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As for the CGL change bug: 1. I accidentally took over Santa Maria after talking to a mayor :cool: 2. Hired Muerte via barmain. 3. Didn't recruit militia or anything like that. Overall - my save game is attached, if it provides anything useful. |
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I'm still at work but will check the save when I get home later tonight. |
Blue sun woes
:confused: been a fan of BFX and hardlife, recently got back from afghanistan and wanted to replay 7.62 with the new blue sun mod.
I'm running windows 7 64bit and despite installing the C++ distributable and a fresh (gamersgate) installation of 7.62 I get the HLA.DLL error with the cyrillic text. I've searched for the answer extensively before posting as well as done my fair share of troubleshooting but I haven't found a thing. PS: has anyone recently downloaded from any of the available resources for BSM 1.6? AVG picks up a trojan hijacker to be hiding as the bluesunmod.exe on second look, i thought it was rather curious that an executable was only a 34kbs If this is the problem would anyone be willing to send me a clean BSM via email? |
I don't think there's a trojan in the exe, most of that file is made up of the image and the remaining 3kb are pointers to the hla.dll file.
The hla.dll error occurs when you try to run the game with the wrong E6.exe in the game folder. That file needs to be the english vanilla exe, could be that the gamersgate version has some differences in it from the box version. Try extracting this file to your game dir and it should work. |
thanks!
works perfectly!
You are awsome, I can't wait to play through the latest version of this mod! Thank you so much for helping me. |
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Also - I had another problem yesterday (apart from awesomely enjoying the game :cool: ): In the mission from bobs where you have to get a box of merchandise which was stolen you start in an ambush. The box and reward weapon are laying on the ground. After some shootout the baddies are down... but the crate is nowhere to be found. It is red in the inventory screen, so I cant take it that way. Usually in this case one has to come close and "grab" it, but its as if it went right through the ground... original spot is clear of stuff. makes me a sad panda :) |
Hello R@S, my sincere congratulations for your mod, especially keeping it up for so long :)
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Bob's box
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The E6.exe is working fine for me too.
But it seems no v1.5 save works, does it have to be a new game? 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. Another personal request would be Big ammo boxes of regular and even cheap ammo versions, not just the AP variants. |
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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? |
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:)
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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? |
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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. |
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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. |
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. |
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D_F_N is working on the voice-sets for the other 20 JA2 mercs, and when they're done I need to add them as well. As you might imagine, I don't have time making new weapon models, let alone giving them textures. But as I said before, if anyone makes them, I'll add them:) |
Just wanted to extend one more thanks for including JA2 mercs. Now Magic reads my mind by saying 'kinda wish to see this again... in slow motion... like a couple of time mang" :)
Also - while on topic about mercs, R@s - maybe you have some kind of an excel with merc stats? =) That would be awesome, since using radio is kinda... cumbersome? :) AND while on topic with the radio - maybe it is possible to add a convenient "back" from the screen which lists potential mercenary stats? Coz starting radio again gets kinda cumbersome after some time... :) |
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One other minor graphical error, the 2 russian grenades with the contact fuses (forget their names). One has a white top in the 2D image and a black top in 3D info screen, the other has a black top in 2D and a white top in 3D.
any chance you can just swap the 2D images round so they match the 3D images? |
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JA2 Mercs in the Blue Sun Mod? Sounds like a match made in a very bloody "heaven." I've been away for far too long. Real Life dangnabbit! Things just keep sounding better and better R@S. Thanks to your superb commitment and hard work! |
Thanks to r@s & everyone else involved for BSM.
Getting started i noticed some odditys with the class system, reduced reaction to 0 points and it jumps back up to 70 points during play. Increased health to 115 points but the health bar stays at 100. After a visit to the hospital, health bar shows 115 alright but the bar has 'gone through the roof' (theres a grey bit sticking out at the top). Any further damage taken to this merc and resting will only heal him to 100 points - a hospital visit is required to get the full 115. Also could you possibly add a line on the Dr Macabre quests after asking about a donor to refuse the mission ? |
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Knives?
