paquito says that as well. And the direct route to Sagrada has been there for a few versions to ease the traveling for those who knows what's what:)

Quote:

Originally Posted by Nat_Crelk
3) When you talk to Paco Taco, he gives you your former equipement. This is OK.
But now, when you talk to him about the robbery and you did the mission,
the "Sagrada Police Badge" he gives you is now a "normal" item and goes into your inventory instead of your "Special items" place.

The police badge and trade permit has been move to the regular inventory to make the important items in the quest slot easier to access. Too many items in that slot forces the player to scroll sideways, which is an unnecessary time/energy waster. Plus it now costs some inventory space to get access to the good trade.

Quote:

Originally Posted by Nat_Crelk
A last thing,
Paquito seems to have recovered his voice.
Strangely I had heard him a lot since I started a new game with BSM 1.5, something that didn't happened before ...

Yeah, I activated some of his dialog, not all of it. We'll see if he get's too annoying and goes silent again...

Nat_Crelk 12-22-2010 11:22 PM

Quote:

Originally Posted by R@S (Post 205976)
I removed the friendship tie when trying to locate the GUMID bug and forgot to put it back.

What "GUMID bug" means ?

Quote:

Originally Posted by R@S (Post 205976)
Yeah, I activated some of his dialog, not all of it. We'll see if he get's too annoying and goes silent again...

That's fun hearing him again.
But I hope he doesn't speaks too much again... :-)

Last but not least : I know about "Reloaded" and I know you take some parts of it. But I want to ask you what really are the differences between 7.62 + BSM and Reloaded ?

Thanks

Nat

R@S 12-25-2010 10:40 AM

Quote:

Originally Posted by Nat_Crelk (Post 206050)
What "GUMID bug" means ?

The game engine gives every character a number, a GUMID, to keep track of them and these sometimes gets mixed up resulting in switched characters. I haven't found the reason for it yet and have noticed that the characters that gets switched are usually part of a group, sometimes guards, sometimes even bandits. I've gone through most of the code looking for an explanation but it still eludes me, the code left to check is part of guinneapig's which I'll do when time permits.

Quote:

Originally Posted by Nat_Crelk (Post 206050)
Last but not least : I know about "Reloaded" and I know you take some parts of it. But I want to ask you what really are the differences between 7.62 + BSM and Reloaded ?

The difference is that Reloaded is a linear game, much like Silent Storm. You get assigned missions at a base and you do them one at a time. I prefer the sandbox environment of 7.62 and never played through the whole thing.

waveform 12-25-2010 03:34 PM

Installed and tried Blue Sun Mod 1.5 (after months of not touching 7.62). Couple of questions and some suggestions:

- Apparently it's possible to "level up" now. How do you do that? I saw the level-up notification but I can't figure out how to allocate the points.
- I see that my (all of our) favorite mercs from JA2 are in the game. But.. they're "slaves"? o_O What's up with that?
- Why do all the hireable mercs have AWFUL intelligence (20-30)? With the possible exception of Sonar who has 80+ INT.
- Could it be possible to include a console command or something that marks the quest "Bandits and brothers" completed? It's... annoying how it lingers in the quest log for all eternity.
- Please write a proper readme of all the current features and changes that Blue Sun Mod 1.5 introduces over the vanilla game. I assume the list at the beginning of this thread is not comprehensive?

Thank you for this mod.

Nat_Crelk 12-25-2010 05:16 PM

Quote:

Originally Posted by R@S (Post 206710)
The difference is that Reloaded is a linear game, much like Silent Storm. You get assigned missions at a base and you do them one at a time. I prefer the sandbox environment of 7.62 and never played through the whole thing.

Understood.

I admit I prefer the 7.62 environment. I always prefer to feel free to do (or not) some actions or some other.

Anyway, thanks for your answers.

Nat

R@S 12-25-2010 08:28 PM

Quote:

Originally Posted by waveform
- Apparently it's possible to "level up" now. How do you do that? I saw the level-up notification but I can't figure out how to allocate the points.

Right-click on the killbook in your quest item slot to gain access to the level up functions.

Quote:

Originally Posted by waveform
- I see that my (all of our) favorite mercs from JA2 are in the game. But.. they're "slaves"? o_O What's up with that?

The slaves are for those who want cheap mercs that dies without much penalty. They can also be bought and sold to make some profit, the more you train them before selling them the higher price you'll get. I just used the JA2 names 'cause it was easier than coming up with new ones:)

Quote:

Originally Posted by waveform
- Why do all the hireable mercs have AWFUL intelligence (20-30)? With the possible exception of Sonar who has 80+ INT.

You have to ask the devs about that, I haven't got a clue.

Quote:

Originally Posted by waveform
- Could it be possible to include a console command or something that marks the quest "Bandits and brothers" completed? It's... annoying how it lingers in the quest log for all eternity.

If you complete the quest in the correct way it will disappear into the "completed" tab. I checked the code and as many of the other quests it's a bit of a mess, I think the devs had some problems due to the different ways you can actually fail it and that resulted in it staying in the active tab. Other than a complete re-write of the code I'm not sure there's an easy way to fix it. Check the threads on the board, I think you'll find a step-by-step on how to complete it successfully.

waveform 12-28-2010 04:39 PM

Quote:

Originally Posted by R@S (Post 206811)
If you complete the quest in the correct way it will disappear into the "completed" tab. I checked the code and as many of the other quests it's a bit of a mess, I think the devs had some problems due to the different ways you can actually fail it and that resulted in it staying in the active tab. Other than a complete re-write of the code I'm not sure there's an easy way to fix it. Check the threads on the board, I think you'll find a step-by-step on how to complete it successfully.

That's the thing, I don't want to complete it the "correct way". I want to wait for the cops and bandits to kill each other, take the cash, take all their guns and be gone >.< Oh well, thanks for the insight.

kelevra 12-28-2010 04:58 PM

A new version for the Hard life mod has been released.

The used weapons addon for dropped weapons is really immersive and quite nice.

Too bad that Blue Sund doesn't have this system. Could bring a lot of depth and realism to the mod.

http://hla.3dn.ru/index/0-2

http://de.babelfish.yahoo.com/transl...C3%9Cbersetzen

waveform 12-29-2010 02:27 PM

Damn frontgrips (or FOREGRIPS, as they should be named)
So I ordered the MP5A4 RIS from Stefan Uribe and compared it to its normal counterpart, the model without a foregrip.


http://img262.imageshack.us/img262/3595/mp5a4ris.gif


I'm guessing the game thinks there's a bipod attached to it, and therefore gun Balance suffers, which would make the gun LESS accurate. What good does a foregrip do exactly in gameplay terms? Its description field is blank.

R@S 12-29-2010 07:30 PM

The reason the frontgrip(or foregrip, foreskin etc;)) is attached to the bipod slot is engine limitations. Since that part of the code is unavailable I've chosen to add it this way. It does in no way affect the balance, that is an easily edited entry in the WEAPONINFO file.

It is common knowledge that in this game the lower balance a weapon has, the better grouping when using automatic fire. There has been some other views that claims the opposite, but my own testing has confirmed it. I noticed that with high balance the bullets follow a path from the left to the right. When with a low balance they tend to hit more randomly, but still closer together. And the higher balance a weapon has, the faster you can raise it and acquire the target, or so I've been told, never did much testing on that myself. Try testing it and come to your own conclusion if you don't believe me:)

safoolfool 12-29-2010 08:40 PM

One reason for the balance change could be that one of those guns is unloaded. Heavier magazines (e.g. double mags or beta-cs) generally bring down balance, so compare again after loading the other up fully.

fallschirmjager 12-30-2010 03:00 AM

Hey R@S, I'll post this here since my gmail is playing up.

Yes I'm still interested in making weapons for BSM - I've got several based around the M1911A1 on the go currently - but I've been busy with work and then helping with hay season on the family farm.

