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

the_Brain 07-12-2011 09:21 AM

You missunderstood me. Some of your Sigs use .357 Magnum instead of .357 SIG. I just wanted to mention that...

R@S 07-12-2011 09:24 AM

If you think that you haven't played the mod:-P

the_Brain 07-13-2011 10:01 AM

I actually unintentionally refered to the HiPoly- Addon and 1.7... Sorry.

Is there any chance to see the .357 SIG in the Future?

Kuujis 07-15-2011 06:31 AM

R@S - I remember you wrote once something about a russian guy working on a piece of software for save game compatibility for those cases when say a new version of a mod comes out. Maybe you have any news about that? Those starting missions and merc training get on my nerves :evil:

R@S 07-15-2011 06:56 PM

@brain
Sorry, so far I see no reason to add the .357SIG caliber to the mod and it's not likely it'll be added.

@Kuujis
I can't for the life of me remember saying anything like that, but I'm known for talking out of my arse and I sometimes forget what I've said:grin:

I do remember reading something like this, but that was over at the Bear's Pit and it had to do with JA2 1.13 version compatibility. Maybe you read that too and things got mixed up?

And you think YOU are tired of playing the early missions, how do you think I feel. I've probably played them a hundred times more than you, but since it's worth it I persevere.:-P

EDIT: You can do what I do sometimes to spice things up a bit. Do some missions for the gov or rebs to get your CGL up, then start with the BSM missions. Once the enemies start carrying different and better weapons those missions change character quite a bit.

tristeau 07-16-2011 01:55 AM

Quote:

Originally Posted by R@S (Post 307984)
@tristeau
I'm not sure what these new Krebs weapons are, I think they're custom made:)
I haven't had much time to check them out, but they are chambered for the 5.56 rounds. But I'm thinking of also adding them in the 7.62x39 caliber since that's what the linky I posted suggested they use.
http://img854.imageshack.us/img854/2...ebstr12tac.jpg

http://img546.imageshack.us/img546/8265/krebstr16.jpg

Awesome! Yeah, those obviously use the STANAG clip (which, means that it could probably take a beta-C...), but they're AK receivers, so obviously they could make them 5.45 or 7.62. Would be pretty sick either way!

Quote:

I've never heard of the HK51, but I'll pass on your request to Geroj and we'll see what he can do.
They're pretty cool guns. They're based on the G3, but are modified and cut-down accept MP5 furniture. Again, 7.62mm in a package that's just a bit bigger than the MP5...
http://i4.photobucket.com/albums/y143/HK33K/HK51s.jpg

And the grossly-unnecessary belt-fed version:
http://img525.imageshack.us/img525/2738/hk51b1kg0.jpg
Everything I've read on the belt-fed model indicates that they are (unsurprisingly) woefully inaccurate and require more maintenance than is worth it.

Also... maybe it is in, I just haven't gotten far enough yet... but have you thought of the .454 Casull round? 1900fps pistol round FTW!

IceShade 07-16-2011 02:11 AM

I really miss the lack of 7.62 rifles in .. 7.62.

Sure, there's the G3 with its specific addons.. The HK417 which seems to be the only fully modifiable 7.62 rifle.. The FAL can only use a scope (and a bipod?) and that's where it pretty much ends for the fullsize rifles. Of course you have the AKs, but 7.62x51 is significantly more ... interesting.. than 7.62x39. Doesn't use western addons either.

And then we have the smaller 7.62 things like the carbine G3 and the pretty-dang-awesome DSA-58OSW. My personal favorite.

Any new 7.62x51 rifles/carbines would be much appreciated!

I often find 5.56 or, even worse, 5.45 to be lacking in power in late-game combat. Often enemies have powerful exterior vests and the best concealable vests.

My backup weapons are SMGs, and they can't really do anything but kill with headshots/faceshots or make them bleed to death through leg shots. Otherwise they stun, which is good enough if there's a high powered rifle helping out. 9x18 makarov doesn't cut it in that stage of the game, though the lack of recoil is quite nice and so is the size of a bizon's cylindrical magazine.

7.62x54R SVD, 7.62x39 RPK and 9x39 carbines come a long way. Shame the 9x39 is subsonic and really slow (I've seen enemies pretty much dodge them, because they're so slow!), but its damage output is really nice.

Oh yes, now where was I.

7.62x51 rifles! This mercenary will pay quite a bit for them ;)

PS: Is the AN-94 in the game? I can't remember playing with it, or ever finding it..

the_Brain 07-16-2011 06:57 AM

The AN-94 was already present in vanilla.

Regarding 7,62x51mm: You forgot to mention the whole bunch of M14- versions.
Alas there are hardly any other battlerifles in that caliber. The whole western world was armed with FN FAL, H&K G3 and M14 (respectively their local versions thereof) back then.

IceShade 07-16-2011 09:48 AM

I'm not really a fan of the M14. Not very useful at closer ranges, and again very limited options (specific M14 scope, bleh!). Most of the M14s/M1s/whatever have absolutely appalling accuracy. That, combined with their pretty dang long recovery time doesn't make them very suitable up close.

Now, if you take the scope off a M14 sniper variant, you've got yourself a pretty good M14. I found no reason to ditch my M1 Garand until I found a bandit with a M14 sniper mod.. Despite the Garands incredibly slow recovery time, nearly every hit was an instant kill or guaranteed drop with a few seconds of bleeding out left.. 7.62x63 is just awesome.

Though I did notice the Mk14 EBR in the list. Slap a M68 on it, a laser for hipshooting... Maybe even a M203 even if the weapon allows it?

R@S 07-16-2011 01:50 PM

How about the AK 4B? It fires the 7.62x51, can attach an UGL and it also has a pictinny rail welded on it. Wouldn't that suit your needs?

IceShade 07-16-2011 04:25 PM

Ah yes, a (swedish) G3 with the M26 MASS .. That'd be cool.

Medium to long range and flechette up close.

I love goodies.

R@S 07-16-2011 08:49 PM

I have recently started using the HK USC a lot, the silencer for it is available early and the .45 ACP packs a nice punch. It also has good range, at least good enough for my tactics. I usually stick with the M4's until I get my hands on the 6.8x43 ammo, then I switch to weapons using that caliber, either the HK416 or the M4A1's. I agree that more 7.62x51 weapons that has more use than long range would be good for the game, but to balance it they would have to have some draw-backs, like I did with the Garand making the recover time longer than realistic.

But the Garand, man I love that weapon(maybe that's why I might've made the .30-06 a bit too powerful), is always used by my backup guy until some decent sniper rifle becomes available.

tristeau 07-16-2011 10:00 PM

Quote:

Originally Posted by IceShade (Post 309401)
I'm not really a fan of the M14. Not very useful at closer ranges, and again very limited options (specific M14 scope, bleh!). Most of the M14s/M1s/whatever have absolutely appalling accuracy. That, combined with their pretty dang long recovery time doesn't make them very suitable up close.

Now, if you take the scope off a M14 sniper variant, you've got yourself a pretty good M14. I found no reason to ditch my M1 Garand until I found a bandit with a M14 sniper mod.. Despite the Garands incredibly slow recovery time, nearly every hit was an instant kill or guaranteed drop with a few seconds of bleeding out left.. 7.62x63 is just awesome.

Really? I've had pretty good luck with the M14... the smaller SOCOM not so much, but with the plain-old M14, I usually can drop someone in one hit and they're either dead right away, or are unconscious and bleed out shortly thereafter.

Do you run into 20-round M14 mags later in the game? I'm at level 5 and haven't seen any yet. That's really my only gripe about the rifle.

safoolfool 07-16-2011 10:29 PM

Quote:

Originally Posted by tristeau (Post 309646)
Really? I've had pretty good luck with the M14... the smaller SOCOM not so much, but with the plain-old M14, I usually can drop someone in one hit and they're either dead right away, or are unconscious and bleed out shortly thereafter.