I know this came up before, but i just updated to BDM1.6 and i still get the crazy "knife held in uncomfortable and dangerous way" bug. Is there some kind of fix for this?
Edit: It only happens on the Ka-Bar, SMERSH Knife, and Farbairn-Sykes Dagger. The bayonets and the Spetsnaz Knife work as intended. Edit Again: I read earlier in this thread that R@S (whose godlike powers amaze me) has fixed the claymores to a 60 degree fragmentation spread. Has this been implemented yet or do i have to wait breathless til the next release. |
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It's been a busy week, 15 new weapons has been added(the game finally has a Garand:grin:). I have fixed the HK416 and 417, they now have a folding stock. Many new mercs has been added, only 8 left from the JA2 batch. The mechanic skill has been implemented and the repair script tweaked. And finally, dropped enemy weapons are now worn and dirty, thanks to Xelat and Dancer:grin: |
Just wanted to reiterate that you're doing some amazing tings with this game.
Are you still planning to do a revamp of the weaponinfo (a la the old alt one)? |
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The reason why I ask is that my main concern in reading about this feature is if it gets too severe. Dropping a weapon that's been fired a handful of times and that's dropped from shoulder height on top of a relatively clean concrete surface is not going to suffer the kind of wear and dirt accumulation that would occur from a rapidly fired, thin-barreled firearm that's dropped over the edge of 7 m. high cliff. I'm thinking specifically of a horrific real life firefight in Afghanistan where something like 9-12 soldiers were killed. When the hours-long firefight was over, they conducted an investigation as to why so many Americans were killed. The main conclusion of this study was that their firearms performed poorly for the circumstances. Witnesses recalled the thinner barrels of the M4's glowing white hot. The barrels bent just from resting them on top of a surface. They also found some that were impossibly jammed. If I'm not mistaken, the same thing occurred with less frequency to the M16's (A3's, A4's?) that were there. All of this with highly maintained weaponry! No doubt, we're talking about an extreme situation that we wouldn't necessarily encounter in the game, but I mention it just to better illustrate what I'm bringing up here. A weapon that fired 3-4 magazines' worth of ammo within 5 min.'s time, and then dropped a meter and half certainly wouldn't be as "worn" and "dirty" as one that's fired twice as many rounds in the same amount of time and dropped from a height that's three times greater. Will this new feature take such into consideration? Otherwise, I worry that my chief means of upgrading my equipment (scavenging) would become irrelevant because all of the weapons will just be badly worn and dirtied when the vast majority of the time any such wear and dirt should be quite low (seriously, I'd be surprised if most enemies get more than 3 magazines' worth of rounds fired before they get eliminated). To me, I'd imagine it would make more sense to determine the level of wear and dirt on a weapon based on the social class background of its shooter. I would expect bandits to have the most worn weapons, but, that said, they make their living with their weapons, so I would assume that they would be highly motivated to take good care of them, so... Just wondering. :) |
I think he means 'dropped' in sense of spawned, in the same way money and equipment is dropped. Not physically dropped from a height.
