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-   -   The Blue Sun Mod (http://forum.fulqrumpublishing.com/showthread.php?t=14745)

R@S 04-22-2011 03:16 PM

Quote:

Originally Posted by Harry Renquist (Post 270234)
Did I install it wrong or something.

Your log doesn't help much, but it does tell you that your USER.dll is complaining. That could be an issue with right protection so I recommend you do through your installation folder and make sure no file or folder is set to read only.(If you installed the game in the Program Files folder, you need to install it somewhere else).

The EXTRACT issue is one of those you get when you have a corrupt save, try to exit the game a bit more often to avoid that.

Harry Renquist 04-22-2011 03:19 PM

In the installation instructions it said to install in another place only for those with Vista/Win7. Does this mean I need another install directory for Win xp as well?

I'm in the process of reinstallation into a new Non Program files folder.

*One thing I notice is when I extract media pack 1,2,3 into a temp folder it comes up with base.azp already exists do you wish to overwrite?

ninjaklan 04-22-2011 03:54 PM

I'm sorry to ask again about the textures, but I'm modding some textures from vanilla items (Pack0.azp). If I understand correctly - files in MEDIA/ACTOR are the textures for items on the character and MEDIA/ITEMS are textures for items when not on player (when tested, this seemed to be the case).

The problem I am getting is that teh backpacks and helmets for which I changed the textures, show in game on the player completely black. I changed the file extensions of their textures in MEDIA/ACTOR to .DDS, edited them in PS, saved as DDS (with tested settings that worked for items in BlueSun.AZP, like TodesWolf new uniforms), and tried packing Pack0 back to AZP with either those files as TGA or DDS, in both cases I get them completely black, but only when on player. When in hands or lying on the floor, tehy show proper textures. Whats even more weird, only one backpack texture is showing correctly when on player but I saved all the files the same way. Is there a common problem to this, maybe I am missing something very obvious here?

Reason why I'm posting here is because if someone is interested, I will maybe make a public release of this stuff (with permissions from R@S and toddeswolf). When playing 7.62 so many times over and over again I found it kind of boring with all the charcters we play with looking almost exactly the same. Plus I'm the type of 7.62 player who never uses helmets or body armors (just M100 or any other concealed plate carriers) only because they look rubbish :D

Thats why I decided to mod some of teh textures and give my characters that PMC modern look with all the real gear counterparts (TAD EDC fastpacks, PACA soft vests, LBT 6094 vest etc...). I just like to play along the story I make up myself, giving my characters some background, plus, I'm a addicted to military gear:)

http://www.shrani.si/t/2W/UY/2vZmMu0u/untitled-1.jpg

Cheers

Harry Renquist 04-22-2011 05:23 PM

ok I uninstalled reinstalled into a Non Program files directory.
I changed the read only for that directory and sub directories to everything.

I redid the boot camp and left and it worked.

I went to Sagrada and got the refrigerator type explosive and tried to sell it. Once I clicked on Accept it CTD.