Do you run into 20-round M14 mags later in the game? I'm at level 5 and haven't seen any yet. That's really my only gripe about the rifle.

Yeah, you get 20 rounders pretty quick. At least in previous versions (dunno about 1.8, just started it) they showed up on bandits well before in shops, so you could get them early.

I generally arm my team with mostly long range 7.62x51 rifles, I find scope-less Galatzes and m21s to be pretty great. Very accurate, good damage, and fairly quick.

IceShade 07-17-2011 06:00 AM

Wow, the textures on these new weapons are awesome! I haven't seen such quality work in quite a while. It's refreshing from the rather poor 7.62 work.. ;)

However... A strong part of 7.62's sensation is the sound. A lot of weapons have got duplicate sounds and a lot of these (vanilla weapons) have poor sounds.

Now I know what you're going to say.. You're probably not a sound guy, and getting these sounds is probably a completely different matter. And I also know that you're not gonna find a Walter MPL or anything weird like that in any other game..

There are a lot of WW2 games out there, though. Would it be possible to simply steal the sounds from ... Call of Duty? Red Orchestra? Men of war? Brothers in arms? Hell, maybe even Commandos?

It's just a little disheartening to hear a Springfield fire, which sounds exactly like the FG-42, which sounds exactly like the G43, which sounds exactly like the Kar98k, which sounds exactly like a Mosin.

ebbelpoo 07-17-2011 07:08 PM

Great Job on the mod! Makes the game what it should have been and then some. :grin:
Here's a bummer tho. I keep getting CTD's on Radio Hill. Lots of them.:confused:
Here's the log. Hope there is a fix as I can't continue the game because of them.:cry:

Log started at 17.07.2011 12:56
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.013 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.013 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.054 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:00.136 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:01.417 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:01.798 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:07.929 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Fast0.286.azp
00:09.890 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\RADIO_HILL'
00:16.721 INFO [0] .\LoadGame.cpp (1209) Game loaded.
00:37.217 ERROR [0] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
00:37.217 ERROR [1] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.470 ERROR [2] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.471 ERROR [3] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.486 ERROR [4] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.486 ERROR [5] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.500 ERROR [6] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.501 ERROR [7] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
02:09.027 WARNING1 [0] .\Engine\PhysEntity.cpp (242) false
>-----------------------------------------------------------
> Exception C0000005 at 0x0055260E
>-------------------- Call stack ---------------------------

E6.exe 0x00400000 0x0055260E

E6.exe 0x00400000 0x00554359

E6.exe 0x00400000 0x005ECDA8

E6.exe 0x00400000 0x00529BD1

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x00529EC1

E6.exe 0x00400000 0x006B7A69

E6.exe 0x00400000 0x0052A24E

E6.exe 0x00400000 0x004CEAE3

E6.exe 0x00400000 0x005187EA

E6.exe 0x00400000 0x0053F673

E6.exe 0x00400000 0x0053F743

E6.exe 0x00400000 0x0053F751

ntdll.dll 0x775D0000 0x775FE36C

E6.exe 0x00400000 0x004A4D2D

ntdll.dll 0x775D0000 0x775FE36C

E6.exe 0x00400000 0x0054227E

ntdll.dll 0x775D0000 0x775FE36C

E6.exe 0x00400000 0x0054227E

ntdll.dll 0x775D0000 0x775FE36C

d3d9.dll 0x6E810000 0x6E81E903

d3d9.dll 0x6E810000 0x6E81E833

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x0063DBF6

E6.exe 0x00400000 0x0063721E

E6.exe 0x00400000 0x00665831

E6.exe 0x00400000 0x0063E5B6

E6.exe 0x00400000 0x006378BE

E6.exe 0x00400000 0x006BD7C5

E6.exe 0x00400000 0x004CE494

E6.exe 0x00400000 0x006BE670

E6.exe 0x00400000 0x004CF892

E6.exe 0x00400000 0x004CFB56

E6.exe 0x00400000 0x004CFB8E

E6.exe 0x00400000 0x005DD430

E6.exe 0x00400000 0x005DE32E

E6.exe 0x00400000 0x005DE6C3

E6.exe 0x00400000 0x005EA5CB

E6.exe 0x00400000 0x005E2A73

ntdll.dll 0x775D0000 0x77603CA3

ntdll.dll 0x775D0000 0x77612135

E6.exe 0x00400000 0x006C52B5

E6.exe 0x00400000 0x006BFA22

E6.exe 0x00400000 0x006BF8B6

> Crash dump successfully saved to Log\2011_07_17_12_56.dmp
02:13.907 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination.

R@S 07-18-2011 08:19 AM

@IceShade
Not to worry, I actually have the sounds for most of the weapons, even the Walter MPL. I just haven't had the time to convert them into a format the game can handle(16bit mono). But I'll get it done for the next release, promise. Geroj has already added new sounds for some of the grenades and the weapons he made, and I agree that it increases the fun when playing the game for the hundreds time.

@ebbelpoo
Your problem is related to the Reloaded maps and the new objects on them. The E6 engine cant handle the physics of explosions near them and that causes a CtD. On the Airfield map it's the chain-link fence that causes a CtD and on the Radio hill I'm not sure what. The only thing you can do is stay away from certain areas when fighting and not use grenades.

In your case I recommend a withdrawal of your troops from the hill top and fight on the slopes or below them, that should make it possible to continue your game.

IceShade 07-18-2011 11:21 PM

Ahhh, that's excellent news.

Ostfront would have sounds for:

- G43
- K98k
- MP40
- MG-34
- Luger

- Mosin variants
- PPSh-41
- TT-33

If you're still missing some..

ebbelpoo 07-20-2011 04:25 AM

Thanks for the help R@S. I got through it with many quick saves and no nades. And of course a lot of foul language. :grin:

Oh I almost forgot to ask you O great modder! How about a 6.8 ACR?

killerx243 07-20-2011 12:58 PM

I've recently come across a quest breaking bug in the Bennie and Clive mission. I get the package and when I go to deliver it Bennie says nothing at first, the only thing in the dialogue is click to continue then her speech is in a constant loop. You ask about a person she talks about herself, ask about the problem she talks about herself, tell her you have to leave and she talks about herself. Then when she's done talking about herself it starts back at where the only thing is click to continue. Another thing I noticed is that the package went from being the Desert Eagle and a box of ammo to just the Desert Eagle, was this on purpose because with only 8 bullets Bennie isn't very useful.

Please fix, I can't bring myself to keep the gun and not try to help ;)

EDIT: I am running 1.8, don't see how I forgot that the first time. It isn't a huge deal to me, I'm only a little sad cause I don't get to blow up a bunch of guards. :P

lucifer1306217 07-26-2011 04:21 PM

HI
 
First, I never said all "variants" were the same, nor do they perform the same. Aspects of a firearm such as barrel length, weight, lining, muzzle brake style, fittings, method of attachment, rifling twist, and even age/use can cause variants of the same style to differ in performance. Stocks, grips, mode of fire, and every functional component can also cause variances in performance data. What I'm talking about is when a weapon is a nearly 100% identical copy of another other than the name. Where every little part is interchangeable with the other. Where upon inspection, with markings removed, one person could not tell the difference between the two, then I really don't see the point in having them.

You are trying to compare an M4 with an M16, or an AK-47 with an AK-74? Those are completely different weapon systems, with different calibers, barrel lengths, or other major functional differences. There are no simple cosmetic differences between them.

If someone were to lead me to a table covered in different AK-47's, all fresh from the factory with identical handling and identical number of rounds put through them, but just made by a different factory, then nearly 99% of them will fire the same. Sure, different factories will have different tolerances that lead them to produce items that are slightly better or worse than the other, but their overall performance difference is going to be so slight that the average shooter will not be able to tell. I'm talking very minimal MOA changes, doesn't matter if it was made in Russia, China, Yugoslavia, or wherever.