It would make sense to have the Bad Guy's spawn with a random amount of wear and dirt to their guns before the firing starts, not just add some after they are dead. I think the poorer the BG the worse his equipment would be. Bandits don't scratch a living from firing guns at poor civilians, they make money by pointing them and intimidating their victims. Regular Army would have older and more worn equipment but at least clean. Elite units would have clean and new equipment. One thing I would like to see but I expect it's an engine limitation is bullet penetration through bodies. Often a BG will go prone behind the body of his mate and there's nothing you can do to hit him unless you reposition. And yes i know bullets are meant to stop in flesh, that's how they work, but maybe if a body takes excessive damage such as point blank from a grenade or with a 50+ MG rounds it would disintegrate to nothing (be deleted from the game) including equipment? One of the new maps, can't remember the name of it but has a lot of hills and jungle, seems to have bad geometry in places. I've been spotted and shot at by enemies through 2 sections of solid ground and returned fire back through the same ground. Anything can be done with launched grenade's firing arc? It's to flat. 40mm LV grenades only travel at 76 mps (at the muzzle) and should have a higher arc especially at longer ranges. |
Tozmeister,
If you're correct that R@S intends on having the weapons' state of wear and dirtiness being declared at the moment of spawning, that makes sense to me, especially if he's following your well written theory of why bandits usually have their weapons at a certain state that differs from the rebels, soldiers, and elites. I could handle that, especially if the AI are made subject to having to deal with inferior equipment. I too agree with you in regards to rounds penetrating through bodies to potentially strike other bodies. Armor piercing rounds against un- or lightly armored targets would certainly be much more likely to do this. As much as I would like to have this feature integrated, I wouldn't want it if it required the first struck body to "disappear." If that's the only solution to have a round successfully penetrate a body, then I'd much rather keep the system as it is. I strictly reserve disappearing bodies to Obi-Wan Kenobi and Yoda. :grin: |
Dropped enemy weapons are now worn and dirty
means that the enemies dont have their weapons on top condition. That happens when the enemies spawn, not after they die. It means that you may now see enemies trying to unjam their weapons! This is a huge step forward since it is something that was implemented in BE5 but cut in 7.62 and many fans were asking for the return of this feature. I m also pretty sure that you cant assign damage and wear according to groups of enemies, at least for now. Also, please understand the limitations of the code. Sure i would like also for more realistic dropped weapon wear and damage according to height and temperature as Kyle suggested but this is clearly out of the hands of the modders. About the AP bullets passing through bodies though, you ll have to wait for a response from R@S. Its probably not possible but i dont really know. |
As D_F_N, the weapon wear and dirt are implemented when the enemies are created by the engine, and so far I havent figured out how to separate Soldiers from bandits. There is a setting in the BlueSunMod,ini where you can set the max % of wear and dirt, it will be set at 25% as default.
The enemy bodies issue is out of my reach, but I use a little trick I'd like to share. Throw a grenade near the dead bodies and if you're lucky they'll shift position from the blast. This tactic has saved my bacon several times:) As the proverb goes, when it rains it pours. The Blue Sun team has gotten a new 3d modeler, Geroj, and he has made several new weapons. Carkiller from the HLA team sent me some of his new models and then this weekend another member of the HLA team, cyr-v sent me even more. As it is now, 35 new weapon has been added and more is on the way. I hope I'll have time to implement and test them all before the next release. |
I registered to say how impressed I am with Blue Sun Mod. It fleshes out what seems to be a pretty sparse game. The game in general doesn't quite measure up to JA2's polish, but I like the combat system much better and I understand it's more work with 3d.
I'm curious how the mod works with a separate executable. Did some of the source code for 7.62 get released? Why? And who has access? |
Some parts of the source code has been released to the public for more than 2 years. It includes the missions, some global AI, characters and maps. But the most interesitng parts, like the weapon system and AI is not available. The new executable has been made by hex hacking the e6.exe, those Russkies certainly know what they're doing:)
If you're intersted in the released source code, let me know and I'll post a link to it. |
Yeah I'd like to take a peek. We're talking C++ here right? I wonder how only PART of the code could be leaked.
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Here 'tis
7.62 source code The code is a hybrid between C and C++, but if you know either of those it should be fairly simple to understand. And this was not leaked, and it was a conscious decision of Aperion to release it, they knew it would give the game a longer shelf life. It's understandable, at least when they were still in business, that they wanted to protect their SPM and weapon system. |
Oh cool, so Apeiron must have owned the rights to the code (usually the publisher does)? Or did they plan something similar to Civ4 (release some of the C++ for modders but none of the engine internals)? I was just hoping that since the company closed its doors the full source would be released (a la JA2). Incidentally, the tactical squad-based game seems to be a really bad business investment. :P
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True, it doesn't appeal to everyone .. It's almost the opposite. It doesn't appeal to anyone but a tiny minority.
Of course, it doesn't help that the game is of extremely poor quality. From the apparently unfixable memory leak, rampant crashes, limitations and bugs .. Well, let's just say that it didn't help their sales. It also didn't help that the official translation and subsequent release in the western world took about.. what.. 2 years? Anyway. It was a daring project, and I'm glad that they made this game. BSM just makes this game so much more playable. |
Is there any way to repair body armour or has this been intentionally removed ?
