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Kuujis 02-15-2011 03:28 PM

1 Attachment(s)
Quote:

Originally Posted by R@S (Post 224411)
Dint you know, BSM is available for the Russian and German version of 7.62:)

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.

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.

Silly me for not figuring the 2 first points... :rolleyes:

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.

R@S 02-15-2011 03:50 PM

Quote:

Originally Posted by Kuujis (Post 224429)
1. I accidentally took over Santa Maria after talking to a mayor :cool:

This is a vanilla thing, you always get bumped to CGL 8 if you take over a city. I think the devs made it like that to prevent players from exploiting it. If the enemies carry low CGL weapons it's much easier to take a city than when they're well armed.

I'm still at work but will check the save when I get home later tonight.

polarticus 02-20-2011 09:08 PM

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?

R@S 02-20-2011 09:30 PM

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.

polarticus 02-20-2011 09:53 PM

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.

Kuujis 02-21-2011 09:01 AM

Quote:

Originally Posted by R@S (Post 226536)
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.

Probably the behavior you described was detected by AVG as "hijacking" :)

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 :)

van-d-all 02-21-2011 06:25 PM

Hello R@S, my sincere congratulations for your mod, especially keeping it up for so long :)

linhphap 02-21-2011 08:59 PM

Bob's box
 
Quote:

Originally Posted by Kuujis (Post 226650)
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 :)

Did you use grenades in the vicinity ? I think they can destroy the box, the gun and other stuff stacked at the same place. It happened to me and I had to reload, fighting as far away as I could and not throwing grenades anymore, but it worked.

Kuujis 02-22-2011 03:34 PM

Quote:

Originally Posted by linhphap (Post 226853)
Did you use grenades in the vicinity ? I think they can destroy the box, the gun and other stuff stacked at the same place. It happened to me and I had to reload, fighting as far away as I could and not throwing grenades anymore, but it worked.

Yeah, that i did... I'll have to refrain from doing this :)

Tozmeister 02-23-2011 08:05 AM

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.

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:

R@S 02-25-2011 10:22 AM

Quote:

Originally Posted by TodeswolF (Post 228123)
may be in new weapons? ;) :grin:

Dude, I've already added 4 new weapons for the next release. Now I'm working on implementing a new attribute skill called Mechanic. It's a big task, there's about 76 mercs that needs to be given a mechanic skill value and all the scripts needs to be updated.

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:)

Kuujis 02-27-2011 08:43 AM

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... :)

R@S 02-27-2011 10:55 AM

Quote:

Originally Posted by Kuujis (Post 228929)
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? :)

For the vanilla mercs I have no such thing, sorry. But for the JA2 mercs, since I've kept their stats true to the original, there are lot of places online where you can find 'em. Here's one I found, keep in mind that the merc salaries has been altered somewhat and are still a work in progress:

JA2 merctable

Quote:

Originally Posted by Kuujis (Post 228929)
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... :)

Already done, and I've also added the merc salary to appear before you have to pay Speck his recruitment fee. I agree that the interface is somewhat flawed, but I try my best with what the engine can offer.

Tozmeister 02-28-2011 01:38 PM

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?

Kyle 03-01-2011 01:58 AM

Quote:

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.
Well, well, well...

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!

Decker16 03-01-2011 05:46 AM

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 ?

R@S 03-01-2011 07:41 PM

Quote:

Originally Posted by Tozmeister
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.

Fixed.

Quote:

Originally Posted by Kyle (Post 229462)
I've been away for far too long. Real Life dangnabbit!

Welcome back:)

Quote:

Originally Posted by Decker16
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.

Thanks for finding this flaw, I think I fixed it but need to test it more thoroughly. The Reaction parameter, along with all the others have now gotten a minimum value of 30, and a maximum of 100(Skills still have a maximum of 120). Since I suspect the flaw you've found happens when you get an increase from normal play I need to test my fix in my next playthrough.

Quote:

Originally Posted by Decker16
Also could you possibly add a line on the Dr Macabre quests after asking about a donor to refuse the mission ?

Done.

UselessHeathen 03-03-2011 07:22 AM

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.

R@S 03-10-2011 08:09 PM

Quote:

Originally Posted by UselessHeathen (Post 230161)
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.

it has been fixed but it wont be available until the next release, sometime mid April.

Quote:

Originally Posted by UselessHeathen (Post 230161)
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.