IceShade 07-27-2011 03:55 AM

Uhh... Where did this come from?

Naserve 07-28-2011 04:27 AM

Just wanted to drop in and tell you great mod R@S, I'm enjoying 7.62 a ton more than I had previously.

A question I have is would it be possible to make it so you can edit the amount of enemies for random encounters and not have to start a new game? Unless I'm doing it wrong changing it and continuing off a save doesn't work, unlike changing the hospital settings.

Also I can't seem to find anything on slaves in the FAQ or forums, can I get a quick rundown on them? I'm not interested in purchasing them really but are there ways to obtain them so I can sell em at a profit?

R@S 07-28-2011 09:52 AM

Quote:

Originally Posted by Naserve (Post 315994)
A question I have is would it be possible to make it so you can edit the amount of enemies for random encounters and not have to start a new game? Unless I'm doing it wrong changing it and continuing off a save doesn't work, unlike changing the hospital settings.

I thought that changing the number would work in a current game, and looking at the code it should. I'm not entirely sure but I think you need to fight one encounter before the new settings are used since the numbers are calculated as soon as you finished fighting the last encounter. If the numbers doesn't change at the second encounter after changing the ini file, please let me know and I'll see if there's something wrong with the code.

Quote:

Originally Posted by Naserve (Post 315994)
Also I can't seem to find anything on slaves in the FAQ or forums, can I get a quick rundown on them? I'm not interested in purchasing them really but are there ways to obtain them so I can sell em at a profit?

I'm very glad you made the effort of finding info on this yourself, but I think I only explained it in this very, very deep thread. So here's the run-down.

Selling slaves in Cali-Cantinos gives you the best price for them, it's the weapon trader, not the bartender, that does the buying. Slaves are cheapest at the slave camp, buying them there and selling them in Cali would give you the largest profit margin.

IceShade 07-28-2011 11:29 AM

I often forget to change the ini settings before I've started a new game.. so 9 out of 10 times I change them after. I have noticed no problems at all. I'm pretty sure changing the amount of enemies in a random encounter works just as well..

Naserve 07-29-2011 03:05 AM

If random encounters are the little fights you get into in the restricted zone then it is not working by changing and continuing on an existing save. I set the min and max to 1 as a proof of concept and I'm still hitting 6 or so guys usually. It doesnt bother me now that I have a full crew but at the beginning of the game I was looking to lower it after my first 2 battles had me at a 1 vs 10-12 guys.

R@S 07-29-2011 07:34 AM

So if you are hitting 6 enemies when the MinEnemies is set to 1, then I would assume you are at CGL 5, is that correct?

This is the equation as it is explained in the ini file:
call RND(MinEnemies, MaxEnemies)+CurrentGameLevel

Naserve 07-29-2011 08:42 AM

I feel really stupid for not seeing that equation and comparing it to my enemies. They're right around my CGL+1 so it would appear to be working. Sorry to make a fuss.

(On a side note, shouldn't the M16A4 have a 3rnd burst and no full auto option instead of it being the other way around?)

Also once again this is a great mod. Ever since I got 7.62 i've really wanted to like it but some things really put me off. Blue Sun has fixed nearly everything I disliked about vanilla 7.62.

OneMug 07-30-2011 04:40 PM

Glad to see the forum alive
 
Hadn't played 7.62 for quite a while. Last week my computer crashed big time. Had to reinstall OS/programs. Argh. Wanted 7.62 back. Did a lot of work but couldn't get the old 7.62 saves to work.

Glad to find that the forum is alive & well & there's a Blue Sun 1.8 ver. I'm d/l-ing the game from Gamers Gate & the BSMod from mediafire.* Eager to get back into the fray and have this source for info.

THANKS, R@S, and all! OneMug

*I found the mediafire website before I found the 1C forum and was badgerd to join all kinds of deals before I could d/l. Clicking on the links from this forum allowed me to d/l w/o being hassled. Sweet. Now to follow instructions.

OneMug 07-30-2011 10:59 PM

Blue Sun Parts 1, 2, 3 all the same
 
I d/l all 3 parts, extracted them to .ISO files. They all have the same name, size, date. Since they all had the same name, I put 1, 2, 3, each in a separate folder. Got an ISO burner program. Burned "Part 1" to a DVD. Burned part 2 - the ISO erased part 1 and I the same set of files on the DVD...um...

Do I have to install all 3 parts? Or do I install part 1 & set it up, then burn part 2 separately to another disk, and set up that one also, then part 3, etc.? Or will just any one part be sufficient? If they're all the same, why have 3 parts?

As you can see, I'm confused. :confused: <--See? ;) Please explain. TIA.
OneMug

elk266 07-30-2011 11:58 PM

The easiest way is to put part 1, 2 and 3 in the same folder then extract them by double clicking on part 1. It should create an iso called blue_sun_1.8 which is about 598mb. Then you can burn the iso to a dvd (or mount it using daemon tools) and install the mod from there.

Help that helps

OneMug 07-31-2011 11:31 PM

BSM 1.8 ISO burn to DVD problems
 
[QUOTE=elk266;317282]The easiest way is to put part 1, 2 and 3 in the same folder
Elk266, thanks for the response but,...

It's impossible to put the 3 parts into one folder because they all have exactly the same name.

As I mentioned, I Burned "Part 1 ISO" to a DVD. Then I burned "Part 2" (to the same DVD) - the ISO program erased "Part 1" and burned "Part 2". Then I burned "Part 1" to a blank DVD I'll name "a", and burned "Part 2" to a separate blank DVD, named "b".

When I put the original burn or "a" or "b" into my DVD player, each one has 584MB and each one opens the BSM Install window.

Sorry, I still don't know why there are 3 Parts if any one part can install the Mod. And I'm worried that if I install from just 1 part, it will screw up the 7.62 mod.

Am I doing something wrong? Can this 3 part BSM problem be explained?
TIA. OneMug

elk266 08-01-2011 01:05 AM

Ok, I see what you've done. You have extracted the archive three times, making three copies of the same thing.
When extracting, the three files blue sun 1.8.part1.rar, blue sun 1.8.part2.rar, blue sun 1.8.part3.rar, they will automatically link to each part.

Your "a" or "b" DVDs are the same, you could install from either. Size is 584mb.

IceShade 08-01-2011 08:33 AM

Ouch.

What elk said..

BSM.part1, .part2 and .part3 are simply parts of each other. If you extract .part1 it will automatically look for the other parts and combine that into one file.

I don't understand the burning part either. People do that? Just get winrar or something, extract, and mount with Daemon Tools or something else. Saves a good number of DVDs..

OneMug 08-01-2011 04:10 PM

I've never done ISO before so I thought you'd have to extract each part separately. OK, I got it now. The rar extracted all 3 parts in one folder to a single ISO file. Sorry.

Also burning the BSM file at 584 MB is no problem DvD or CD. What is the advantage of mounting the Mod? I've never done mounting before, computer-wise, that is. ;) OneMug

IceShade 08-01-2011 04:36 PM

In laymans terms..

Daemon tools or Alcohol 120% or any other, will create a virtual DVD drive. If you then have Dtools mount this .iso onto the virtual drive, your computer will think you have inserted a DVD with this iso.

It basically does the exact same thing, but in software. Saves you a DVD.

jpat01 08-01-2011 05:53 PM

hello,

I just downloaded the game and this (good looking) mod. In the first posts in this topic, there are alot of work with the patches etc. step by step. Does the installer for 1.8 handle all that, or there some work on my end (like remembering to install a specific patch, before this mod)?

thanks :D

EDIT: And I have to click to install the English patch, right?