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I wish there was, but it's not required anyway.
Due to a bug (surprise!), any body armor is instantly repaired/reset to 0% wear when you leave the map (i think). In any case, it will reset and be perfectly usable again. |
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I actually like this new setting, it forces me to scavenge after a fight, and when I know I need some new body armor, I start using headshots a lot more:) |
@ Decker
You cannot remove something that there was never there. @ Iceshade Since the latest version, body armors as well as helmets do keep their damage even after reloading. In short, it was a bug and was fixed by our russian friends. Kudos to them. @ R@S *rant* Repairing body armor? With what? A needle and thread? *end rant* Its a nice realism -lol- touch and ,as you said, the game gives you more than enough body armors to scavenge and replace the damaged ones. |
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P.S. Just kidding, I agree that armor should not be repaired but scavenged instead. |
@ DFN: some traders in vanilla version allow repair by right-clicking on the armour (or helmet and guns) during trade.
edit: may depend on cgl (?) I also noticed armour resetting to 100% after loading a save. Anyway thanks for the replys, it's such a minor issue it's probably not worth fussing over. |
Hi R@s,
I´m checking this post daily. Will version 1.7 out soon? I don´t want to start a new 1.6 game when 1.7 is out soon and I have to start all over again. regards, |
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So far I've added 38 new weapons, many of them completely new and unique for the BSM. One of them, made by Geroj, has such a high coolness factor that I think I need to make a mission for it:grin: But if you feel up for it, you can always help testing the new version. I'll upload it next week and if you're interested, drop me a PM with your mail address and I'll send you the link. |
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This game is getting more polished by the week, it seems. Quote:
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Sheesh I struggle to survive enough the way it is now. :P
Is there any way to fix the crazy annoying "target lost" when the enemy runs behind a toothpick? |
Seems to me a merc will re-acquire a target if it runs out of cover while he's still in aiming phase but to be certain i have the pause on sighting known enemy event turned on and manually select the target again as it runs out from behind said toothpick.
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@ Iceshade
The memory leak is considered an integral part of the 7.62 experience. It is a mechanism that brings you back in the real world - so the gamers cannot play tens of hours straight and probably die of thirst and starvation. Thus it will not be removed. :D |
The memory leak was added by Aperion at the request (and vast expense) of Microsoft so they could keep selling X-Box's to re***ds. Otherwise PC's would take over the world on the backs of games like this.
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Obviously the expense wasn't too vast or Apeiron would still be in business. :o
The funny thing is that I occassionally got CTDs playing JA2 1.13 also. And it's actually faster to get back into the game with 7.62. Clearly something in JA2's engine isn't scaling well! |
@ R@S: I'm experiencing errors when I try to enter the Blue Sun Base. The game fails to load the minimap as well as the map itself. To me it looks like there is the whole map missing.
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The minimaps are inside the BlueSun.azp while the mesh files are in the map packs. I think your log should say which files are missing, if any.
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Do you mind having a look?
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As I said, the Base- files are missing. I'm gonna download it once more, but so far there were no such files...
PS: I just dl'ed it again, using the links in the first post. Seems like the links postet @ Taktikzone are outdated... Btw: How do you like my latest additions? |
Hey R@s
Do you plan to add some of the HLA feautures, like new merc clothing textures and combat vest models? |
And a quick question. I just loaded up 1.6 BlueSun, started a fresh game and I cant seem to find the Blue Sun Base. I got Pacquito, did some jobs for his cousin in Sagrada, got the Army Base and am CGL 3 atm but I cant seem to find the BS Base (nor is it on map).
Is there something wrong with my game? I cant remember how I got access t oBS base in my previous playthrough. Or can someone show me the location of it? |
It's position will be revealed during one of the bobling- quests.
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And how do i get access to Boblings, because I dont see their secret base on the map aswell. Sorry, for aksing but I really forgot (and I dont want to go through all the gov/reb missions, just wanna play the BS mission part).
EDIT Nevermind, the Booblings mission just came up at the guy in Sagrada. |
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I think we should talk about that via QIP/ICQ.