I made this almost a year ago and it should be implemented. I haven't tried it much and can't say exactly how it works, but the claymore has a 60 degree shrapnel spread according to the ini files. Try setting it up and place a few mercs around, then you can see which one takes the most damage and you'll know which way to point it.

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:

safoolfool 03-10-2011 09:13 PM

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)?

R@S 03-11-2011 06:31 AM

Quote:

Originally Posted by safoolfool (Post 233099)
Just wanted to reiterate that you're doing some amazing tings with this game.

Thanks, from me, D_F_N and Geroj who's currently working on the next version. And the HLA guys needs a big thanks too for sharing their work so freely:grin:

Quote:

Originally Posted by safoolfool (Post 233099)
Are you still planning to do a revamp of the weaponinfo (a la the old alt one)?

There was one guys that said he would do that, but changed his mind. He thinks the weapon stats in 1.6 is close enough and not worth the effort. I have done some minor tweaks myself, and D_F_N has some good ideas about implementing new types of weapons and ammo that gives the player new tactical options.

Kyle 03-12-2011 12:36 PM

Quote:

dropped enemy weapons are now worn and dirty
I don't even know if this is possible or not, but is the severity of the drop calculated in the degree of wear and dirtiness the dropped weapon suffers?

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. :)

Tozmeister 03-12-2011 01:41 PM

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.

Kyle 03-13-2011 01:29 AM

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:

D_F_N 03-13-2011 07:18 AM

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.

R@S 03-14-2011 08:00 PM

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.

LtChambers 03-14-2011 11:57 PM

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?

R@S 03-15-2011 04:47 PM

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.

LtChambers 03-15-2011 11:48 PM

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.

R@S 03-16-2011 07:42 AM

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.

LtChambers 03-16-2011 12:48 PM

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

IceShade 03-16-2011 02:03 PM

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.

Decker16 03-16-2011 11:42 PM

Is there any way to repair body armour or has this been intentionally removed ?

IceShade 03-19-2011 09:07 PM

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.

R@S 03-20-2011 09:32 AM

Quote:

Originally Posted by Decker16 (Post 235061)
Is there any way to repair body armour or has this been intentionally removed ?

So far there is no way to repair any body armor. But since the armor doesn't take any damage when worn by the player I'm not sure I'll change that. I think our Russian friends are getting closer to fix this, and if my "Realism freakish:-P" friends doesn't disagree, I might add the body armor group to the repair tool script. With a high enough mechanic skill one might be able to repair it, but as I said, it will depend on the Russians.

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:)

D_F_N 03-20-2011 11:35 AM

@ 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.

R@S 03-20-2011 02:53 PM

Quote:

Originally Posted by D_F_N (Post 236499)
Repairing body armor? With what? A needle and thread?

I was thinking more in the lines of genetically breeding a "spider-goat", you know, like the Americans did. It would work like the queen jelly in JA but it would repair the armor at the same time as increasing it's protection values.

P.S. Just kidding, I agree that armor should not be repaired but scavenged instead.

Decker16 03-20-2011 06:03 PM

@ 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.

Hurzwa 03-25-2011 08:59 AM

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,

R@S 03-25-2011 02:34 PM

Quote:

Originally Posted by Hurzwa (Post 239268)
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,

The next version was planned to be released in a couple of weeks and I was about to start testing it this weekend. But something has come up, I have had some problems with my mail and I got some new weapons later than expected. This will delay the release a week or so.

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.

IceShade 03-25-2011 10:10 PM

Quote:

Originally Posted by D_F_N (Post 236499)
@ 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.

Next thing you'll be telling me that our Russian friends managed to fix the memory leak.. :P

This game is getting more polished by the week, it seems.

Quote:

Originally Posted by R@S (Post 236486)
So far there is no way to repair any body armor. But since the armor doesn't take any damage when worn by the player I'm not sure I'll change that. I think our Russian friends are getting closer to fix this, and if my "Realism freakish:-P" friends doesn't disagree, I might add the body armor group to the repair tool script. With a high enough mechanic skill one might be able to repair it, but as I said, it will depend on the Russians.

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:)

I've always enjoyed the idea of 'struggling to survive', rather than being able to buy every possible thing right from the local gun dealer. It always struck me as a bit odd that some random guy in a shithole of a south-american country has this massive armade of weaponry, from a 6G30, to a MG-3s, to a SR-25. Randomly damaged weapons and irreparable body armor is a great step forward. I'm looking forward to 1.7!