OneMug 08-02-2011 03:55 AM

Installed 7.62 & BSM 1.8 "successfully" (sic) in C:\7.62 - High Calibre folder.
Have 2 icons on desktop, 7.62 & BSM.
Clicking on either loads up the opening screens, & menu just fine.
Changed in game graphics, preferences, etc. options, esp. screen resolution to 1280x1020.
(Note: I just reinstalled BE5 with the Bloody Money mod and it runs OK at that settings).
I get the Mercs screen & browse through my choices. Beautiful
Select a Merc, add discretionary points, then start...
Crash to Desktop.

Got the "program did a bad thing and was shut down" window.

Opened e6config.exe to match & save my settings. Windowed mode check on & off, etc. Kept fiddling with things, then restarting. Same result CTD after merc selection and trying to start the game; "no joy"! :(

Ran a dxdiag and saved the report to a file. Don't know if I should send it as an attachment to 1C support or copy & paste the lengthy report in a reply on this forum or both.

I would appreciate some guidance/suggestions at this point.
Thanks, OneMug

OneMug 08-02-2011 04:01 PM

Quick question. On the BSM install page there was a box for a ver. 1.06 patch. It was not checked but the C+ & C++ boxes were. So I figured, if it should be checked the mod would do it automatically.

Was I supposed to check it? OneMug

Edited because I recalled that in the old BSM ver. (0.7 I think) that I had going a year or 2 ago) there was a requirement to manually change all the BMP\HUD files to read only. The sub folders in my HUD files are checked with green boxes but the files in the folder have no checks in the read only box. Let's see what happens when I go through that routine again.

OneMug 08-02-2011 06:49 PM

Still CTD w/BMP\Hud files read only

Of course !C is not taking support e-mail anymore.

I have today's dxdiag file saved. Crikey, it's long. Should I copy & paste the whole damn thing into this forum? I see other have done so, but not all have the "whole 9 yards" and vary in the amount of info provided.
OneMug

IceShade 08-02-2011 07:51 PM

Post your 7.62 logfile

(C:\Games\7.62 - High Calibre\Log) or wherever.

Apeiron has been defunct for a good while now, so no, they wont take your email :P
If they ever did..

Old Chestnut 08-03-2011 08:46 AM

Quote:

Originally Posted by killerx243 (Post 311840)
I've recently come across a quest breaking bug in the Bennie and Clive mission. I get the package and when I go to deliver it Bennie says nothing at first, the only thing in the dialogue is click to continue then her speech is in a constant loop. You ask about a person she talks about herself, ask about the problem she talks about herself, tell her you have to leave and she talks about herself. Then when she's done talking about herself it starts back at where the only thing is click to continue.

I'm getting this as well, anyone have any ideas?

OneMug 08-04-2011 01:12 AM

After 10 tries of fresh installation, many paths, many ways, I gave up on BSM 1.8. I installed the GamersGate 7.62 in C:\program files\1C Company\7.62 Hi Calibre (default). Successfully started a new game. Then I reinstalled my Backup files from Oct 2010 (which include BSM 0.08 ). I am able to play the game, and have all my old saves.

But BSM 1.8 looks cooler than 0.8 . If anyone wants to help me troubleshoot my BSM 1.8 problems, I'd appreciate any suggestions. Maybe I've already taken up too much bandwidth/space here.

Thanks to those who tried to explain it to me. Sorry I wasn't able to make it work on my end.

At least I'll be able to start a new game with the .08 BSM. R@S, am I doomed?

OneMug :)

Kuujis 08-04-2011 07:31 AM

Quote:

Originally Posted by OneMug (Post 318908)
After 10 tries of fresh installation, many paths, many ways, I gave up on BSM 1.8. I installed the GamersGate 7.62 in C:\program files\1C Company\7.62 Hi Calibre (default). Successfully started a new game. Then I reinstalled my Backup files from Oct 2010 (which include BSM 0.08 ). I am able to play the game, and have all my old saves.

But BSM 1.8 looks cooler than 0.8 . If anyone wants to help me troubleshoot my BSM 1.8 problems, I'd appreciate any suggestions. Maybe I've already taken up too much bandwidth/space here.

Thanks to those who tried to explain it to me. Sorry I wasn't able to make it work on my end.

At least I'll be able to start a new game with the .08 BSM. R@S, am I doomed?

OneMug :)

You didn't post the log file. It usually reveals what the problem is. It should be located in "7.62 - High Calibre\Log" and frankly - after following instructions with a fresh install i got stuff working nicely...

It might be you AV though, as Avast was VERY keen on deleting BSM launcher. If your AV is limiting the launcher from getting it's hooks into the e6.exe - you might have an issue there. Maybe try adding both exe's to AV ignore list?:rolleyes:

OneMug 08-04-2011 10:20 PM

Today I installed GamersGate 7.62 again, this time to C:\1C Company\7.62 - Hi Calibre. Started the GG vanilla version of the game and it loaded all the way to the first mission & dialogue box of the game. Exited.

Installed successfully, BSM 1.8. Clicked on Blue Sun icon. Game loaded. Noticed "1.11" in upper right hand corner of main screen. Set options, selected new game, selected Merc, distributed points and clicked on start game = CTD with a "bad thing" window. Here is my log and missing resource files.
LOG
Log started at 04.08.2011 15:01
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.028 ERROR [0] .\OldPackFile.cpp (99) Package not found: Patch_1_12.azp
00:00.044 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.044 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.100 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:00.247 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:01.583 ERROR [0] .\Items\items.cpp (697) Item not found by name: 'Backpack_gre1'
00:01.584 ERROR [1] .\Items\items.cpp (697) Item not found by name: 'Backpack_gre2'
00:01.584 ERROR [2] .\Items\items.cpp (697) Item not found by name: 'Backpack_gre3'
00:01.584 ERROR [3] .\Items\items.cpp (697) Item not found by name: 'Backpack_gre4'
00:01.584 ERROR [4] .\Items\items.cpp (697) Item not found by name: 'Backpack_gre5'
00:01.584 ERROR [5] .\Items\items.cpp (697) Item not found by name: 'Backpack_gre6'
00:01.585 ERROR [6] .\Items\items.cpp (697) Item not found by name: 'Backpack_gre7'
00:01.585 ERROR [7] .\Items\items.cpp (697) Item not found by name: 'Backpack_gre8'
00:01.585 ERROR [8] .\Items\items.cpp (697) Item not found by name: 'Backpack_clips'
00:01.585 ERROR [9] .\Items\items.cpp (697) Item not found by name: 'Backpack_clean'
00:01.585 ERROR [10] .\Items\items.cpp (697) Item not found by name: 'Backpack_medic'
00:01.585 ERROR [11] .\Items\items.cpp (697) Item not found by name: 'Backpack_scopes'
00:01.585 ERROR [12] .\Items\items.cpp (697) Item not found by name: 'Backpack_colim'
00:01.585 ERROR [13] .\Items\items.cpp (697) Item not found by name: 'Backpack_armor'
00:01.586 ERROR [14] .\Items\items.cpp (697) Item not found by name: 'Backpack_helm'
00:01.586 ERROR [15] .\Items\items.cpp (697) Item not found by name: 'Backpack_knives'
00:01.586 ERROR [16] .\Items\items.cpp (697) Item not found by name: 'Backpack_ammo'
00:01.586 ERROR [17] .\Items\items.cpp (697) Item not found by name: 'Backpack_addon'
00:01.586 ERROR [18] .\Items\items.cpp (697) Item not found by name: 'Backpack_camo'
00:01.586 ERROR [19] .\Items\items.cpp (697) Item not found by name: 'Backpack_drugs'
00:01.586 ERROR [20] .\Items\items.cpp (697) Item not found by name: 'Backpack_explo'
00:01.587 ERROR [21] .\Items\items.cpp (697) Item not found by name: 'Backpack_flasks'
00:01.587 ERROR [22] .\Items\items.cpp (697) Item not found by name: 'Backpack_traps'
00:01.594 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:02.029 ERROR [23] .\Items\items.cpp (697) Item not found by name: 'RepairTools'
00:02.030 ERROR [24] .\Items\items.cpp (697) Item not found by name: 'FieldRadio'
00:02.030 ERROR [25] .\Items\items.cpp (697) Item not found by name: 'Bare OICW Launcher'
00:02.030 ERROR [26] .\Items\items.cpp (697) Item not found by name: 'Bare OICW Sight'
00:02.030 ERROR [27] .\Items\items.cpp (697) Item not found by name: 'AKM_manual'
00:02.030 ERROR [28] .\Items\items.cpp (697) Item not found by name: 'G36_manual'
00:02.030 ERROR [29] .\Items\items.cpp (697) Item not found by name: 'OICW_manual'
00:02.030 ERROR [30] .\Items\items.cpp (697) Item not found by name: 'vz58_manual'
00:02.031 ERROR [31] .\Items\items.cpp (697) Item not found by name: 'Gun_Mag'
00:02.031 ERROR [32] .\Items\items.cpp (697) Item not found by name: 'Retro_Mag1'
00:02.031 ERROR [33] .\Items\items.cpp (697) Item not found by name: 'Retro_Mag2'
00:02.031 ERROR [34] .\Items\items.cpp (697) Item not found by name: 'Porn_Mag1'
00:02.031 ERROR [35] .\Items\items.cpp (697) Item not found by name: 'Porn_Mag2'
00:02.098 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:33.135 ERROR [1] .\Parser\TextParser.cpp (683) Error parsing : 'WillBeHit' found, int expected
00:33.135 WARNING1 [0] .\CameraPos.cpp (115) false
>-----------------------------------------------------------
> Exception C0000005 at 0x7C90100B
>-------------------- Call stack ---------------------------