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Thanks for your reply. Can't wait for BS 1.7 nontheless.
I've got another question regarding one of the missions, specificaly the one where you need to pick u pa medicine in Cali and kill the Borgesa or whatever doctor. Im having a little trouble since the Palinero army always see me when I kill him. I tried taking out all the lights in the hospital, waited til 0.00-2.00 and used silenced pistol on him/knifed him, hid all my guys inside the hospital (all doors closed) or outside but they always see me. Any suggestions? |
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And best of luck ;) Also - you need OSOK (one shot one kill) the guy, so make sure you do enough damage (i.e. do not use some gas pistol you got in the mission to kill the army general in Tanyas camp ;) ) |
So how's the mod progress?
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Nice thread...http://freeimagestocks.com/content/20/dot.png:)
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Needs moar Zombies. TBFH. |
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LOL :grin: |
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That's awesome news!!!!!
Great job man!!! |
This is easily one of the best mods I've seen on any game, ever. And I've been a PC-gamer for nearly 20 years.
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R@S,
Is there any intention to allow levels for your mercs too? I.e. so that one could spend points on their attributes too? |
Worbah, thx for you encouraging words. Since I have spent most of my free time the last 2 years it sometimes feels good to hear such things:) And the guys helping out are a big part of the mod, even if none of them has lasted as long as I, their work and ideas is what made it fun to continue working.
Kuujis I don't think I would like that, it would mean that all the mercs we've added could be pretty generic after some time on the team. I like that you have to hire specific types of mercs that fits your needs, and that you sometimes have to waste good money on a crappy merc. And I'm too lazy to add such a script to the mercs as well;) |
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I'm eagerly awaiting the new version and kudos for some great stuff, that you do :) |
I just discovered something I should have figured out 3 years ago, and with this very complex game it happens even to the most experienced ones:)
I have always been a bit annoyed about the slow movement of the camera, and holding shift while scrolling does speed it up a bit, but IMO not enough. So I was browsing the Config.e6c file in the 7.62 directory and found the entry for camera speed, and by cranking the speed up to 2.5 I found a setting that suits me much better. I just though I should share this information if anyone else is bothered by this. The entry to change is: CameraSpeed 2.5 Test different number to find a speed that suits you, with these numbers you'll be able to cross the map with the camera in less than a second if you hold shift, might be too fast for some of yous;) |
Ugh, its KILLIN me!!!!
R@S, First off, please let me thank you for what looks like an incredible mod to a flawed, but wonderful game. I just got back to my PC after a long absence and reinstalled 7.62. Put in the unofficial patch, and then installed BSM. I'm getting an error msg from the HLA Injector stating E6.exe cannot be found. I'm using the gamers gate version of the game. I've tried everything I can think of. The game works fine before the BSM install, even with the unofficial patch. The files are nowhere near my system folders. I have installed the C++ libraries. I'm running win7x64. I've tried running the BSM.exe in compatibility mode as well. So far... 4 clean installs and patches, followed by the same error after installing BSM.