Plus to top it off I started playing Peace Walker on my PSP and well... Three in the morning tends to be a common time for me to realize what time it is and go to bed.

As for the BAR in question, I've plans to make my own models and work off my own maps. Plus the BAR I want to implement I want to see as just an automatic rifle, not a machine gun.

I finished Peace Walker last night but I'm on a mission to S Rank every thing and get all the weapons. But I will get back to this. ;D

R@S 12-30-2010 01:25 PM

That's great news fallschirmjager, I'm looking forward to see what you've come up with. But take your time, I know from experience that it takes a lot of time texturing the buggers. I did manage to imporve the BAR textures from Immortal Badass to a presentable shape, but if you've got something even better I won't waste more time on it.

I sent out a feeler to Deadhead about using the HLA launcher to get rid of the ammo clip limit. The guy who did most of the work is not available right now but will be back in a week or so. Hopefully he'll give his OK and we'll be able to add as many as 2048 clips:)

It's been very slow at work this week so I've had time to go over the shop inventories. There will be a few unique weapons that can't be bought, I've added those to character inventories instead, making them one of a kind. There is also a few sniper rifles I plan to add through an order script, making them rare, in some cases even unique, and they'll cost a leg and an arm:) I'll see if I make something similar with ammo that should be hard to come by, but due to the engine limitations must be added to shops and thereby negating any rarity.

Nat_Crelk 12-30-2010 01:35 PM

Quote:

Originally Posted by R@S (Post 208084)
Hopefully he'll give his OK and we'll be able to add as many as 2048 clips

Do you mean that the ammo/item limit will be unlocked ? As for the weapons ?

R@S 12-30-2010 01:47 PM

Quote:

Originally Posted by Nat_Crelk (Post 208089)
Do you mean that the ammo/item limit will be unlocked ? As for the weapons ?

Yeppers, it also increases the add-on limit to 4096. There are a lot of other things included in the launcher, I need some time to test it and see what possible side effects it has with BSM. I know they've added a Iron-Man mode that limits the number of saves you have when fighting, and the number of points you get to spend when creating your character is now 100, not 30. The best thing must be the new user-function they've added, those will be very useful when coding new missions and game functions.

Nat_Crelk 12-30-2010 02:16 PM

Quote:

Originally Posted by R@S (Post 208093)
Yeppers, it also increases the add-on limit to 4096.

So that's an "open door" for new weapons !
I've started my first modelling : a TEC-9 (the one from GTA cause I can't figure out who was the constructor). But it starts to be a completely irrealistic weapon. Modelling's very hard for me since I've only played with 2D files over the past 10 years ! So I progress very slowly.

Quote:

Originally Posted by R@S (Post 208093)
The best thing must be the new user-function they've added, those will be very useful when coding new missions and game functions.

What's that "new user function" ?

R@S 12-30-2010 02:24 PM

A quick google translate shows this:

-GetCurrentMerc - get LocalID measurement, the currently selected
-ChangeItemOwner - picks up the subject of one NPC and other issues
-ShowMap - shows an open global map (without fog)
-EnableSaveOnBattle - the management regime of "Iron Will"
-ShowDialog - displays a dialog with the specified text and different variants of the buttons
-SetItemCondition - change the subject wear
-A set of functions for working with XML-files (including XPath)
-A set of functions for working with the inventory directly to the NPC, as well as to work with the contents of vehicles (cab and trunk)
-IsFileExists - checking existence of file

EDIT:

Here's a link from theBrain that might help you with the TEC-9 work

waveform 01-02-2011 06:12 PM

Quote:

Originally Posted by R@S (Post 207901)
It is common knowledge that in this game the lower balance a weapon has, the better grouping when using automatic fire. There has been some other views that claims the opposite, but my own testing has confirmed it. I noticed that with high balance the bullets follow a path from the left to the right. When with a low balance they tend to hit more randomly, but still closer together. And the higher balance a weapon has, the faster you can raise it and acquire the target, or so I've been told, never did much testing on that myself. Try testing it and come to your own conclusion if you don't believe me:)


Yeah ok maybe I'll do some more testing, but still, what does the Foregrip do exactly in the game? I don't remember it being in the unmodded game? Is it just eye candy?

I did do some testing with those two weapons in the screenshot but I didn't see any difference after emptying several clips. But my focus was on the foregrip then, and not the actual balance stat.

The game manual has few interesting things to say about balance and weight (since gun weight and balance are linked). Balance is said being the "distribution of mass along the gun's weight" and that balance is "most important when firing bursts". "The higher the value, the more balanced the weapon." Changing gun's weight changes its balance stat, and it says "weight also affects accuracy in all firing modes".

I could speculate for an hour what that all translates into but I will take all the existing speculation seriously and try to shed some light into this through a series of "livefire" tests.

R@S 01-02-2011 06:15 PM

I've gotten permission to use the HLA laincher and it has opened up the game to some new functions. Even if I should've been working on other things I couldn't keep my focus when all these goodies are right in front of me.

There'll be an Iron Man setting in the next version, it will mean that there will only be a limited number of saves when in battle. The number of saves can be set in the BlueSunMod.ini, there you can also turn off the Iron Man mode completely.

Any item, not weapons and such, can now be used in the same manner as quest item slots. I'm thinking of putting the Field Ragio and Headphones outside the quest item slot, giving them a penalty when carried around. The radio will be heavy and the headphones will take the helmet slot which means that if worn the character can't wear a helmet. But I'll have to do some testing before I decide what to do.

Kuujis 01-03-2011 08:52 AM

Quote:

Originally Posted by R@S (Post 208951)
<...>

Any item, not weapons and such, can now be used in the same manner as quest item slots. I'm thinking of putting the Field Ragio and Headphones outside the quest item slot, giving them a penalty when carried around. The radio will be heavy and the headphones will take the helmet slot which means that if worn the character can't wear a helmet. But I'll have to do some testing before I decide what to do.

IF this is possible - maybe allow headphones to be added to helmet (as ceramic plates are added to vests?). OR - allow them to be placed in NV gogles spot? Restricting helmet IMO would be... strange? :)

D_F_N 01-03-2011 10:19 AM

what would be strange is to allow wearing headphones WITH ANY helmet. Unless the helmet and the headphones are especially designed to be weared together, you cant wear them IRL. And no, you cant wear headphones on your eyes and expect them to work.

R@S 01-03-2011 03:02 PM

Quote:

Originally Posted by D_F_N (Post 209115)
And no, you cant wear headphones on your eyes and expect them to work.

LOL, you always crack me up bro.

Anyways, this discussion is purely academical since the work involved in adding the headphone models to all the mercs' heads is too much for my lazy a$$. And even if there is a new event that is thrown when the player puts something on, there isn't one that is thrown when it's taken off. But I might move the headphones from the quest slot to the regular inventory, and while the player has it in his inventory he'll get the hearing increase. That would still give some penalty in the form of inventory space - "realism" be damned:)

I did play around with the radio a bit and it suffers from a similar issue, when worn on the shoulder or neck it isn't shown on the player model. I think Deadhead is working on making these kinds of 3d models untied to the character models so you wouldn't have to edit every single merc.azp to get it to show, but until he succeeds it will stay in the quest item slot.

The Iron Man setting is now implemented and working, I've added the HLA function where the amount of saves you have in battle are related to your CGL. On CGL 1 you'll get 1 save, on CGL 2 you'll get 2 and so on. From the little testing I've done I must say I like this, it adds a level of planning when you fight, no more "save all the time, just to be sure".

Kuujis 01-03-2011 06:24 PM

Quote:

Originally Posted by D_F_N (Post 209115)
what would be strange is to allow wearing headphones WITH ANY helmet. Unless the helmet and the headphones are especially designed to be weared together, you cant wear them IRL. And no, you cant wear headphones on your eyes and expect them to work.