ntdll.dll 0x7C900000 0x7C90100B

E6.exe 0x00400000 0x006BEA61

E6.exe 0x00400000 0x0069A3AB

ntdll.dll 0x7C900000 0x7C910222

ntdll.dll 0x7C900000 0x7C9101DB

ntdll.dll 0x7C900000 0x7C910222

ntdll.dll 0x7C900000 0x7C911028

ntdll.dll 0x7C900000 0x7C9101DB

E6.exe 0x00400000 0x006CB0EC

E6.exe 0x00400000 0x006C4892

E6.exe 0x00400000 0x006C493C

E6.exe 0x00400000 0x006C4959

E6.exe 0x00400000 0x006BDA7F

E6.exe 0x00400000 0x006BDA7F

E6.exe 0x00400000 0x006ACDED

ntdll.dll 0x7C900000 0x7C9101DB

ntdll.dll 0x7C900000 0x7C9101DB

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x006BD2A4

E6.exe 0x00400000 0x006AC1E1

E6.exe 0x00400000 0x00688A07

ntdll.dll 0x7C900000 0x7C9101DB

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x006BD2A4

E6.exe 0x00400000 0x005DF0CA

E6.exe 0x00400000 0x005AA92E

E6.exe 0x00400000 0x005EA24D

E6.exe 0x00400000 0x005DE5AF

E6.exe 0x00400000 0x005EA5CB

E6.exe 0x00400000 0x005E2A73

ntdll.dll 0x7C900000 0x7C917CA7

ntdll.dll 0x7C900000 0x7C917C51

E6.exe 0x00400000 0x006C52B5

E6.exe 0x00400000 0x006BFA22

E6.exe 0x00400000 0x006BF8B6

> Crash dump successfully saved to Log\2011_08_04_15_01.dmp

MISSING RESOURCE FILE
BMP\HUD\CREDITSHUD\BACK.E5B
BMP\HUD\CREDITSHUD\MISSINGTEXTURE.BMP
BMP\HUD\CREDITSHUD\CREDITS2.JPG
BMP\HUD\CREDITSHUD\CREDITS4.JPG
BMP\HUD\CREDITSHUD\CREDITS5.JPG
BMP\HUD\CREDITSHUD\CREDITS3.JPG
BMP\HUD\CREDITSHUD\CREDITS1.JPG

Badbru 08-05-2011 07:10 AM

OneMug, I'm no modder, and had difficulty installing 1.7 myself however what I'm not seeing in your list of things you've done is "installed unofficial patch", and what I am seeing in line two of your crashdump is "unable to find patch 1_12. So I'd re-read the install instructions again as I'm sure you needed to apply the unofficial patch to your vanilla 7.62 install before you add any part of Blue Sun Mod. If you've done this and just neglected to say so then I'm out of ideas, like I said, not a modder and had difficulty myself.

OneMug 08-05-2011 03:14 PM

Badbru, thanks.
According to R@S's May 15 2011 post on this forum the latest patch is 1.06. So I guess 1.06 installs 1_12 patch? That's a bit confusing.

I see that there is a "install 1.06 only" option in the Blue Sun 1.8 installation window & I tried it once but didn't know the complete instructions for installing it at the time. I hadn't installed the 1.06 patch in the other attempts.
So, I will try this:

From my GamersGate 7.62 download, fresh install to C:\1C Company\7.62 Hi - Calibre

From BSM 1.8 window, install 1.06 patch only. Then "run the PatchMe.bat file once you've copied the patch files to your game directory." - (quote from the May 15 post above).

Restart my computer, then run BSM installation again and hope it works this time. Am I leaveing anything else out?
OneMug
Maybe I should d/l the 1.06 patch separately? I don't know where the BSM will install the folder and there seem to be some issues about how you unzip and copy the files to the 7.62 folder. Any suggestions on this?

Badbru 08-05-2011 05:41 PM

Seems right about unofficial patch being 1.06, my bad. It looks odd though that your crashdump says cannot find patch_1_12.azp and also cannot find many items. maybe you're not getting one of the three media packs?

I've not actually tried BSM 1.8 yet but here's what I did for BSM 1.7:

1:Created a new folder named BSM.

2: Downloaded BSM 1.7, BSM 1.7 fix 1, media pack 1, media pack 2 and media pack 3, and unofficial patch 1.06 to this new folder.

3: Made a copy of my Gamersgate7.62 vanilla install, as I couldn't install it twice, and renamed that 7.62BSM.

4: Checked to see my copy worked by starting the 7.62BSM named game.

5: Applied unofficial patch 1.06 to 7.62BSM and checked to see it worked.

6: Followed the other install instructions applying BSM 1.7 then BSM 1.7 fix 1, then media packs 1 through 3 (media packs may have unzipped all at once I'm hazy on memory of that.

7: Went though and changed to readonly every single one in all three resolutions of those files you have to change to read only. Not just the folders either, every single tga. Just to be sure.

Note somewhere along this process I also hit the mscvr.117 issue and had to troll through this thread for a link to that and apply it.

After going through all that it mostly works, which is to say it works better than vanilla 7.62 ever did (Thankyou R@S)but still has issues.
I'm enjoying BSM1.7 so much and had to do so much work to get it up and running I'm a tad shy at trying 1.8.

OneMug 08-05-2011 06:25 PM

Badbru, thanks for your step by step procedure. I'll try it with BSN 1.8. Here's a couple of quick comments.

FYI if you decide to do BSM 1.8. I purchased 7.62 from GamersGate in mid-2010. 7.62, Brigade E5 and other games, are now in "My Games" folder permanently. I can download them as many times as I wish. I would think you can do that too but there's a reason you can't? Anyway,

After I d/l & install 7.62 from GG, I get a window that asks me if I want to delete the temp file, save the temp file for possible reinstallation, or restart the installer. I finally started saving the temp file and don't have to d/l each time I want to install 7.62 after I screw things up. :)

I haven't come across the mscvr.117 issue yet so I'll look that up later, unless you have a link to that thread.

Thanks again, OneMug

OneMug 08-06-2011 01:52 AM

After 2 tries today, success installing 1.8. First time, I extracted 1.06 patch to a separate folder & tried to copy & paste all the files to the 7.62 folder. No dice.