The log file states the following: Log started at 13.04.2011 20:29 00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286 00:00.030 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID] 00:00.031 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected 00:00.520 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok 00:00.738 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded >----------------------------------------------------------- > Exception C0000005 at 0x00482FEB >-------------------- Call stack --------------------------- E6.exe 0x00400000 0x00482FEB E6.exe 0x00400000 0x006ACDED E6.exe 0x00400000 0x004860E4 ntdll.dll 0x77D90000 0x77DF45C6 ntdll.dll 0x77D90000 0x77DBE38C ntdll.dll 0x77D90000 0x77DF4E13 ntdll.dll 0x77D90000 0x77DE4155 E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x006BD2A4 E6.exe 0x00400000 0x0047BD48 ntdll.dll 0x77D90000 0x77DC2FFA E6.exe 0x00400000 0x006BD7C5 E6.exe 0x00400000 0x006BD7C5 AcLayers.DLL 0x691F0000 0x6923860C E6.exe 0x00400000 0x00ECC6BF ntdll.dll 0x77D90000 0x77DBE38C ntdll.dll 0x77D90000 0x77DC4317 ntdll.dll 0x77D90000 0x77DE4155 E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x006BD70A E6.exe 0x00400000 0x006BD752 E6.exe 0x00400000 0x006CD2E4 E6.exe 0x00400000 0x006ABDD6 E6.exe 0x00400000 0x005E29D8 ntdll.dll 0x77D90000 0x77DF4886 KERNELBASE.dll 0x75FE0000 0x76016B56 KERNELBASE.dll 0x75FE0000 0x75FEE6F1 E6.exe 0x00400000 0x00CD8D99 ntdll.dll 0x77D90000 0x77DE4155 ntdll.dll 0x77D90000 0x77DE4155 E6.exe 0x00400000 0x006C52B5 E6.exe 0x00400000 0x006BFA22 > Crash dump successfully saved to Log\2011_04_13_20_29.dmp Any advice or help you could give would be forever appreciated. I've been working on this for almost 4 hours now. Hafta call it a night, but would really like to try out this mod. Sooooo frustrating... and somehow I know its most likely something I'm doing..... |
Havokk, check the first post in this thread, the new version will hopefully solve your problem. One question tho, did you install the GamersGate fix? It isn't needed in the 1.7 version, but it would be nice to know if this was the case when you tried the 1.6 version.
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Hey, just a quick question to drop in here. Playing 1.6 and im quite dissapointed that i dont have access to the actor ini´s, at least it seems so.
The folder has just a .scc file, and i really want to alter most of the Actor Ini´s to cater my taste as an expierenced player. I.e i dont want to waste my life time to train STR on the few guys that i use. So, is there a procedure which lets me access the .ini files again? I remember it was like this on older versions. Thx 4 any help you can offer, and please resist the urge to lecture me on cheating. I know some people will have it :) |
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Note that if you go this route the save file has two listings for everyone's stats, the first is what they are and the second is what they were at the start of the game (so that the game shows what points you've earned). I also always cheat for strength. |
You can use this tool to get access to those files, compliments of our Russian friends
Total Commander And I recommend you use the 1.7 version instead of the 1.6, it has a $hitload of more goodies:D |
Haha!
Thx for your fast and pro help folks. Yeah its in the .azp, but i still have to ask what to really do? In the sense of just unpacking the .azp somewhere and dumping it back into the main game folder? Ive never had to go through great lengths with this stuff, so excuse my lack of knowledge. :grin: Quote:
Thing is, im using a german game version and i had to install quite some things to get it set up right. |
You can copy the 1.7 version right over your 1.6 installation, then the 1.7 fix and finally the GCP again. I think that should work.
And use TC to browse the BlueSun.azp, by pressing F4 on the file you wanna edit you can do your changes while the file still is archived. Then just exit the azp and save your changes, easy-piecy. |
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Gonna do that now, if anything come up i´ll let you know. Quote:
Thx again for your help and all the work on the mod! Ive been out of the loop since 1.3 or so, curious to see whats new. regards |
I "think" because I'm not sure if you used the German unofficial patch or the English one. If you used the German one, the above should work. If the English one you can actually skip the GCP completely.
And you've got a lot of new stuff to find out if 1.3 was the last version you played, so have fun exploring:) |
Used the german patch, as was advised in an instal guide for the 1.6 vers.
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Files are dl´ed, so im off to play! regards |
Ren & Stimpy Rulez:D
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Can't wait to crack this one open, when I get home :) KUDOS R@S and others! :cool:
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Hey, you were damn right!
There is a truckload of awesome for me to play around with, im very impressed by what you and the other folks did with this project. *handclaps* But i have a small question. Where/how can i repair body armor? I like that you have restricted the repair option for guns to a few select npc´s, but so far i have failed to get my armor repaired. Its an important thing for me you know? You often catch a bullet which only scratches the heavier armors, but still damages them. I really dont want to spend tons of money to buy a new one every time it gets damaged. Yeah, im obsessed with keeping gear in top-top shape. :grin: regards Quote:
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Hey there, another fantastic update to this amazing mod!