I trust your expertise about these matters, but then again... I must be imagining things http://lmgtfy.com/?q=helmet+speakers :rolleyes: although their usefulness is doubtful in combat environment I guess :cool:

On a separate note - every time I read something about HLA I start wishing that they do some kind of text exporting for translation purposes... wishful thinking I guess :)

D_F_N 01-03-2011 06:50 PM

Quote:

Originally Posted by Kuujis (Post 209291)
I trust your expertise about these matters, but then again... I must be imagining things

i do have some military first hand experience myself, but i never said i m an expert.
i think you are imagining things. We are talking about military radio headphones. Not ipod speakers. But i guess you can google that for yourself too. ;)

Nat_Crelk 01-03-2011 07:44 PM

Quote:

Originally Posted by R@S (Post 208084)
There will be a few unique weapons that can't be bought

R@S => Do you have made progresses about that?

Thx

Nat

R@S 01-03-2011 09:51 PM

Quote:

Originally Posted by Nat_Crelk (Post 209312)
R@S => Do you have made progresses about that?

I'm not sure I understand what you mean. I've removed some rare weapons from the normal shops, others I've removed from the shops altogether. Those that has been removed completely has been added to the mission scripts and character inventories. This means they will only turn up once you do that mission or kill the character, and there will be only one copy available.

waveform 01-05-2011 12:28 AM

So ummm I get constant crashes in Radio Hill during battle. It's usually the explosions. Not all explosions cause a CTD, but when a CTD happens it's due to an explosion. The Log folder is full of dumped txt and log files. Should I send/put these somewhere?

Blue Sun Mod v1.5
w/ latest unofficial patch

Nat_Crelk 01-05-2011 04:06 AM

Quote:

Originally Posted by R@S (Post 209346)
I'm not sure I understand what you mean.

Well, that was what I thought about. Thanks for your answer.
So is it a way to save slots for items and ammo on the overall limit ?


Waveform => I think R@S will agree with that, but I've experimented the same sometimes ago.
See that => http://forum.1cpublishing.eu/showthread.php?t=17448

Copy/paste your log here, maybe that could be easiest (the log files are date sorted in the folder, if not, sort them by name or by creation date and watch in the .txt).

I don't think the ctd is due to a specifical place but certainly because of a kind of item or explosion.
Watch out what R@S say to me.

But your CTD may be caused by another weird fact.

Hope that will help

Nat

R@S 01-05-2011 03:49 PM

Quote:

Originally Posted by waveform (Post 209608)
So ummm I get constant crashes in Radio Hill during battle. It's usually the explosions. Not all explosions cause a CTD, but when a CTD happens it's due to an explosion. The Log folder is full of dumped txt and log files. Should I send/put these somewhere?

I think those CTD's are related to the minor incompatibility between 7.62(E6) and Reloaded(E7). I never encountered it on the Radio Hill map, but had some of them on the Airfield map. In those cases the CTD happened when a grenade exploded near a chain-link fence and the old version of the engine lacked the code to handle it. Since there are no chain-link fences on the Radio Hill map there must be something else on that map the old engine can handle and the only way to avoid a CTD would be to fight away from any object that might cause it. And no, there is no way to fix this since there's no released source code for E7 and the maps are built with an unavailable program.

But just in case, post any ERROR or WARNING messages you have in one of the *.log files, the entry should be just above the "Exception" part in that file.

Quote:

Originally Posted by Nat_Crelk
So is it a way to save slots for items and ammo on the overall limit ?

Well, the item limit is now 4096 and the clip limit is 2048 so why save any slots?;)

Nat_Crelk 01-05-2011 05:17 PM

Quote:

Originally Posted by R@S (Post 209743)
Well, the item limit is now 4096 and the clip limit is 2048 so why save any slots?;)

Ah ok.
I hadn't understood that.
Thx

Nat

Ivana Dolbitch 01-05-2011 07:56 PM

Bug?
 
Good afternoon, everyone.

I've read through most of the thread and did not see a bug or issue report that was similar to the one I have.

I'm running patch 1.06 and BSM 1.5 on the latest version of 7.62 from Gamersgate.

After some quirks and a reinstall, I managed to get the patch applied and the mod running properly.

My problem is a peculiar one. Whenever the game calls for a gun being given to me by another character, my character does the arrange animation (the action shows arrange on below their name) however the item never appears.

I've tried having my characters with their hands empty. With a large backpack and plenty of space available. I've even looked on the floor to see if the weapon was dropped because I didn't have enough room in my inventory.

This has happened with Stefan Uribe when I bought one of his modified shotguns, the Police Magnum something that has a laser and a scope and during the mission from the rebels where they tell you to kill Pedro Nunez. You talk to Pedro to ask about the silenced pistol he has but he never gives it to you. This bug is annoying rather than critical but I would like to know if there is a way of fixing it.

Thanks in advance.

waveform 01-05-2011 08:31 PM

Quote:

Originally Posted by R@S (Post 209743)
But just in case, post any ERROR or WARNING messages you have in one of the *.log files, the entry should be just above the "Exception" part in that file.

I checked 6 of the log files, all created within an hour, after loading a quicksave and soon crashing after that. The crash happened when I was fighting on top of the Radio Hill. I think it's the top of the hill and the hill's slopes that are the hot spots in regards to crashing. Anyway, these same exact lines appeared in THREE of the log files. I don't know if this is important but it seems that every single log file in the Log folder ends with that same line "\Engine\PhysEntity.cpp (242) false". Figured since it's the last message, it might be critical... *shrug*

00:00.023 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.024 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.772 WARNING1 [0] .\Video\BinkPlayer.cpp (41) Bink
00:00.774 WARNING1 [1] .\Video\BinkPlayer.cpp (41) Bink
07:01.953 WARNING1 [0] .\Engine\PhysEntity.cpp (242) false

For what it's worth, some of the log files are really bloated, with dozens of errors and warnings. Sometimes I open the console midgame and there's like a dozen warnings right there.

R@S 01-05-2011 09:12 PM

Quote:

Originally Posted by Ivana Dolbitch (Post 209815)
I've read through most of the thread and did not see a bug or issue report that was similar to the one I have.

You're right, I've never heard of a similar issue, and if it's code related there should be an entry about it in the 7.62\log\*.log file.

But could it be a matter of invisible items instead of missing ones? If that's the case the solution is simply to delete all the files in the 7.62\RenderedItems\ folder. This is a common issue if you don't install the patch and mod on a fresh(and never started) copy of the game.

Quote:

Originally Posted by waveform
07:01.953 WARNING1 [0] .\Engine\PhysEntity.cpp (242) false

This confirms it, it's the E7 incompatibility that causes your CtD.

And warnings in the log file aren't always that serious, The economy.cpp "no trade info" appears when an item in a shop has an attachment, which happens all the time and never causes a CtD.

K33P312 01-05-2011 09:12 PM

1 Attachment(s)
How many types of sniper rifles of this kind are in the game/mod ?

R@S 01-05-2011 09:23 PM

Quote:

Originally Posted by K33P312 (Post 209855)
How many sniper rifles of this kind are in the game/mod ?

None:-P
But there is a Barrett M82a2 and a Barrett M90.

K33P312 01-05-2011 09:54 PM

R@S I have a friend who can work very nice with 3dsm.If he can make some textured models of this sniper rifles,will you add them in the new release?

R@S 01-05-2011 10:07 PM

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

K33P312 01-05-2011 11:45 PM

R@S,i just PM you !

K33P312 01-06-2011 03:17 PM

Artillery Strike
 
Guys what do you say about the idea for placing some artillery cannons to the player base,and have an option during combat to call for artillery strike/support.R@S,what's your opinion? Could it be possible?

Ivana Dolbitch 01-06-2011 07:12 PM

R@S:

You were right. After deleting the rendereditems folder, the guns show up in my character's inventory.