LtChambers 03-25-2011 11:05 PM

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?

Decker16 03-26-2011 04:46 AM

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.

D_F_N 03-26-2011 11:41 AM

@ 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

Tozmeister 03-27-2011 06:36 PM

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.

LtChambers 03-28-2011 01:19 PM

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!

the_Brain 04-01-2011 08:24 AM

@ 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.

R@S 04-02-2011 07:52 AM

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.

the_Brain 04-02-2011 08:42 AM

Do you mind having a look?

Quote:

Log started at 01.04.2011 10:15
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.056 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.057 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.755 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:01.009 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:06.495 ERROR [1] .\Parser\TextParser.cpp (683) Error parsing : '1.5' found, int expected
00:06.496 ERROR [2] .\Parser\TextParser.cpp (683) Error parsing : '1.5' found, int expected
00:06.497 ERROR [3] .\Parser\TextParser.cpp (683) Error parsing : '1.3' found, int expected
00:06.498 ERROR [4] .\Parser\TextParser.cpp (683) Error parsing : '1.3' found, int expected
00:06.558 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:08.726 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:13.171 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Fast0.286.azp
00:14.401 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\SECRET01'
00:17.930 WARNING1 [0] .\Items\items.cpp (4849) false
00:31.712 WARNING1 [0] .\World\GlobalWorld.cpp (743) Sector not found by name 'Meeting Place'
00:34.474 INFO [0] .\LoadGame.cpp (1209) Game loaded.
01:05.617 ERROR [0] .\OldPackFile.cpp (99) Package not found: Media.pack\BASE
01:05.620 ERROR [0] .\World\Sector.cpp (1161) failed to load minimap
01:05.621 ERROR [0] .\World\Sector.cpp (1089) failed to load minimap params from pak: Media.pack\BASE
01:10.804 ERROR [1] .\OldPackFile.cpp (99) Package not found: Media.pack\BASE
01:10.806 WARNING1 [0] .\World\LoadLevelFromPack.cpp (108) PackageVersion >= 3
01:10.807 INFO [0] .\World\LoadLevelFromPack.cpp (116) Converting Media.pack\BASE to the new format...
01:10.809 INFO [0] .\World\LoadLevelFromPack.cpp (141) Media.pack\BASE has been converted to the new format.
01:10.810 ERROR [0] .\Parser\RawFileParser.cpp (13) Raw file not found: Media.pack\_geom.mesh
01:10.812 ERROR [5] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
>-----------------------------------------------------------
> Exception C0000005 at 0x006BDA6D
>-------------------- Call stack ---------------------------