Then I extracted 1.06 patch directly to the 7.62 folder and ran the batch file. No dice. Then I went to the BMP\Hud files. Some sub files were blank so I checked read only.

Now I'm into the game, killed the 4 hooligans, but when I looted their equipment and got rid of the bodies, and got my Mr Sister reward. When I opened my inventory, the guns & the knives were there but ammo & canteens had disappeared. I reloaded the end of battle, left the bodies alone, got my Mr Sis award, then went to the arms dealers and picked up only what I could carry and sell at one time. Then saved. Rinse & repeat. Got all the loot that way. I hope I don't have this loss of dropped gear throughout the game.

So far, that's the only minor glitch. Oh, I had to go to 1280x960 because the full screen x1024 was too wide for my Acer 23" flat screen and some of the picture was just off the screen.

Well, thanks for everyone's help and patience. Hope I don't have to bother you all in future.

Best wishes, OneMug

OneMug 08-07-2011 06:44 PM

Top Secret Mission
 
Just as I was getting started, Alex Lond gave my noobie merc the Top Secret mission. Just to see if it could be done, I took over the secret army base. It wasn't easy but I won't go into detail unless someone is curious.

Along with all the goodies in the base locker, I found the Top Secret documents. I couldn't put either of the TS documents into my inventory or the mission specific box. Went back to Lond and got only the "remind me of my mission" dialogue.

Did I break the mission by taking the base over too early in the game? Or when I advance my merc's CGL will I be able to complete the mission?

From my previous 0.08 BSM ver. campaigns over a year ago, I seem I recall that a black ops squad intercepts my team on the way back to Lond. I'm sure my new merc would be toast if that were to happen right now, so I'm hoping I just need to level up (& hire at least 2-3 mercs, which I can't afford now!).

Hope I didn't break the mission for good and all. But, if that's the case, why would Lond give the mission so early in the campaign? :eek:
Please advise. TIA OneMug

Kuujis 08-07-2011 08:08 PM

Quote:

Originally Posted by OneMug (Post 320951)
Just as I was getting started, Alex Lond gave my noobie merc the Top Secret mission. Just to see if it could be done, I took over the secret army base. It wasn't easy but I won't go into detail unless someone is curious.

Along with all the goodies in the base locker, I found the Top Secret documents. I couldn't put either of the TS documents into my inventory or the mission specific box. Went back to Lond and got only the "remind me of my mission" dialogue.

Did I break the mission by taking the base over too early in the game? Or when I advance my merc's CGL will I be able to complete the mission?

From my previous 0.08 BSM ver. campaigns over a year ago, I seem I recall that a black ops squad intercepts my team on the way back to Lond. I'm sure my new merc would be toast if that were to happen right now, so I'm hoping I just need to level up (& hire at least 2-3 mercs, which I can't afford now!).

Hope I didn't break the mission for good and all. But, if that's the case, why would Lond give the mission so early in the campaign? :eek:
Please advise. TIA OneMug

Document go to the special items list, which is separate from the inventory. Its a line of items below all the backpack/pockets/vest slots. And I don't thing you broke anything, just go back and take the documents: either ctrl+left click OR left click + drag them to the line of misc items in the bottom of inventory screen.

Also - SOME glitches might occur due to grenades being dropped near loot laying on the ground or simply due to bad handling of dropped items. I once participate in rebels Vs government battle in one of the cities and waited to get the loot while being neutral... Almost every second weapon disappeared... They reappeared a day later, when I came back though... :rolleyes:

Schobbejak 08-07-2011 08:10 PM

Greetings
 
Hi all, these mods keep getting better and better :grin:
R@S and all they others who created these mods ... Thanks !!
The fun you brought into this game, again thanks !!
And please keep making them.

OneMug 08-09-2011 08:19 PM

BSM 1.8 has been running fine for several days but now the dialog with Bernice goes into a continuous loop and I can't give her the weapon. All my other missions & dialog scripts have been working just fine.

The Desert Eagle isn't removed from my pack or hand after I click the dialog for her to take the weapon. I get a "continue" scrip but it won't work. By clicking the left mouse button elsewhere I can get the dialog to move off of "continue" but it repeats her telling me who she is and takes me back to my option of telling her to take the weapon and I can't stop the loop. Furthermore, I can't get out of the dialog window to do anything else. I have to close the program with Task Manager.

Also, the servant doesn't have a "get a bottle of wine" choice but will let me talk to Bernice. But he just stands there in the hall. I think some scripting is missing or corrupted.

I've tried to follow the procedure of Thisone & More Dread from Jun 2010. Same result.
Any ideas for fixing this problem? OneMug

UselessHeathen 08-12-2011 10:00 AM

Librarian bug
 
During the Jingo Mine quest, when talking to the librarian, the sector begins to load and crashes right before finishing. I can post a log if it would help, does anyone else have this problem/ know how to fix it?

Kuujis 08-12-2011 10:33 AM

Quote:

Originally Posted by UselessHeathen (Post 322877)
During the Jingo Mine quest, when talking to the librarian, the sector begins to load and crashes right before finishing. I can post a log if it would help, does anyone else have this problem/ know how to fix it?

Logs are definitely needed IMO:rolleyes:

killerx243 08-12-2011 11:57 AM

Quote:

Originally Posted by OneMug (Post 321914)
BSM 1.8 has been running fine for several days but now the dialog with Bernice goes into a continuous loop and I can't give her the weapon. All my other missions & dialog scripts have been working just fine.

The Desert Eagle isn't removed from my pack or hand after I click the dialog for her to take the weapon. I get a "continue" scrip but it won't work. By clicking the left mouse button elsewhere I can get the dialog to move off of "continue" but it repeats her telling me who she is and takes me back to my option of telling her to take the weapon and I can't stop the loop. Furthermore, I can't get out of the dialog window to do anything else. I have to close the program with Task Manager.

Also, the servant doesn't have a "get a bottle of wine" choice but will let me talk to Bernice. But he just stands there in the hall. I think some scripting is missing or corrupted.

I've tried to follow the procedure of Thisone & More Dread from Jun 2010. Same result.
Any ideas for fixing this problem? OneMug

I have the same problem too, you're not alone...

Badbru 08-12-2011 03:45 PM

Quote:

Originally Posted by UselessHeathen (Post 322877)
During the Jingo Mine quest, when talking to the librarian, the sector begins to load and crashes right before finishing. I can post a log if it would help, does anyone else have this problem/ know how to fix it?

I had the same problem and don't know how to "fix it" as such but the work around is to just go to the mine sector and fight your way in. I had some crashes at entry point with grenades so I also suggest not using them :(

The fight inside is nice bunker clearing stuff, but for me the fight outside was just another "oh have they stopped rushing at me yet?" style of fight.

UselessHeathen 08-13-2011 03:00 AM

Right on
 
I agree 100%. I love the tense CQB in the bunker, but gettin there is just another fight. I used an AKS-74U and utterly reamed the guys rushing me with MAC-11s.

Crazy Jingo Moment: I caught one of them off guard via Fast Turn, and in his shock-addled state he threw his gun at me. It landed at my feet, and he stood there for a moment looking at me (I imagine he was wondering why he did that) before attempting to escape my 12-gauge justice machine. He did not.

IceShade 08-13-2011 02:50 PM

Cant say I liked the mine/bunker. There's no roof so everyone just threw grenades over the walls. The explosions then take out every lightsource and it becomes pitchblack.

90% of the fighting took place in the first three rooms, leaving an enormous part of the bunker empty.

So bleh.

Veilrider 08-13-2011 09:55 PM

An excellent level for tactical flashlights however!