One question: in the mission where I have to assasinate Pedro Nunez, I'm given the silenced pistol he has but when I shoot him with it, all the natives go hostile. If I escape without killing everyone else, the quest fails and Tanya gets pissed off. If I rat out Vittori de Castigo to Pedro, the natives kill him and the quest still fails. Is there a way to complete this succesfully or am I supposed to fail the quest?

Kuujis 01-06-2011 08:51 PM

If anyone except your squad mates see you - you get detected, everyone turns hostile. use your other mercs to distract everyone. The problem is - this "visibility" in my experience sometimes crosses walls even, so look around for that special AI, who sees you, walk/run/sprint (noisy ;) ) with some merc away from action, then all the AI's look at him, and your'e free to kill him.

Similar tricks were needed in at least two other cases :)

Joe Kerr 01-07-2011 12:10 AM

Quote:

Originally Posted by Kuujis (Post 210103)
If anyone except your squad mates see you - you get detected, everyone turns hostile. use your other mercs to distract everyone. The problem is - this "visibility" in my experience sometimes crosses walls even, so look around for that special AI, who sees you, walk/run/sprint (noisy ;) ) with some merc away from action, then all the AI's look at him, and your'e free to kill him.

Similar tricks were needed in at least two other cases :)

I think the time of day you attempt this matters as well. Try for around 3 A.M. if i remember correctly. Offing the corrupt doctor in Cali-Cantinos works the same way. Oh, and don't forget to put the gun back on the corpse after.

R@S, I am having a small problem with trying to hire Ali, the best heavy weapons merc by far. I don't think this has anything to do with the Blue Sun mod, but thought I would ask. I picked Cameron as my main merc and Ali still refuses to stay in my squad for more than a minute. He accepts the 1 day / 1 week / 1 month contract but then goes on his little tirade about working for the white man and just leaves. At least he doesn't outright refuse to join up if my main is Ivan or one of the other white mercs. Is there a way to disable his bias against white people? I figure if I am willing to pay his high wage he shouldn't care if his salary is coming from an albino Justin Beiber wearing an all white suit.

Ivana Dolbitch 01-07-2011 01:19 AM

Quote:

Originally Posted by Kuujis (Post 210103)
If anyone except your squad mates see you - you get detected, everyone turns hostile. use your other mercs to distract everyone. The problem is - this "visibility" in my experience sometimes crosses walls even, so look around for that special AI, who sees you, walk/run/sprint (noisy ;) ) with some merc away from action, then all the AI's look at him, and your'e free to kill him.

Similar tricks were needed in at least two other cases :)

No go. I've tried everything. I have my three other team mates next to the natives and they are all staring at them when they run, with their backs turned to the assassin. Another one is distracting Vittori and that Marco guy. There are three groups of natives. One of them is unattended and is the farthest one, close to the bottom exit point because I don't have that many mercs. My guys get detected right away. Pedro can obviously see me because there isn't a way to kill him in one shot in the head from far away with that gun. There is also a local woman about 20 meters away but she is looking away from us. I'm really growing desperate here. I can't off the $%@#$%. I'm about to try and time some explosions with Paquito's mine remote. I can't think of anything else.

A few other questions if I may. I got an SKS carbine with a bayonet which I stashed in a box in the army base (nasty business that base. Ended up killing the valet parking who was hit by grenade fragments and went hostile, hope he wasn't important). The problem is that whenever I try to pick the weapon up, the game CTDs.

What is the point of buying slaves? They have PITIFUL stats!

Joe Kerr 01-07-2011 02:26 AM

Quote:

Originally Posted by Ivana Dolbitch (Post 210147)
No go. I've tried everything. I have my three other team mates next to the natives and they are all staring at them when they run, with their backs turned to the assassin. Another one is distracting Vittori and that Marco guy. There are three groups of natives. One of them is unattended and is the farthest one, close to the bottom exit point because I don't have that many mercs. My guys get detected right away. Pedro can obviously see me because there isn't a way to kill him in one shot in the head from far away with that gun. There is also a local woman about 20 meters away but she is looking away from us. I'm really growing desperate here. I can't off the $%@#$%. I'm about to try and time some explosions with Paquito's mine remote. I can't think of anything else.

A few other questions if I may. I got an SKS carbine with a bayonet which I stashed in a box in the army base (nasty business that base. Ended up killing the valet parking who was hit by grenade fragments and went hostile, hope he wasn't important). The problem is that whenever I try to pick the weapon up, the game CTDs.

What is the point of buying slaves? They have PITIFUL stats!

Try doing it around 3 A.M. with your merc of choice standing as close to the shipping containers next to him as possible. It might take a few shots to the head to kill him, but you will know if it worked if you get out of combat as soon as he dies. Remember to place the gun back on his body afterwards.

R@S 01-07-2011 09:57 AM

Quote:

Originally Posted by Joe Kerr (Post 210139)
R@S, I am having a small problem with trying to hire Ali, the best heavy weapons merc by far. I don't think this has anything to do with the Blue Sun mod, but thought I would ask. I picked Cameron as my main merc and Ali still refuses to stay in my squad for more than a minute. He accepts the 1 day / 1 week / 1 month contract but then goes on his little tirade about working for the white man and just leaves.

Are all your team members black? It's the only condition in which Ali will work for you.

Quote:

Originally Posted by Ivana Dolbitch
One question: in the mission where I have to assasinate Pedro Nunez, I'm given the silenced pistol he has but when I shoot him with it, all the natives go hostile

It's a tricky one, I'll grant you that. Here's a few pointers:
- Always save the game as soon as you enter Cuidad-de-Oro
- Make sure ALL your team members are out of sight from any NPC.
- Kill Nunez at the darkest time of the day/night, which is from 24:00 to 03:00
- Plant the gun on Nunez once he's dead

If there's a civilian near Nunez, load a game where you haven't talked to Castillio yet and exit/re-enter the sector. Do this until the execution area is clear of any civilians.

Move your mercs to a good hiding spot and use your main merc to kill Nunez. Apply camo paint if you got any. Save before you actually shoot him, in case the shot fails, load and move your merc a little bit and try again.

Quote:

Originally Posted by Ivana Dolbitch
I got an SKS carbine with a bayonet which I stashed in a box in the army base (nasty business that base. Ended up killing the valet parking who was hit by grenade fragments and went hostile, hope he wasn't important). The problem is that whenever I try to pick the weapon up, the game CTDs.

I can't answer this without the log info, but as a rule, always use the safe at the base to stash any items. It's what it's there for:)

Quote:

Originally Posted by Ivana Dolbitch
What is the point of buying slaves? They have PITIFUL stats!

Slaves aren't mercs and are supposed to have awful stats. They can be used to generate some profit, or as cannon fodder for those with a stone heart;)

Ivana Dolbitch 01-07-2011 07:12 PM

Yay! I finally managed to off Pedro. I left the rest of the unit loitering at the base and ventilated Nunez's head with impunity.

What the fudge? The carbine causing a CTD has fixed itself. I can now remove it without crashing.

Thanks all for all your help!

Edit:

Whoa! I took the convoy mission for Ramon Lazaro. Its really hard. There's just too many soldiers and too little guerrillas and not much cover in that battlefield. Any tips? My banzai charge won't work, there are just too many tangos too fry for a hip-shooting, shotgun-wielding psycho.

Edit zwei: Whew. That was a nasty gunfight. Five team mates and only Sonar didn't suffer bad wounds. My strategy was to charge towards where our car was with grenades primed and started a very aggressive grenade assault with pre-armed ones. On a few occasions the grenadiers suffered shock and froze up allowing the primed explosives to spread their own guts in a wide area :D. On top of that I suspect that I suffered worse damage from the freaking guerrillas that kept pumping friendly fire to my area.

How does the tax system work? I started earning 2000 eldo a day when I took over the Army Base for Cyrus Lond. I wanted to increase taxes to acquire more money but that just gave me negative reputation in the base? What about my savings account? Do I get any interest? I have about 160K in it and I haven't noticed any increase.