E6.exe 0x00400000 0x006BDA6D

E6.exe 0x00400000 0x006AF792

E6.exe 0x00400000 0x006C0CC8

E6.exe 0x00400000 0x006C0CD7

E6.exe 0x00400000 0x006C0FD6

E6.exe 0x00400000 0x006C1769

E6.exe 0x00400000 0x006C17B8

E6.exe 0x00400000 0x006C723A

E6.exe 0x00400000 0x006C7257

E6.exe 0x00400000 0x006C7257

E6.exe 0x00400000 0x006C0F7E

E6.exe 0x00400000 0x006C0FD6

E6.exe 0x00400000 0x006C1769

E6.exe 0x00400000 0x006C17B8

E6.exe 0x00400000 0x006BD089

E6.exe 0x00400000 0x005B5FC2

E6.exe 0x00400000 0x005B58BA

ntdll.dll 0x7C910000 0x7C928F7C

ntdll.dll 0x7C910000 0x7C9209BA

ntdll.dll 0x7C910000 0x7C92005D

kernel32.dll 0x7C800000 0x7C801A53

E6.exe 0x00400000 0x006CB5FD

E6.exe 0x00400000 0x006CB6EC

E6.exe 0x00400000 0x006CB0EC

E6.exe 0x00400000 0x006CB0EC

E6.exe 0x00400000 0x006C4892

E6.exe 0x00400000 0x006C493C

E6.exe 0x00400000 0x006C4959

E6.exe 0x00400000 0x006C4959

E6.exe 0x00400000 0x006C02E1

E6.exe 0x00400000 0x006BDAA9

E6.exe 0x00400000 0x006BDA7F

E6.exe 0x00400000 0x006BDA7F

E6.exe 0x00400000 0x006CCAE4

E6.exe 0x00400000 0x006CAA53

E6.exe 0x00400000 0x006C0ABC

E6.exe 0x00400000 0x006C0C3A

E6.exe 0x00400000 0x006C0CC8

ntdll.dll 0x7C910000 0x7C92043E

ntdll.dll 0x7C910000 0x7C9242B9

ntdll.dll 0x7C910000 0x7C936620

ntdll.dll 0x7C910000 0x7C923F92

E6.exe 0x00400000 0x006C0D96

E6.exe 0x00400000 0x006C1769

ntdll.dll 0x7C910000 0x7C92043E

ntdll.dll 0x7C910000 0x7C920222

ntdll.dll 0x7C910000 0x7C920222

ntdll.dll 0x7C910000 0x7C9201DB

ntdll.dll 0x7C910000 0x7C92043E

> Crash dump successfully saved to Log\2011_04_01_10_15.dmp
01:13.418 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination.

R@S 04-02-2011 12:01 PM

Quote:

Originally Posted by the_Brain (Post 249267)
01:05.617 ERROR [0] .\OldPackFile.cpp (99) Package not found: Media.pack\BASE

This explains it all, make sure you copy ALL the files from the 3 media packs to your Media.pack folder.

the_Brain 04-02-2011 07:09 PM

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?

ninjaklan 04-03-2011 08:35 PM

Hey R@s

Do you plan to add some of the HLA feautures, like new merc clothing textures and combat vest models?

ninjaklan 04-04-2011 03:04 PM

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?

the_Brain 04-04-2011 03:08 PM

It's position will be revealed during one of the bobling- quests.

ninjaklan 04-04-2011 03:30 PM

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.

R@S 04-04-2011 08:08 PM

Quote:

Originally Posted by the_Brain (Post 249907)
Btw: How do you like my latest additions?

Sorry, haven't had time to check it out. Took a quick peak at the files and saw that some of the things I've already said no to was there. I'll check it out more thoroughly when I have time.

Quote:

Originally Posted by ninjaklan
Do you plan to add some of the HLA feautures, like new merc clothing textures and combat vest models?

No, not at this moment. But we'll see if it gets done down the road.

the_Brain 04-04-2011 08:45 PM

I think we should talk about that via QIP/ICQ.

ninjaklan 04-05-2011 08:43 AM

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?

Kuujis 04-07-2011 06:57 AM

Quote:

Originally Posted by ninjaklan (Post 252506)
<...>
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?

Yeah, several:)
  1. Do it after 0200am.
  2. Position your main merc, who is going to do the killing, next to the guy. Then use your other mercs to distract civilians/militia, so that noone is looking at your merc inside the building. For some strange reason everyone can see through the walls (at least I got this impression).
  3. If nothing works - leave and come back to the sector, random NPC's will be located in other places, this might help to ease the stealth killing.

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 ;) )

Lamarr1208 04-10-2011 01:19 AM

So how's the mod progress?

yuana 04-10-2011 06:11 AM

Nice thread...http://freeimagestocks.com/content/20/dot.png:)

Tozmeister 04-10-2011 09:07 PM

Quote:

Originally Posted by Lamarr1208 (Post 258771)
So how's the mod progress?


Needs moar Zombies. TBFH.

Lamarr1208 04-10-2011 09:28 PM

Quote:

Needs moar Zombies. TBFH.
i'm with you man, nazi zombies FTW!!!
LOL :grin:

R@S 04-10-2011 09:50 PM

Quote:

Originally Posted by Lamarr1208 (Post 258771)
So how's the mod progress?

It's going very well, thank you for asking. I have spent the day testing it and so far no problems. I'll upload it on Tuesday so the guys that helped with the testing will get it, then on Friday it will be released for the public.

Lamarr1208 04-10-2011 10:49 PM

That's awesome news!!!!!

Great job man!!!

Worbah 04-12-2011 01:28 PM

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.

Kuujis 04-13-2011 06:41 AM

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?

R@S 04-13-2011 06:52 AM

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;)

Kuujis 04-13-2011 09:16 AM

Quote:

Originally Posted by R@S (Post 261720)
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;)

Well... I can see your point and it sounds fair enough :)

I'm eagerly awaiting the new version and kudos for some great stuff, that you do :)

R@S 04-13-2011 07:58 PM

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;)

Havokk357 04-14-2011 12:35 AM

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.....

R@S 04-14-2011 07:17 PM

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.