Nukem 08-20-2011 07:00 AM

Hi all,

Some time ago I read about this mod, and now that I reinstalled 7.62 I wanted to try it. But as it seems I'm not that genius I always claimed to be :)

I installed 7.62, then installed the German 1.06 manually (by using packme.bat). After that I mounted the iso and started the installation. And thats when trouble started.... If I check "German GPC only" installation freezes. If I dont check anything it installs; I have some english text ingame and can't find any BSM-NPC (neither Paco the Cop nor his buddy in Santa Maria).

So could please anyone give me some "BSM installation for idiots"-guide?

edit: works now... I tried and tried until it once didnt freeze :)

Kyle 09-18-2011 11:48 AM

Unable to execute file...!
 
Been a while since I've played BSM (hard to believe it's up to v. 1.8!), and I downloaded the three parts, used 7zip to decompress them (I assumed that it combined the three parts into one automatically - the iso image is 584 MB in size), and then I burned the iso image onto a CD. I double-click on it and my Win 7 64-bit operating system informs me that it can't find the program to open it up with.

I've installed two different free virtual drive programs (I went to use Daemon Tools Lite, but caught multiple comments that it now comes with spyware, so I won't be using that used-to-be-awesome program anymore).

The two that I tried were:
osfmount_x64
Virtual Clone Drive 5450

I couldn't get them to recognize the iso (since this is the first time I'm using these programs, maybe I did something wrong? Hard to know...).

Then I read that one could just use 7zip to open up iso images, and this I did. I could see the following:
Quote:

Data
Redist
Set
Autorun.inf
Setup.exe
Whats_new.txt
So I clicked on Setup.exe and the nifty BSM windowed installer started running. Cool, right? Through its GUI, I select "Install English patch" because that box was unchecked (maybe it should be, as I'm using the Amazon.com digital download version of 7.62, and it might already be patched), and then I click the auto-installer to proceed. After several seconds I get this error message:
Quote:

Setup
(X)
Unable to execute file:
C:\Users\Tesla\AppData\Local\Temp\7zO4452.tmp\Set\ UnP106En.exe

CreateProcess failed; code 2.
The system cannot find the file specified.

[OK]
What's going on? I'm very eager to dive into the latest build and this is holding me up.

Any DETAILED advice is GREATLY appreciated!

Kyle 09-18-2011 12:50 PM

Installed it! and How to link actions...
 
Tried WinCDEmu ver. 3.6, and it was RIDICULOUSLY easy to use, and it worked!!! :)

I guess that 7zip just doesn't have "the stuff" to get the job done when running the iso image file.

Can't wait till tonight when I can finally give the latest build a good run! :grin:

:confused:By the way, I know that this may seem like a newbie question (especially since I've played this game SO many times), but I saw a video somewhere a LONG time ago that showed how one can "link" multiple orders to one squad mate so that one doesn't have to "babysit" every single little action they take. I can't find this video any longer, and I can't recall what the name of the function was nor the key that it was assigned to. I think that it was called something like "Record," but if it is that key that links actions together, how does one use it? :confused:

Thanks in advance!

Kyle 09-18-2011 02:11 PM

How exactly does one link attacks like in this video?
 
http://www.viddler.com/explore/Squint/videos/1/

I found a video that "sort of" shows how one can give multiple commands to a squad mate and all of those orders will be carried out in the sequence dictated by the player.

:confused: Which command is he using to do this, and is this key pressed before the first order is given, and then once again after the last order is given, or...? :confused:

Schobbejak 09-18-2011 03:15 PM

Serie of orders
 
Quote:

Originally Posted by Kyle (Post 337724)
:confused: Which command is he using to do this, and is this key pressed before the first order is given, and then once again after the last order is given, or...? :confused:

Pause the game, select a merc and then press "Serie", the third button on the right side.
This will let you give a series of orders (move, shoot, change stance, throw, place explosives, talk to hookers) to the selected merc. If you're done with that merc, just select another and do the same.
Then when you're done press space and sit back.

It can really help in many battles or just create funny moments.

Kyle 09-18-2011 03:31 PM

Thank you Schobbejak. So the "Serie" GUI-button is the one to do with what I described above?

What a HUGE time-saver that is going to be! About half of my time used to spent just racing from one squad mate to the other to ensure that they weren't idle, or to just redirect their weapons' firing arc 20 degrees in any one direction to ensure that they were properly suppressing a desired range of targets. Now that I can "link" one action with another, I can relax a bit more.

Thanks again! :grin:

Kyle 09-19-2011 02:01 AM

Did my camo work ever make it in?
 
R@S,

Just wondering if any of the camos that I worked on ever made it into the mod? The time that I have to play is pretty limited, so it would take me a while to discover what the answer was.

Here's one of them:
http://img8.imageshack.us/img8/7643/phantomswip2.th.png Uploaded with ImageShack.us

If you get a chance, take a look at the mod that I've been pouring a ton of ideas into lately over the summer. If I say so myself, I did a wicked new mutant design for this STALKER mod. You'll have to scroll down a ways to find some of the concept art that I did, along with a proposal for animating the face of a new psychic enemy. Above and below the supplied post, I also did a ton of writing for making the zombies more varied and...um...menacing (to say the least). http://www.moddb.com/mods/stalker-pa.../page/2#671069 :twisted:


Alright, I'm off to finally play your awesome mod again...! :)

Kyle 09-24-2011 02:01 AM

Guide available? and Tracers...
 
I've played the mod for a total of a couple hours now, and I'm loving it.

Is there a guide that someone may have written that I could download? I did a keyword search for such, but I was just taken to page 1 of this thread, and I don't have the time to pour through every single page. If a guide was written, and even if it's now out-of-date, could someone post its download link below?

Also, if there was one weapons' effects feature that I wish were easy to turn off, it would be the tracers. For myself, it would be far more realistic if they weren't visible at all (with a slight exception for machineguns), and instead there'd be a barely visible "smoke trail" that would be produced by each round.

Not to get too gruesome here, but I've watched some unedited war footage over the years, and the Iraqi sniper "Juba" had his kills filmed, and one could discern in most of the videos the smoking and descending trail of the rounds that he fired.

If that kind of effect couldn't be emulated here, how about being able to assign yellow-green tracer rounds to former Eastern-bloc weaponry, and orange-red tracer rounds for Western-bloc weaponry.

Thanks for your consideration! :)

IceShade 09-24-2011 09:44 AM

I'd say yes, yes and double yes...

But tracers are the only indication of you being fired at and knowing what direction it is coming from.

Because in this game, weapons magically don't make a sound if you don't see the shooter.

Making the tracers green for Warsawpact/eastbloc weapons and orange-red for western weapons, that'd be great.

Kyle 09-24-2011 04:26 PM

Sounds...feedback...
 
Ahh! You're absolutely right IceShade! I totally forgot that sounds are not heard at their sources unless they've been identified.

You know what? That's pretty WEIRD that they made the game that way!

On a certain level, it makes some sense, IF...
...the round is being fired from a far distance
...echoes and occlusion can, and FREQUENTLY do make sounds seem like they're coming from somewhere else

Two real life examples I experienced this summer are:
(1) I was outside doing repairs to mortice that fell out between the blocks that make up our foundation. I was on the west side of the house, lying completely flat so that I could look up underneath the lowest layer of vinyl siding, to see if fresh mortice needed to get pushed up underneath it. All of a sudden, I could hear my wife talking to my kids. The sound was a little distorted and muffled, but I stood up, and couldn't hear it anymore. I checked the windows on that side of the house, and they were all closed. So, I got back down to keep assessing the foundation. I could hear my wife again, and my daughter whining about one of my wife's edicts. I stood up, checked the windows again, walked to the back and front corners of the house, and my family were not outside, and the windows were closed. Now I was spooked. I got back down on my belly, and a few minutes later, my wife was talking again. This time, I stayed down there, crawling around on my elbows and knees to see where the sound was coming from. I found the source. Me NEIGHBOR'S wooden fence post which was 3 m. from the side of my house! NO, I'm NOT kidding! My wife's voice became louder and clearer when I got to one of the posts. I went inside the house, stunned, and I asked my wife if she had done a lot of talking with the kids while I was working outside, to which she replied "Yes." I then recounted what I heard, and she confirmed that what I heard is what she said. And my daughter confirmed her whines. What's even stranger, is that they held most of their conversations in the living room, which is easily 15 m. away from the exterior wall. The original conversation was being conducted on the East end of the house. Altogether, their voices were picked up and transmitted by a fence post that was 18 m. away from the source of the sound! BIZARRE! I tested this out with my wife, and she picked up my voice on that fence post as well, so I'm not crazy (well, mostly).