R@S 01-08-2011 01:22 PM

Quote:

Originally Posted by Ivana Dolbitch (Post 210369)
How does the tax system work? I started earning 2000 eldo a day when I took over the Army Base for Cyrus Lond. I wanted to increase taxes to acquire more money but that just gave me negative reputation in the base?

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 tax revenue is gathered in a tax account, you can set it to pay out directly or automatically move it into your personal bank account where it will generate interest.

Quote:

Originally Posted by Ivana Dolbitch
What about my savings account? Do I get any interest? I have about 160K in it and I haven't noticed any increase.

There is a 2% daily interest on your bank account, but you can increase/decrease it in the BlueSunMod.ini file.

fallschirmjager 01-09-2011 04:31 AM

R@S, is Paquito a completely new head model?

I was wondering if I couldn't eventually model a new head for a character I'd like to see in 7.62mm?

R@S 01-09-2011 02:47 PM

Quote:

Originally Posted by fallschirmjager (Post 210657)
R@S, is Paquito a completely new head model?

No, he's been pasted together using different parts from different characters.

Quote:

Originally Posted by fallschirmjager
I was wondering if I couldn't eventually model a new head for a character I'd like to see in 7.62mm?

I'm not sure, can you:P
But if you have time I'm sure there's a way to add a new head since it has no animations or bones, those are the ones that usually causes problems.

waveform 01-09-2011 10:13 PM

Ahem. Couple of small issues with the bank.

- I took a 1,000,000 Eldo loan but when I paid it back after about 28 days, no money was actually deducted from my account. The loan got paid (zeroed out) but the saldo remained the same. Anyone else having this? (I'm rich!)
- Don't you think 2% daily interest is bit high? Or perhaps the 10% loan interest on that 1M Eldo loan is bit low? Because if I deposit 1M on the account on Day 1, with 2% interest rate, that's 20k Eldos of free money per day, totaling to AT LEAST 600k at the end of the month, if you keep the saldo at 1M.

R@S 01-09-2011 11:00 PM

Quote:

Originally Posted by waveform (Post 210795)
- I took a 1,000,000 Eldo loan but when I paid it back after about 28 days, no money was actually deducted from my account. The loan got paid (zeroed out) but the saldo remained the same. Anyone else having this? (I'm rich!)

Thanks for spotting it, I've fixed it already.

Quote:

Originally Posted by waveform
- Don't you think 2% daily interest is bit high? Or perhaps the 10% loan interest on that 1M Eldo loan is bit low? Because if I deposit 1M on the account on Day 1, with 2% interest rate, that's 20k Eldos of free money per day, totaling to AT LEAST 600k at the end of the month, if you keep the saldo at 1M.

Yeah, it feels a lot until you played the player campaign(Blue Sun missions) to the end. Many people make the same mistake, judging things before they played through the whole game. But if you feel it's too much, lower the Interest in the BlueSunMod.ini to 1.

waveform 01-10-2011 05:28 PM

I DID play them all. And it's true that I started bleeding money as militia needed to be trained, but at that point I had 16 million... Maybe I will lower that interest rate to 1%.


But I still think that the option to take a 1M loan together with an account that nets 2% per day is a combination that makes things (financially) way too easy, right off the start. There's no penalty in just sitting on your hands for 6 months and watching the money grow, is there? I think the option should be delayed, or better yet, earned at a later point.

R@S 01-11-2011 04:52 PM

Quote:

Originally Posted by waveform (Post 210927)
But I still think that the option to take a 1M loan together with an account that nets 2% per day is a combination that makes things (financially) way too easy, right off the start. There's no penalty in just sitting on your hands for 6 months and watching the money grow, is there? I think the option should be delayed, or better yet, earned at a later point.

I agree, and therefore there will be a CGL check in place. From the start the player can loan 10000, at CGL 3: 50000, at CGL 5:100000, at CGL 7: 500000,and at CGL 9:1000000.

D_F_N and I have been developing a new hospital treatment system and it will be included in the next version. This new system adds a penalty to the treatment of mercs in the form of time. When you talk to a doctor you'll be told how long the hospital visit will be for the injured merc, and if you leave him there he will leave your team. You can then pick him up again when he's fully recovered.

The repairing of weapons has also been changed, you can't repair them at shops anymore due to the new HLA launcher. I've added a dialog option to a few traders who will perform this task for you.

Nat_Crelk 01-11-2011 05:44 PM

Quote:

Originally Posted by R@S (Post 211122)
I agree, and therefore there will be a CGL check in place. From the start the player can loan 10000, at CGL 3: 50000, at CGL 5:100000, at CGL 7: 500000,and at CGL 9:1000000.

I agree too. Even if the Cities Management System is huge money warp, I've found myself with 2 or 3M cash in my account.
It's a way maybe too easy making money like that. It only means you to deposit money, earn more, deposit, earn more, deposit ... even with 2% or 1% per day.

Quote:

Originally Posted by R@S (Post 211122)
D_F_N and I have been developing a new hospital treatment system and it will be included in the next version. This new system adds a penalty to the treatment of mercs in the form of time. When you talk to a doctor you'll be told how long the hospital visit will be for the injured merc, and if you leave him there he will leave your team. You can then pick him up again when he's fully recovered.

Does it work the same for the player char ?

Quote:

Originally Posted by R@S (Post 211122)
The repairing of weapons has also been changed, you can't repair them at shops anymore due to the new HLA launcher. I've added a dialog option to a few traders who will perform this task for you.

Does the HLA Launcher allows ordering too ?

Nat

R@S 01-11-2011 05:50 PM

Quote:

Originally Posted by Nat_Crelk (Post 211131)
Does it work the same for the player char ?

I the case of the player the game will skip the time until the treatment is finished.

Quote:

Originally Posted by Nat_Crelk (Post 211131)
Does the HLA Launcher allows ordering too ?

Sure, I don't see why not since the ordering was made outside the vanilla code.

Ivana Dolbitch 01-12-2011 08:38 AM

Ugh. Another apparent bug. I took the Willi Krauf convoy mission. I talk with Willi who sends me to Jorge Bento, who gives me a calendar and tells me to talk to Elizario. I speak with Elizario and then the bug hits. The conversation node never sends me to a car. After choosing "Alright, get in the car.", the nodes go to "Just a minute, there's something I need to do" and "Just a second, there's something I need to do". I have already tried, removing all team mates and keeping just my main character, I hired an extra character to have six but nothing works. Am I doing something wrong?

Edit: also, how do weapon upgrades with Pablo Rodriguez work? I've had weapons with no attachments and all other kinds of weapons in my inventory and in my hands and he just says to pick a type but there are not types listed.

R@S 01-12-2011 09:35 AM

About the dagger to dagger mission, do you have a car? If you do, leave it at the bartender before you talk to Elizario. If you don't have one, there's a bug somewhere related to the dialog phrase. I think I edited the e6q.txt to say something like "leave your car and come back, but would have to check it again to see if I dint make a booboo and replaced that txt with another one. It has happened before:rolleyes:

The mechanic only upgrades a few selected weapons, like in BE5. The weapons he upgrades are:
Benelli M4 Super 90
MP5A4
FN FAL 50.00
Dragunov SVD
M203B

I'll edit his dialog so he tells you this ingame, thanks for pointing this flaw out.

Ivana Dolbitch 01-12-2011 10:08 AM

You were right. I left the car with the bartender in Puerto Viejo and I have now boarded the truck.

Now, I'm sure I'm skipping part of the quest or something because I can drive to Cali-Cantinos and I never get the bomb event. I recall that Willi Krauf mentioned a route but I can't remember it.

Is there a specific route I need to follow?

R@S 01-12-2011 10:25 AM

You need to follow the second car, it will be leaving Puerto Viejo right after you. Just left-click on the arrow and you'll automatically stick close to it. If you don't, you'll miss the ambush event and the mission will fail.