JackintheBox 04-14-2011 08:19 PM

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 :)

safoolfool 04-14-2011 08:57 PM

Quote:

Originally Posted by JackintheBox (Post 263122)
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 :)

IIRC it's in the BSM azp file (I never used 1.6, but it was in 1.5). It's probably easier to edit your savegame file though. If you unpack your save there'll be a file main.sav, which is a nice simple text file. Just go and change everyone's stats there, then repack the save using your modified main.sav.
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.

R@S 04-14-2011 08:57 PM

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

JackintheBox 04-14-2011 09:07 PM

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:

And I recommend you use the 1.7 version
Hmm, can i upgrade without a hassle?
Thing is, im using a german game version and i had to install quite some things to get it set up right.

R@S 04-14-2011 09:14 PM

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.

JackintheBox 04-14-2011 09:20 PM

Quote:

You can copy th 1.7 version right over your 1.6 version, then the 1.7 fix and finally the GCP again. I think that should work.
You "think" huh? :grin:

Gonna do that now, if anything come up i´ll let you know.


Quote:

easy-piecy.
Yeah that is really easy!

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

R@S 04-14-2011 09:29 PM

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:)

JackintheBox 04-14-2011 09:34 PM

Used the german patch, as was advised in an instal guide for the 1.6 vers.

Quote:

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
Yeah i had a quick glance at yout OP and it seems like i will have a truckload of new things to play around with. Happy-happy, joy-joy :grin:

Files are dl´ed, so im off to play!

regards

R@S 04-14-2011 09:38 PM

Ren & Stimpy Rulez:D

Kuujis 04-15-2011 06:47 AM

Can't wait to crack this one open, when I get home :) KUDOS R@S and others! :cool:

JackintheBox 04-16-2011 02:41 PM

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:

Ren & Stimpy Rulez
Oh hells yeah!

safoolfool 04-17-2011 02:02 AM

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?

R@S 04-17-2011 09:04 AM

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.

Hurzwa 04-17-2011 10:00 AM

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.

Kuujis 04-17-2011 10:10 AM

Quote:

Originally Posted by R@S (Post 265768)
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.

Since you asked ... :P

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 =)

IceShade 04-17-2011 11:19 AM

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:

R@S 04-17-2011 11:58 AM

Quote:

Originally Posted by Hurzwa (Post 265809)
Yes, the economy part is still very easy even with the "hard money" option.

This is the problem, experienced players find the economy too easy, others too hard. If you feel it's too easy you need to make it harder by yourself, playing with your own set of rules to find a balance. Maybe stop selling loot and only take money given as quest rewards. And as I stated above, even if you have a lot of money at the early parts of the game, it's nowhere enough in the later stages. The only thing I could do to balance this is to make weapons appear at shops much later, forcing the player to use whatever the enemies drop.

Quote:

Originally Posted by Hurzwa
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.

I find them useful as spotters, they watch my back pretty well, and if their adrenalin is low they actually hit the enemy once in a while. Once you have 2 or 3 of them they can handle themselves good enough, at least that is my experience.

Quote:

Originally Posted by Hurzwa
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

Considering that you only have 30 points o spend on skills at the beginning(50 in vanilla), I think the skill increase you get from this training as fair and shouldn't be considered cheating. It is meant to be a training campaign and to complete it on veteran level should be almost impossible. I've made it as hard as I feel comfortable and should present a challenge to the most experienced of us, and not being able to complete it is not a big deal.

Quote:

Originally Posted by Kuujis
1. When I entered it while on a mission to escort Miguel to the prison - he joined me in the boot camp map.

This is something I hadn't foreseen, I never thought anyone would enter the Boot Camp while having another active mission. I guess I have to add some sort of "automatic fail" on active missions.

Quote:

Originally Posted by Kuujis
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

In my testing I never encountered this, the mercs did wait in Santa-Maria, but their placement was random and sometimes I had to look around a lot to find them. And you shouldn't have to tell them to wait for you, that is already done in the script.

Quote:

Originally Posted by IceShade
1. The Kedr PP-91 has a unfolded and a folded model, but I can't seem to actually fold the stock.

Yup, it is an error in the WEAPONINFO file, thanks for spotting it.

Quote:

Originally Posted by IceShade
2. The money offered for the mission is a bit.. weird..

This is a weird one, the kind you get when you change the source code files and then load an old save. Did you start a new game after installing any of the fixes or did you continue an old one?

IceShade 04-17-2011 12:33 PM

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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