Log started at 22.04.2011 12:48
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.179 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.180 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.572 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:01.574 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:08.297 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:11.500 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:37.339 ERROR [1] .\Parser\TextParser.cpp (683) Error parsing : 'WillBeHit' found, int expected
00:37.340 WARNING1 [0] .\CameraPos.cpp (115) false
01:20.181 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\FAKIROVAMBUSH'
01:50.315 INFO [1] .\Engine\World.cpp (427) Loading world 'Media.pack\RANDOM_09'
01:51.995 WARNING1 [0] .\World\Placer.cpp (446) Fighter LVL 1 [301] must be in guard place
02:49.748 INFO [0] .\Monster\m_general.cpp (4330) Action recording requested
02:49.750 INFO [0] .\Monster\m_general.cpp (4308) Action recording started
02:59.791 INFO [0] .\Monster\m_general.cpp (4403) Action recording finished
03:54.265 INFO [0] .\Engine\AGE.cpp (199) Device lost
03:54.360 WARNING0 [0] .\AbstractConsole.cpp (35) Duplicate command: ChangeCloudSize
06:18.686 INFO [1] .\Engine\AGE.cpp (199) Device lost
06:18.776 WARNING0 [1] .\AbstractConsole.cpp (35) Duplicate command: ChangeCloudSize
06:25.017 WARNING1 [0] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
06:25.018 WARNING1 [1] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
06:27.569 WARNING1 [0] .\Containers\GroundList.cpp (912) Cursor->StateData.DragItemData->TakenFrom == ctlMasterControl
06:28.389 WARNING1 [1] .\Containers\GroundList.cpp (912) Cursor->StateData.DragItemData->TakenFrom == ctlMasterControl
06:29.061 WARNING1 [2] .\Containers\GroundList.cpp (912) Cursor->StateData.DragItemData->TakenFrom == ctlMasterControl
06:29.903 WARNING1 [3] .\Containers\GroundList.cpp (912) Cursor->StateData.DragItemData->TakenFrom == ctlMasterControl
06:36.014 WARNING1 [2] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
06:36.014 WARNING1 [3] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
06:37.874 WARNING1 [4] .\Containers\GroundList.cpp (912) Cursor->StateData.DragItemData->TakenFrom == ctlMasterControl
06:38.467 WARNING1 [5] .\Containers\GroundList.cpp (912) Cursor->StateData.DragItemData->TakenFrom == ctlMasterControl
06:39.700 WARNING1 [6] .\Containers\GroundList.cpp (912) Cursor->StateData.DragItemData->TakenFrom == ctlMasterControl
06:42.651 WARNING1 [0] .\Hud\Controls\TrackBar.cpp (328) ScrollStep > 0
06:42.756 WARNING1 [1] .\Hud\Controls\TrackBar.cpp (328) ScrollStep > 0
06:47.242 WARNING1 [4] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
06:47.243 WARNING1 [5] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
06:58.918 WARNING1 [6] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
06:58.919 WARNING1 [7] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
07:02.211 WARNING1 [8] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
07:02.212 WARNING1 [9] .\Controller\controller.cpp (3931) GroundContainer->ctlMasterControl == HUDControl
08:16.107 INFO [2] .\Engine\World.cpp (427) Loading world 'Media.pack\SANTA_MARIYA'
08:21.545 WARNING1 [0] .\World\Placer.cpp (429) Íå óäàëîñü íàéòè ñâîáîäíîå ìåñòî 'near DiegoAlvares' äëÿ Guard!
11:22.093 WARNING1 [0] .\Items\items.cpp (3989) No trade info!
11:52.075 WARNING1 [1] .\Items\items.cpp (3989) No trade info!
12:24.996 WARNING1 [2] .\Items\items.cpp (3989) No trade info!
12:51.229 WARNING1 [3] .\Items\items.cpp (3989) No trade info!
14:34.346 WARNING1 [4] .\Items\items.cpp (3989) No trade info!
17:24.050 WARNING1 [5] .\Items\items.cpp (3989) No trade info!
19:26.240 WARNING1 [6] .\Items\items.cpp (3989) No trade info!
19:50.477 WARNING1 [7] .\Items\items.cpp (3989) No trade info!
21:09.693 WARNING1 [8] .\Items\items.cpp (3989) No trade info!
22:44.080 INFO [3] .\Engine\World.cpp (427) Loading world 'Media.pack\LAS_VACASIONES'
25:14.562 WARNING0 [0] .\Engine\sound.cpp (624) ret != false
26:02.333 WARNING1 [9] .\Items\items.cpp (3989) No trade info!
26:02.334 WARNING1 [10] .\Items\items.cpp (3989) No trade info!
26:02.334 WARNING1 [11] .\Items\items.cpp (3989) No trade info!
26:12.305 WARNING1 [12] .\Items\items.cpp (3989) No trade info!
26:12.306 WARNING1 [13] .\Items\items.cpp (3989) No trade info!
27:22.754 INFO [0] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.755 INFO [1] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.755 INFO [2] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.756 INFO [3] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.757 INFO [4] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.758 INFO [5] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.758 INFO [6] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.759 INFO [7] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.759 INFO [8] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.760 INFO [9] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.760 INFO [10] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.761 INFO [11] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.761 INFO [12] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.762 INFO [13] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.762 INFO [14] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.763 INFO [15] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.763 INFO [16] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.763 INFO [17] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.764 INFO [18] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.764 INFO [19] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.765 INFO [20] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.765 INFO [21] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.766 INFO [22] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.766 INFO [23] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:22.767 INFO [24] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
27:25.515 INFO [4] .\Engine\World.cpp (427) Loading world 'Media.pack\SAGRADA'
27:33.040 WARNING1 [1] .\World\Placer.cpp (446) Police Heavy Gunner [399] must be in machinegunner place
28:50.619 WARNING1 [14] .\Items\items.cpp (3989) No trade info!
28:50.620 WARNING1 [15] .\Items\items.cpp (3989) No trade info!
28:50.620 WARNING1 [16] .\Items\items.cpp (3989) No trade info!