Vityek 01-12-2011 04:26 PM

Querano bug or whatever
 
Hello people!

I just encountered a rather annoying error during the Querano showdown. No bullets come out. Yeah, you heard me. The guns fire but that's it, nuffink leaves the barrel. It's pretty hard to shoot all those meatbags this way.

Did some foolin' around: it happens with different mercs, different weapons, different places and firing stances. Reloaded map, reverted to earlier save and entered fresh, still no joy. Curiously sometimes bullets DO come out but mostly the ones that miss by a margin and give a skill increase. Sometimes happens to the enemy as well.

Map itself seems fine, already did the trader rescue on it.

I may be able to finish that quest but it would take days of constant reloads, and I just don't see myself doing it. Anyone had this one before?

R@S 01-12-2011 07:58 PM

Quote:

Originally Posted by Vityek (Post 211324)
I just encountered a rather annoying error during the Querano showdown. No bullets come out. Yeah, you heard me. The guns fire but that's it, nuffink leaves the barrel. It's pretty hard to shoot all those meatbags this way.

Long time no see, welcome back:)

It's a vanilla bug, the reason for it is unknown. Luckily it only happens on very rare occasions. IIRC it also happened sometimes in BE5, so it must be some weird circumstances in the combat engine that makes it appear.

Vityek 01-13-2011 12:52 PM

Wow, thanks for the welcome-back. Never thought someone would actually remember me from back then.

Anyway I seem to attract the rarest bugs in all games, must be my karma.

The other thing I noticed is the Ford car model. Shouldn't it be the Mustang? There is even a model for it in the harbor but my car looks like an old Renault or something. Or do the car objects behave differently?

BTW is it possible to coerce a merc into a certain slot? I mean I want a guy to be #2 but he insists on being the last in line. Telling the others to stay put and rejoining them doesn't work.

Nat_Crelk 01-13-2011 12:57 PM

Possible Idea ... or not !
 
Quote:

Originally Posted by Dr.Q (Post 177524)
[...] the way this was done in HLA, with a modular system where the sights and mountings are separate items.

Can it be possible to implement such a system in BSM (maybe a part of the new HLA launcher ?

Nat

R@S 01-13-2011 03:04 PM

Quote:

Originally Posted by Vityek
Anyway I seem to attract the rarest bugs in all games, must be my karma.

Try to keep the play time down below 2 hours in any session, after that you need to restart the game. It doesn't matter how good your computer is, after 2 hours weird errors such as this start to appear. And if you save after the error has occurred, if will follow you 'til the end of the game.

Quote:

Originally Posted by Vityek
The other thing I noticed is the Ford car model. Shouldn't it be the Mustang? There is even a model for it in the harbor but my car looks like an old Renault or something. Or do the car objects behave differently?

The problem is that one needs the ACT file for any new car, and the only one I found was the crappy one I already implemented. There might be others hidden in some other folder or in Reloaded, but I haven't had the time to check it more thoroughly.

Quote:

Originally Posted by Vityek
BTW is it possible to coerce a merc into a certain slot? I mean I want a guy to be #2 but he insists on being the last in line. Telling the others to stay put and rejoining them doesn't work.

I think the order of the mercs are determined by their GUMID number, not sure if there's a way to alter that. It might be the MERCENARIES file order that gives them that number, but I haven't tested it so it's only speculations on my part.

Quote:

Originally Posted by Nat_Crelk
Can it be possible to implement such a system in BSM (maybe a part of the new HLA launcher ?

It could be implemented without the HLA launcher as well, the problem is all the attachment models required. If I had the models I'd prolly do it, but I'm not willing to borrow them from the HLA guys.

Even tho Ive been terribly busy at work I've been able add a lot to the next version already. The work project deadline is tomorrow, after that I'll add and fix a few more things before the final testing period. Here's a small preview of what will come


- New weapons (G36K WR, G36 WR, Type 56-1, Zastava M-91, Remington Model Seven LS, Remington Model 710 and BAR)

- New missions ("Suicide Bomber""We meet again mr Lond""Plugging the Leak")

- Some rare weapons has become unique and are only available through missions

- Muerte and Paquito has gotten new voices

- Added an on/off switch for Merc comments in BlueSunMod.ini

- Iron Man mode added, switch in BlueSunMod.ini

- 7 New Uniforms from TodeswolF that will give a small camouflage bonus

- Manuals and other magazines can be read, giving a small bonus

- New Benicia model from Deadhead

- New treatment system at hospitals, mercs will have to spend time there to recover if wounded more than 5 HP

- New weapon repair system, only a few NPC's can repair.

Vityek 01-13-2011 08:44 PM

Quote:

Originally Posted by R@S (Post 211705)
I think the order of the mercs are determined by their GUMID number, not sure if there's a way to alter that. It might be the MERCENARIES file order that gives them that number, but I haven't tested it so it's only speculations on my part.

When I got Paquito and later hired two guys they were after him. Then I left Paquito at the base and when I picked him up again he appeared after them. Same thing didn't work later tho.

Anyways, thanks for all your answers and your hard work!

ivanra78 01-14-2011 08:55 AM

Hi, i have a problem with this great game. I played it earlier, but now i can't even install it. When i try to install a patch 1.06 i get this message AZP.EXE-UNABLE TO LOCATE COMPONENT and that a MSVCR71.DLL was not found, and then when a press OK i get this COMPRESSION COMPLETE PRESS ANY KEY TO CONTINUE.I have done everything that is explained in the first page by R@S, I followed all the steps and the game is not working, i can even start the game but then the game crashes.I am using Windows XP, and if enyone can help thanks :).Sorry for my bad English :(, but I am not from English speking area.

R@S 01-14-2011 08:27 PM

Unistall, the game, then reinstall. Then copy the Unofficial Patch 1.06 to your game folder along with Windows 7 fix file found here:

Windows 7 Patch Fix

Then Run the PatchMe.bat file and the archiving should work.

Nat_Crelk 01-15-2011 12:47 AM

Quote:

Originally Posted by R@S (Post 211705)
The work project deadline is tomorrow, after that I'll add and fix a few more things before the final testing period.

Again, I can give a hand for testing if you want !

Nat

waveform 01-15-2011 02:59 PM

Quote:

Originally Posted by R@S (Post 211705)
- Iron Man mode added, switch in BlueSunMod.ini

Good thing there's the switch. Iron Man mode is for games that are stable, and games that don't have quirks such as shooting at a completely wrong spot (sometimes the mercs don't follow a moving target with their gun and they end up shooting where the target stood 3 seconds earlier).

From the philosophical POV, only when a game works flawlessly, it deserves the "No saving!" option. I'm sure we all know what it feels like to lose a good fight simply because the game crashed or because of some other technical issue? Keep this in mind before going Iron Man, no matter what the game is. Also, anyone can just tape a note that says "No quickloading!" on the monitor, and follow that advice. Should a crash or a drastic glitch happen, you can allow yourself to quickload then. At least you'd have the option. Much less rage and disappointment.

Does 7.62 deserve Iron Man mode? Perhaps. But it most certainly deserves to function flawlessly.
[/rant]

ivanra78 01-17-2011 09:03 AM

Quote:

Originally Posted by R@S (Post 212275)
Unistall, the game, then reinstall. Then copy the Unofficial Patch 1.06 to your game folder along with Windows 7 fix file found here:

Windows 7 Patch Fix

Then Run the PatchMe.bat file and the archiving should work.


It's working, thanks a lot :):):):):):):):):):):):):):):):):):):):)

MN121MN 01-17-2011 10:51 AM

Just one problem.... I can't start the game... I mean, I can create the character but when its loading the movie (after character creation) it always crashes. I'm using Vista and I've installed patch (run the Patch.bat and moved the patch.azp file to installation folder), changed the BMP to read-only, run as administrator and I've always came up empty. Ive moved everything in the Blue Sun mode folder and the media pack.folder to the right place, but it always craashes....