That said, one thing that bugs me is the money setting. Easy money seems to give you far too much money, trivializing the economic aspects. You can still go broke buying a shitton of city guards, but basically any weapon/gear you want you can easily afford. This means you can basically min/max and hit every minute upgrade: going from, say a 5.56 HK416 to a 6.8mm costs almost nothing, as you can sell the 5.56 for 10k and the 6.8m only costs say 10.5k (numbers from my ass, to demonstrate the point), so the upgrade only costs 500. With hard money you can't do incremental upgrades (the 5.56 now sells for only 1k, so in effect the cost of upgrading is 9.5k. I like the effect of hard money where you have to save up to get new weapons, and can't upgrade your entire squad at each CGL without breaking a sweat. That said, I find hard money too hard: receiving 1/8th or 1/10th the money of before means I find it damn near impossible to hire more than 1-2 mercs. I guess that's a long winded way of asking: how would I go about editing the effect of not choosing easy money? Is there some line in a .cfg that says "if easy money = 0 set sell price = .1" that I could change to .4? Or is it some weird thing like there's an alternate economy file that lists sell price for everything if easy money is not enabled? Or is it some hardcoded whatever? |
JackintheBox, sorry, there is no way to repair armor any more. You need to buy or scavenge new ones.
safoolfool, I am very glad for your post, all I ever hear about the economy in the mod is that it is too easy and you have too much money even if "easy money" is turned off. I was even planning on spending 2 weeks on making it even harder, going through all the ini and ShopINI files to find a better balance. The thing is that I also find money a bit too easy to come by, but I usually only hire 1 merc and use the free ones as much as possible. I also only buy weapons for my main char, the others get by with hand-me-downs and scavenged ones. Even if I save as much money as possible, I still don't have enough to finish the final Tang missions quickly, I have to spend some time defending my sectors and selling the loot. But to your question, the entry you need to change to get a better price when selling is in the shop's ShopINI file. Lower the "PriceCoeff" to 2 or 3. On another note, how's the "Boot Camp" working? Is it to hard/easy, are there any way to improve it and finally, is it funto play? If you didn't select it at game start, go to Santa-Maria and open up your Killbok and you'll get to try it. |
Yes, the economy part is still very easy even with the "hard money" option. Maybe it would help to make the stuff enemies drop also degraded not only the guns. I almost never spend money in shops as I get enough stuff from loot.
The boot camp is still very hard as the guys who join you after some mission are pretty dumb. They have shooting skills less than 20 and are no help to me. On some maps you are surrounded by multiple enemies and it´s very hard to survuve that. Another thing with the boot camp is that it raises your skills too much. When you start the boot camp and complete it at the beginning of a new game your merc´s level and skills increased a lot. As you are still at the beginning of a new game after the boot camp this feels a bit like a cheat. Fighting the boot camp alone against only 5-10 enemies per stage could solve that. |
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Boot camp is fun, sort of quick challenges for a short sit down :) I noticed two problems with Boot Camp though: 1. When I entered it while on a mission to escort Miguel to the prison - he joined me in the boot camp map. 2. When I came back from the boot camp mission - Paquito was waiting where I left him, but the merc I hired from AIM was gone and nowhere to be found :( Am I doing something wrong? Should I ask mercs to wait, while I activate boot camp? While thinking about the boot camp... maybe there is a way to script some fun like "defend a bunker" where you get mp5 wit ONE clip and a ton of mines/explosives/detonators etc :) Just you know... to get one into the traps/bombs things, which I frankly tend to skip =) |
I found a tiny bug and a more interesting one.
1. The Kedr PP-91 has a unfolded and a folded model, but I can't seem to actually fold the stock. 2. http://i755.photobucket.com/albums/x...sted/money.png The money offered for the mission is a bit.. weird.. Same goes for the previous mission; finding explosives for Urbano. I got over 233 million? :confused: |
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Not only that, I always do a fresh install of everything (unofficial patch, up to installing the mod) every new version. I did it again, just in case I missed a step. I'll tell you once I've done the missions again.
Finishing up bootcamp now :mrgreen: |
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