JackintheBox 04-22-2011 05:46 PM

Hey R@S, noticed that the Ak-74 does not feature a scope mount despite its description saying so. Shouldnt be like that, imho.
Already wondered why the AKM did not have a scope mount, but i figured it was for weapon balance reasons.

@ninjaklan
cool textures indeed, i would be interested in those as ive always like the modern PMC look.

Harry Renquist 04-22-2011 08:39 PM

Well I went back to a previous save before picking up the refrigerator type explosive from Sagrada and kept playing it.

I played it for along time actually with No CTD? Does this mean I found a bug right at the beginning of my game?

Another thing though that seems to be very wrong. After going to the Guerilla camp and shooting blanks at Barrero I went to the Government guy and my only option was "Sorry but he's dead"
How could he be dead if I used blanks?

Tanya Tomens paid me 337685932343 dollars for it?
The government promised me 50000000000 dollars to deliver a letter to Calderon, so obviously for that amount of money I did.

When I got to Calderon my money dropped to 0.

I went back to Government guy and after he paid me, my money was 0!

So obviously there is another bug.

Harry Renquist 04-23-2011 12:54 AM

I just tried something that changed my dollars(eldos).

I went into game settings and clicked on Easy Money.
After reloading the previous save were I report to Artigo and tell him message delivered to Calderon.
Instead of money=0
This time is read money=6048503845 or something like that.

Before I started a new game I selected Normal difficulty. Maybe BSM 1.7 can't handle Normal difficulty or something?
and it generates some kind of financial bug?

R@S 04-23-2011 09:11 PM

Quote:

Originally Posted by Harry Renquist (Post 271237)
Before I started a new game I selected Normal difficulty. Maybe BSM 1.7 can't handle Normal difficulty or something?
and it generates some kind of financial bug?

I am starting suspect that this error has something to do with the HLA.dll, or my compilation of the code using the wrong function file for the HLA used in 1.7. I'll talk to Xelat and see if he has heard if it. In my testing this never happened, but I use custom settings which results in the game assuming I play on the hard level, and on that level it seems to work. I'll get back to you when I know for sure.

Here's a little preview of things to come:
http://img232.imageshack.us/img232/7...review1.th.jpg
http://img222.imageshack.us/img222/2...review2.th.jpg
http://img684.imageshack.us/img684/1...review3.th.jpg

Harry Renquist 04-23-2011 10:50 PM

I restarted a New Game with Arbritrary difficulty and Easy Money;
I've played along time so far and so far not a single problem.

p.s. well its seems to CTD approximately once every 2 battles.



P.S. Can a person uncheck Easy money while playing a saved game or do they have to restart and entirely new game, because Easy Money is too darn easy?

P.S.S If you and the Russians have got the source code..does this mean they have the map editor to make new encounters?

safoolfool 04-23-2011 11:32 PM

Quote:

Originally Posted by Harry Renquist (Post 271908)
P.S. Can a person uncheck Easy money while playing a saved game or do they have to restart and entirely new game, because Easy Money is too darn easy?

There is a line in save files that has "game complexity" stored as a bunch of 1s and 0s, so it looks like if you found the right one and flipped it you could change it. I'm not aware of any way to change it without save editing, and I've never tried to change difficulty this way, but it's worth a shot.


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