Nat_Crelk 01-17-2011 11:12 AM

Quote:

Originally Posted by MN121MN (Post 212888)
Just one problem.... I can't start the game... I mean, I can create the character but when its loading the movie (after character creation) it always crashes. I'm using Vista and I've installed patch (run the Patch.bat and moved the patch.azp file to installation folder), changed the BMP to read-only, run as administrator and I've always came up empty. Ive moved everything in the Blue Sun mode folder and the media pack.folder to the right place, but it always craashes....

Hi !
Make sure you have a clean install of 7.62 before pasting Unofficial Patch and BSM 1.5. That may cause troubles if not.
What I don't understand is that you have "moved the Patch.azp file to installation folder".
The proper order to install is : Clean 7.62, then Unofficial Patch, then BSM 1.5, then running Patchme.bat as admin.

That may solve you problem.
If not, try to post the Log file created with the CTD.

Hope that'll help

Nat

MN121MN 01-17-2011 03:44 PM

Quote:

Originally Posted by Nat_Crelk (Post 212894)
Hi !
The proper order to install is : Clean 7.62, then Unofficial Patch, then BSM 1.5, then running Patchme.bat as admin.
Nat

Is the Patchme.bat in the unofficial patch 1.06 folder or in the BSM 1.5?
I've already have clean install, but still won't work.
Thanks anyway

TodeswolF 01-18-2011 01:10 PM

Quote:

Originally Posted by MN121MN (Post 212962)
Is the Patchme.bat in the unofficial patch 1.06 folder or in the BSM 1.5?
I've already have clean install, but still won't work.
Thanks anyway

Well I guess it doesnt matter where the file is just do it like Nat_Crelk posted:

1. Clean 7.62
2. unofficial patch 1.06
3. BSM 1.5
4. Run PatchMe.bat

and the PatchMe.bat is inside the unofficial patch folder/package.

Nat_Crelk 01-18-2011 03:35 PM

Quote:

Originally Posted by TodeswolF (Post 213171)
Well I guess it doesnt matter where the file is just do it like Nat_Crelk posted:

1. Clean 7.62
2. unofficial patch 1.06
3. BSM 1.5
4. Run PatchMe.bat

and the PatchMe.bat is inside the unofficial patch folder/package.

Plus : there is a Win 7 Fix.
It's in the Unofficial Pack or in BSM 1.5 pack.
If not, DL it on the 1st page of his thread.

Nat

MN121MN 01-19-2011 01:12 PM

Thanks for the help guys, it worked like a charm on my laptop
Next up.... Trying it on my PC....

Tile 01-22-2011 04:10 AM

Hi everybody! :grin:
I have problem entering any town (game crashes) after random battles (ambush)...
No fun, so I avoided them (no guns n gear = no money :-x)...Thats ok but can't solve Ricardo Querano's "Brothers and Bandits" quest, cause after battle in "Dangerous encounter" game crash everytime i try to enter any town or any sector:!:
Clean install, Patch 1.06, BSM...

Log started at 22.01.2011 4:48
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.046 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.048 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.616 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:01.243 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:05.953 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:07.041 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:18.838 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Dangerous Encounter_28.286.azp
00:26.176 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\RANDOM_02'
00:41.785 INFO [0] .\LoadGame.cpp (1209) Game loaded.
13:22.589 INFO [0] .\Engine\AGE.cpp (199) Device lost
13:23.158 WARNING0 [0] .\AbstractConsole.cpp (35) Duplicate command: ChangeCloudSize
13:54.859 INFO [0] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.861 INFO [1] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.863 INFO [2] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.865 INFO [3] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.867 INFO [4] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.869 INFO [5] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.871 INFO [6] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.873 INFO [7] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.874 INFO [8] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.876 INFO [9] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.878 INFO [10] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.879 INFO [11] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.881 INFO [12] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.883 INFO [13] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.885 INFO [14] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.886 INFO [15] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.889 INFO [16] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.892 INFO [17] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.893 INFO [18] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.895 INFO [19] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.897 INFO [20] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.898 INFO [21] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.900 INFO [22] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.902 INFO [23] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
13:54.903 INFO [24] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
14:00.112 INFO [1] .\Engine\World.cpp (427) Loading world 'Media.pack\SAGRADA'
14:33.235 ERROR [0] .\Monster\m_animation.cpp (548) m_Actor && Motions
>-----------------------------------------------------------
> Exception C0000005 at 0x004A1EFB
>-------------------- Call stack ---------------------------

E6.exe 0x00400000 0x004A1EFB

E6.exe 0x00400000 0x006C4690

E6.exe 0x00400000 0x006C477E

E6.exe 0x00400000 0x006BE5B0

E6.exe 0x00400000 0x005E71E8

E6.exe 0x00400000 0x0054E9DA

E6.exe 0x00400000 0x004A1EBA

E6.exe 0x00400000 0x005D84D8

E6.exe 0x00400000 0x004648E1

E6.exe 0x00400000 0x00457979

E6.exe 0x00400000 0x00457B05

E6.exe 0x00400000 0x004071B1

USER32.dll 0x7E410000 0x7E41882A

E6.exe 0x00400000 0x0040C6B6

E6.exe 0x00400000 0x005EA4DE

USER32.dll 0x7E410000 0x7E418816

MSCTF.dll 0x74720000 0x74724FAE

USER32.dll 0x7E410000 0x7E42A013

USER32.dll 0x7E410000 0x7E42A998

USER32.dll 0x7E410000 0x7E418816

USER32.dll 0x7E410000 0x7E4189CD

USER32.dll 0x7E410000 0x7E42A43B

USER32.dll 0x7E410000 0x7E4196C7

E6.exe 0x00400000 0x005E2A73

ntdll.dll 0x7C900000 0x7C917EF3

ntdll.dll 0x7C900000 0x7C917E5F

ntdll.dll 0x7C900000 0x7C917E09

E6.exe 0x00400000 0x006C52B5

E6.exe 0x00400000 0x006BFA22

E6.exe 0x00400000 0x006BF8B6

> Crash dump successfully saved to Log\2011_01_22_4_48.dmp
14:50.658 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination.

Any suggestions?

ivanra78 01-25-2011 05:06 PM

First of all I have to say that this is one AMAZING game, and what have you done whith it is unbelievable, but there is always but :(
I have been playing this game for some time, and everything was ok, until today, when i tried to enter the city of Ciudad-de-oro and game crashes, it is hapening only when i try to enter that city, everything else, combat, tradeing, entering other cityes is fine. I have done everything that is described on the first page, tried to change resolution, but the game stil crash. The current actived quests are Banditos And Brothers, The Doc, and the Mechanic, if it helps. Is there any solution for this problem, please somebody help, becuse and don't won't to give up on this game. And yes one more question, if i deinstall and than again install the game will it maybe help, and will the saves work.
Sorry for such a long post, but like i said this is one AMAZING game, and i just can get enough :):):):):)

fledge2k 01-25-2011 09:57 PM

Hi all. Thnks R@S and Co. for fixing the game. I've had it a while but did'n want to deal with the bugs. The game runs well with the patch and mods but one area of frustration is the lack of walkthrough or guide online. I looked everywhere to no avail. There's a lot of help here but looking for it with a complex game like this is daunting and it'd be nice if it where all in one place. Did I miss it? And if I did, can you point to it. Thanks

Nat_Crelk 01-25-2011 11:02 PM

@ Ivanra78 => Please, post you CTD .log file.
That may help. And as for reinstalling, it may resolve the trouble, but the bug will still be on your save. So, I don't wanna give you false answers but maybe your save is corrupted.

@ Fledge2K => Some threads here are about vanilla version, but most of them are about BSM. This thread (in we are) is the main one of them. I agree with you that it could be interesting in making a complete walkthrough ; but as BSM is in constant evolution, that could be a loss of time.
The same, making a walkthrough would be a very huge work, compulsing all knowledges over 7.62. Plus, each gamer has his own way and his own views on the game. Last but not least, a walkthrough or guide would be extremely hard to make due to the large variety of ways and possibilities the player can take.
No universal guide could be made, but eh ..... that're only my two cents.

