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R@S 02-23-2011 11:08 AM

Quote:

Originally Posted by Tozmeister (Post 227302)
But it seems no v1.5 save works, does it have to be a new game?

Nope, since every version comes with a new sorse code they are not compatible.

Quote:

Originally Posted by Tozmeister (Post 227302)
Also, If R@s or any one else has time some of the weapon stats need a bit of a review. Particularly the micro uzi and the M1A SOCOM, both of them are shortest barreled version in their respective family yet have a higher damage range than the longer barreled versions.

Thanks for pointing it out, it will be corrected in the next version.

Quote:

Originally Posted by Tozmeister (Post 227302)
Another personal request would be Big ammo boxes of regular and even cheap ammo versions, not just the AP variants.

Since the clip limit has finally been overcome I plan to add several new ammo crates in the next version.

Kuujis 02-23-2011 01:56 PM

Quote:

Originally Posted by R@S (Post 227357)
Nope, since every version comes with a new sorse code they are not compatible.

You mean that every mission you ever take is uniquely identified? As in mission a in 1.5 and mission a in 1.6 are identified uniquely?

Is there any way to overcome this? Or is it just the way original exe is working and thats it? I mean - this is understandable, if say mission in progress is changed by the new release, but vanilla missions, completed or not yet started ones are affected too?

Maybe there is a way to write some kind of a clean up utility, which checks the save game files and reidentifies the completed/in progress missions? What would such a task involve? is structure/format of the save files known/reverse engineered?

R@S 02-23-2011 07:44 PM

The incompatibility issue has to do with dialogs and their source code numbers, I don't know more than that. There is a Russian genius working on something that will make this issue disappear. What that is will have to remain a secret until it's finished:)

Tozmeister 02-23-2011 07:50 PM

Since there's going to be another version can you do anything about equipment wear? guns are OK but I've never had to replace one piece of LBE let alone a single ceramic plate. They just seem to take no damage no matter how much it gets hit by bullets or explosions.

One of the biggest contributions to a weapon jamming is the state of the magazine loaded. Is it possible for worn magazines to increase the chance of a jam? I read somewhere that the US Army tested 100-round Beta-C mags out in Afghanistan and found they were more likely to jam than simple box mags so rejected them as an option. Any room in the engine for the type and condition of a mag to influence the wear,dirt and jam rate of a Weapon?

In the info panel of any weapon that appears in the bottom left the word 'Weight' is missing. it should be the third from bottom above 'Wear' and 'Contamination' lines. The numerical values are correct though.

Melee weapons are graphically wrong. they are rotated 90 degrees and point down through the fingers of a character. Maybe add some sort of club or baseball bat aswell. Seems at CGL 1 and 2 the bandits wound have what ever weapons they can find.

I cant find a Scope that fits the 7.62mm Remington 700 rifle. It looks like it should have one as standard but I can't find anything that fits. The same scope as an M24 would make sense as they are the same family of rifle.

Any chance of a decent Mini 14 review? The one in game is a bit limited with pretty poor textures. looking at Rugers' main page (http://www.ruger.com/products/mini14/index.html) would be nice to see 3 versions, the wooden stocked 'Ranch Rifle' that can just fit a bi-pod but is cheap and common. The 'Target Rifle' version, with built in suppressor and optional (M1A type) scope and bi-pod but limited by a fixed internal 5-round magazine. Lastly the 'Tactical Rifle', Optional eveything the same as an AR-15 Government Model. Maybe a Mini 30 as well?

R@S 02-24-2011 10:04 AM

Quote:

Originally Posted by Tozmeister (Post 227528)
Since there's going to be another version can you do anything about equipment wear? guns are OK but I've never had to replace one piece of LBE let alone a single ceramic plate. They just seem to take no damage no matter how much it gets hit by bullets or explosions.

One of the biggest contributions to a weapon jamming is the state of the magazine loaded. Is it possible for worn magazines to increase the chance of a jam? I read somewhere that the US Army tested 100-round Beta-C mags out in Afghanistan and found they were more likely to jam than simple box mags so rejected them as an option. Any room in the engine for the type and condition of a mag to influence the wear,dirt and jam rate of a Weapon?