Nat

fledge2k 01-26-2011 12:55 AM

Nat, thanks for the response. You make a good point, I see that BSM is a labor of love and a lot of work and I just thought that if there was a guide even for vanilla it would have helped, even in russian. Is not the most intuitive game or interface. I read the manual and played the tutorial and that helped. I like the game so far. Once again thanks to those who contributed to make it playable. :grin:

Al

Nat_Crelk 01-26-2011 01:39 PM

@Fledge => If I remember well, somewhere on the web,there was a guy who made a complete romanced story about his steps in 7.62 vanilla.

EDIT : I find that, it was on rpgcodex.net. LINKY

But this is not the one I thought about.

Hope that'll help!

Nat

R@S 01-26-2011 03:14 PM

Here's another link that might help. It's in German but just run it through google translate if you need.

Algueria- Ein Reiseführer für den anspruchsvollen Söldner

ivanra78 01-27-2011 04:48 PM

Quote:

Originally Posted by Nat_Crelk (Post 216604)
@ Ivanra78 => Please, post you CTD .log file.
That may help. And as for reinstalling, it may resolve the trouble, but the bug will still be on your save. So, I don't wanna give you false answers but maybe your save is corrupted.

@ Fledge2K => Some threads here are about vanilla version, but most of them are about BSM. This thread (in we are) is the main one of them. I agree with you that it could be interesting in making a complete walkthrough ; but as BSM is in constant evolution, that could be a loss of time.
The same, making a walkthrough would be a very huge work, compulsing all knowledges over 7.62. Plus, each gamer has his own way and his own views on the game. Last but not least, a walkthrough or guide would be extremely hard to make due to the large variety of ways and possibilities the player can take.
No universal guide could be made, but eh ..... that're only my two cents.

Nat

It was the corrupted save, i just load the previous one, and it worked:)
Thanks for the help :):):)

Nat_Crelk 02-06-2011 10:43 PM

Hi there !

I've finally found the famous 7.62 vanilla walkthrough I was thinking about firstly !!!!

It's a AAR on Let's Play website.

Here it is

Have fun !

:cool:

Nat

hunge 02-08-2011 05:56 AM

Could you please tell me how to import the .ACT files into MilkShape 3D or 3dmax? Or use any plugin?
Thank you!

Nat_Crelk 02-11-2011 10:28 PM

Great thanks for the new release !
As usual, a huge and incredible work !

Thanks

Nat

Dansken 02-12-2011 09:25 AM

Thank you very much for the Blue Sun Mod!

Is it OK to just drop the BSM 1.6 base files over a working BSM 1.5 installation and start a new game, or do I need to start over with a clean install?

R@S 02-12-2011 10:02 AM

Quote:

Originally Posted by Dansken (Post 223100)
Is it OK to just drop the BSM 1.6 base files over a working BSM 1.5 installation and start a new game, or do I need to start over with a clean install?

It depends, if you installed the BSM 1.5 Fix 1 those files could cause a problem. But if you remember which files you can delete them before adding the 1.6 version and no new install is needed.

Tozmeister 02-12-2011 03:05 PM

Can't get 1.6 to work for me. Tried installing over 1.5 which failed with a HLA.dll error.

Made a clean install and that failed to. Deleted that and made a 3rd, also Failed on a HLA.dll error.

I get this in a the HLA.log :-

pid 3336, HLA.dll tid: 756

Suspend tid 1288, handle 120


Resume handle 120



Any ideas?


EDIT. I get that fail after trying to run from the BlueSunMod.exe. If i run off the E6.exe it gets as far as the BSM splash screen then crashes.

Crash Log:-

00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.032 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.033 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.087 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:00.261 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded

Kuujis 02-12-2011 07:34 PM

Its not a fix, but I managed to start the game WHILE the error message popup was displayed.

Step by step:
1. Start BlueSunMod.exe.
2. Hla.dll error message is displayed with kirilica(?) symbols, which are mangled into unreadable mess due to different system locale.
3. WHILE the error is still visible - start the game with BlueSunMod.exe AGAIN. Managed to get to the weird looking hooker, didn't go further yet :)

Strange error though, might be that the hla stuff failed to initialize, so there SHOULD be problems ahead :evil:

R@S 02-12-2011 08:53 PM

It seems you need this to get it to work properly if you have a 32 bit system:

Microsoft Visual C + + 2008 SP1 Redistributable Package (x86)

And make sure you have the vanilla English E6.exe in your game folder when launching the game with BlueSunMod.exe. Any other of the E6.exe will not work.

Tozmeister 02-14-2011 07:11 AM

Still fails. E6.exe is there.

Or do i need to do a fresh install of 7.62 after installing the c++ components?


Edit:- tried Kuujis's way. got as far as the splash screen but still failed.

R@S 02-14-2011 07:41 AM

Make sure you have the Microsoft Visual C++ Redistributable Package installed, it's needed for the new HLA.dll system to work. Use the links depending on your OS, x86 or x64.

Microsoft Visual C + + 2008 SP1 Redistributable Package (x86)
Microsoft Visual C + + 2008 SP1 Redistributable Package (x64)

1: Install 7.62 in a new folder, like C:\games\7.62\. Do not intstall the game in your Program Files or User folder, that will cause problems with vista/win7

2: Extract the Unofficial Patch files to your game directory, including this file: msvcr71.dll

3: Run the PatchMe.bat in your game folder to pack up the files in an AZP archive

4: Extract all the files from Media.pack_pt_1.rar, Media.pack_pt_2.rar and Media.pack_pt_3.rar to your 7.62\Media.pack\ folder.

5: Extract the Blue Sun Mod Base files to a temporary folder, then copy them to your game directory.

6: Run the BlueSunMod.exe to start the game.

If you have the Russian or German version of the game you need the comaptibility patch for the respective version. those packs includes the right E6.exe and are needed to get the game working.

TodeswolF 02-14-2011 08:51 PM

BTW R@S did you managed the crash with the e6q.txt for the GCP? ;)

R@S 02-15-2011 08:38 AM

Yup, as long as you use the German Unofficial patch 1.06 and the GCP 1.6 the mod is very stable.

Kuujis 02-15-2011 01:53 PM

Quote:

Originally Posted by R@S (Post 224310)
Yup, as long as you use the German Unofficial patch 1.06 and the GCP 1.6 the mod is very stable.

What is this you are talking about? :rolleyes:

Possible spoilers ahead.

Also - was doing the poor wino mission line. Several strange things:
1. When I got the puta companion, we went to the hooker looking for luggage, she sends us to the Campechino? I stopped by Sagrada, puta says - lets go to my brother da police. All the other luggage missions skipped?
2. CGL1 at start. After fending off the drug dealer mission from puta police ambush CGL is suddenly 8?

R@S 02-15-2011 02:36 PM

Quote:

Originally Posted by Kuujis (Post 224396)
What is this you are talking about? :rolleyes:

Dint you know, BSM is available for the Russian and German version of 7.62:)

Quote:

Originally Posted by Kuujis (Post 224396)
1. When I got the puta companion, we went to the hooker looking for luggage, she sends us to the Campechino? I stopped by Sagrada, puta says - lets go to my brother da police. All the other luggage missions skipped?

You can go straight to Sagrada after Paquito joins, it's been that way for a while now. The Puerto viejo - Campecino - Sagrada route is when you don't know who's got the luggage.

Quote:

Originally Posted by Kuujis (Post 224396)
2. CGL1 at start. After fending off the drug dealer mission from puta police ambush CGL is suddenly 8?

Similar issues has been reported, but that had to do with the Player Base. I need to know more about it before I start looking for the bug, like if you recruited militia at your base or took over any other sector.


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