At this moment it's not possible to do anything about it.

Quote:

Originally Posted by Tozmeister (Post 227528)
In the info panel of any weapon that appears in the bottom left the word 'Weight' is missing. it should be the third from bottom above 'Wear' and 'Contamination' lines. The numerical values are correct though.

Do you mean in the shop inventory or the weapon info screen?

Quote:

Originally Posted by Tozmeister (Post 227528)
Melee weapons are graphically wrong. they are rotated 90 degrees and point down through the fingers of a character. Maybe add some sort of club or baseball bat aswell. Seems at CGL 1 and 2 the bandits wound have what ever weapons they can find.

In my game the knifes are pointing in the right direction, what version are you using?

Quote:

Originally Posted by Tozmeister (Post 227528)
I cant find a Scope that fits the 7.62mm Remington 700 rifle. It looks like it should have one as standard but I can't find anything that fits. The same scope as an M24 would make sense as they are the same family of rifle.

The M24 scope fits that rifle and turns up at Jim-Bob's after CGL 10. Other traders sell it later, CGL 12 I think

Quote:

Originally Posted by Tozmeister (Post 227528)
Any chance of a decent Mini 14 review? The one in game is a bit limited with pretty poor textures. looking at Rugers' main page (http://www.ruger.com/products/mini14/index.html) would be nice to see 3 versions, the wooden stocked 'Ranch Rifle' that can just fit a bi-pod but is cheap and common. The 'Target Rifle' version, with built in suppressor and optional (M1A type) scope and bi-pod but limited by a fixed internal 5-round magazine. Lastly the 'Tactical Rifle', Optional eveything the same as an AR-15 Government Model. Maybe a Mini 30 as well?

If you'd make them I'd add them.

Tozmeister 02-24-2011 01:55 PM

The shop inventory. The bottom left panel has 7 Attributes named but 8 numerical values listed. 'Weight' is the missing 8th name.

The knife error seems ok with a throwing knife having just checked. maybe it's only certain types of knife, will have to check more. Version 1.11 build 286.

I know nothing about modeling or texturing, was just floating an idea to see if anyone was bored.

Any plans to make a mission or 2 that involve taking someone alive? would be a challenge to knock someone unconscious without killing them whilst they and their friends are blasting at you with everything they've got.

R@S 02-24-2011 02:35 PM

Quote:

Originally Posted by Tozmeister (Post 227851)
The shop inventory. The bottom left panel has 7 Attributes named but 8 numerical values listed. 'Weight' is the missing 8th name.

I think it's supposed to be that way, the last entry, Contamination, shows both wear and dirt. The Wear entry above that is how much wear a shot from that weapon will take from the Resource setting that weapon has. I think it's added with the dirt setting every ammo has and are then applied when you shoot.

Quote:

Originally Posted by Tozmeister (Post 227851)
The knife error seems ok with a throwing knife having just checked. maybe it's only certain types of knife, will have to check more. Version 1.11 build 286.

I checked it a bit more thoroughly and found that 3 of the knifes showed what you said. I've now fixed it, thanks for noticing it:)

Quote:

Originally Posted by Tozmeister (Post 227851)
Any plans to make a mission or 2 that involve taking someone alive? would be a challenge to knock someone unconscious without killing them whilst they and their friends are blasting at you with everything they've got.

From a coding perspective it would be very difficult, but not impossible. But for the time being I'm not doing any new missions, need to prioritize my spare time and other things are more pressing.

Tozmeister 02-24-2011 07:34 PM

That numerical value that's 6th on the list matches every different weapons weight exactly. It even adjusts as you add or remove attachments and/or ammo.

No reason a dirt modifier would alter if you added or removed a Laser or Flashlight.

A dirt modifier would change depending on what type of ammo you you have loaded, It doesn't change in this case.

R@S 02-24-2011 08:09 PM

lol, as they say, assumptions are the mother of all scew-ups:D

Anyway, I now see what you mean and have fixed the issue. Once again, thanks for your keen eyes.

TodeswolF 02-25-2011 07:46 AM

Quote:

Originally Posted by R@S (Post 227874)
...need to prioritize my spare time and other things are more pressing.

may be in new weapons? ;) :grin:


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