(2) We had a our street and intersection worked on for most of this summer. There were several times when I was working in my backyard when I could've sworn that a bulldozer was just a couple of feet of me, roaring towards me. Whenever I looked, there was nothing but the garage. The sounds of the vehicles would bounce allover the place, and be loud somewhere else. Occlusion and reverberation--it's hard to overestimate just how severely they can throw a person's sense of direction off.

(3) Several of my friends participated in the 2003 invasion of Iraq. One of them in particular told me just how hard it could be just to determine where small arms rounds were being fired from. He said "You'd think that it'd be easy, but it's not. Sounds can seemingly be coming from your right flank, when they're really coming from your left..."

Over the years, we'd both find some mostly uncensored war footage, and time and again it would confirm what he had tried to convey to me with words. We watched this British reporter get caught up in an ambush on some Marines in Afghanistan, and for the first 20 min. of this blistering firefight, the entire squad was responding to its right flank, and lo and behold, it was really coming from center-left of their original starting position when the attack first started. You also saw the soldiers falling down a LOT. Something my friend had told me of earlier, "Kyle, you just wouldn't believe how often we fall down. Seriously, we look like a bunch of circus clowns, tripping over everything and nothing. Stepping on each other accidentally..."

So, maybe the developers made a wise choice in setting it up the way that they did?



Sound
Is it possible to add some reverberation to the weapons' sounds? I know that this would be a time consuming endeavor, but while it's been a long time since I last shot a firearm, I do know that it's virtually impossible to hear a weapon firing as "cleanly" as they do in the game. That STALKER mod that I'm contributing to, I directed LoNer1 (the chief modder) to video footage of weapons firing, and I pointed out the reverberation outside and/or the echo inside, and he posted some footage of the alterations he made, and the difference... Oh man, it's huge! Far more immersive and honestly, it ratchets up the sense of danger. Now, due to the engine's limitations, he can't "model" reverberations that are unique to how the environment is shaped, but that's fine, because just assigning one type of reverberation to each shot fired does an amazing job, and is far more convincing than the default super-clean sounds. Who knows, if you'd want some help with this endeavor, he may be willing to share his work with you (let me know and I'll ask him on your behalf).

Could the sounds of rounds snapping by be added? That too would really increase the sense of danger.

Tracers
As much as I loved playing the game last night, I became even more convinced that the tracers should be replaced with a smoking trail effect. For gameplay purposes, perhaps they should be exaggerated a bit from their real life counterparts so that they're more easily trackable due to how they designed how sounds are "not" heard in the game.

Feedback
Wow.

It seems like a lot of very smart steps were taken to make the gameplay more flexible and less cumbersome. From being able to access any locker on a map whenever one is dealing with a trader, to being able to leave a sector at any point to travel across the world-map. VERY smart decisions.

Yes, these things were modeled more realistically, but when realism becomes an annoyance, then from a game design perspective, should that realism be maintained? You made some very intelligent calls on such matters. I'm enjoying the game much more just because of that.


Questions
Do the weapons manuals act as a shortcut to develop complete familiarity with a weapon, so that one no longer has to fire off 100 individual rounds to become totally proficient with a weapon? If so, what a VERY smart decision. I hated firing off rounds individually so that a member of the squad was more adept at using it (keep in mind this was BEFORE I learned what the "Record" button was for!). If not, what does one gain from studying a weapon manual?

Is the environment more destructible than before? I got in a firefight with some bandits who actually fired their rounds deliberately through crates at me, which quickly shattered! I actually took a hit before the crate shattered, meaning that the round was penetrating the wood and coming out the other side. I don't ever recall the default game ever doing this, or am I mistaken? I liked that one's not safe behind every type of cover!

Any way to toggle on/off the "Shocked" icons, and other such icons, from floating above the heads of one's victims? Doing this would force the player to have to use his own judgement as to when a target has been put into shock from getting struck.

The same holds true for displaying the hit points that are being lost by a target. I'd love to be able to toggle those off as well.


There was one more thing that I meant to mention, but can't remember it now. In any case, what huge improvements have been made. This game truly is epic now! Good work, and thank you!

Kyle 09-24-2011 04:34 PM

Collamters treated as scopes for sniping?
 
Just remembered the last question that I wanted to ask.

Are collameters such as Aimpoints and EOTechs treated as scopes, which means that they're only effective if one's using one's sniping skills? Or are the quite effecting when one's just using one's shooting skills?

In my mind, since collameters don't magnify, they're not truly a "scope," but rather an aiming aide.

Thanks!

safoolfool 09-24-2011 11:06 PM

Quote:

Originally Posted by Kyle (Post 340510)
Just remembered the last question that I wanted to ask.

Are collameters such as Aimpoints and EOTechs treated as scopes, which means that they're only effective if one's using one's sniping skills? Or are the quite effecting when one's just using one's shooting skills?

In my mind, since collameters don't magnify, they're not truly a "scope," but rather an aiming aide.

Thanks!

As far as I can see, collimators effect accuracy using snap aiming (the kind that's not sniping, not precision aiming where you can target body parts, and not hip shooting). They don't appear to do anything to hip shooting or precision aimed shooting, and they don't speed things up, just give more accuracy/range. Laser pointers function similarly, but only for hip shooting, and have no effect on precision or snap aiming.

I'm basing this on the fact that if you open a weapon's information sheet and attach/detach the collimator you can see the yellow line showing snap accuracy rise and fall. The same is true for attaching/detaching a laser sight, and seeing the red hip shot line rise/fall.

Kyle 09-24-2011 11:50 PM

Thanks for your feedback safoolfool.

For myself, it's a kind of risky endeavor to assume what's going on in the game engine. For example, I had no idea that one had to practice shooting to become adept at using each type of weapon. It makes total sense, of course, but how many games actually model it? And it's not advertised in the manual, or even in any type of tutorial or in-game dialogue, or anything. Yet, it's there. And it does make a difference. And 7.62 has a host of these types of "hidden mechanics" at work.

So, thanks for the extra clarity. Now I won't be sniping with it as much. There's no point in it, and that extra time I gain will help in a multitude of ways.

:)

Kyle 09-25-2011 08:29 PM

Benicia at hotel endless loop...spelling...
 
Having a great time.

For some reason, I can't get the initial conversation with Benicia to end at the hotel. It gets itself stuck in an infinite loop. I have to hit the Windows key to get out of it, and then right-click "End program" to shut the game down.

To say that this conversation bug is frustrating is a major understatement, now that I see that one can keep Benicia permanently.

I want her to be part of the squad when we meet up with Ricardo...



Spelling Errors
Dialogue with Paulo Scalini. He states, "Sp, there you have it." "Sp" should be "So"

Dialogue with Police Private, when soliciting information on Juan Rebenga. The word "allunder" should be split in two, to this instead "all under".


I don't know how I missed in the Read Me about how reading the manuals now give a small bonus. So, practicing with guns is still the best way to become familiar with them, yes?

Kyle 09-26-2011 01:06 AM

I did another keyword search, and this time found a thread devoted to the infinite-loop bug with Benicia at the hotel. Sorry to hear that its FUBAR as of this build.

But at least I know that I don't have to waste more time trying to find a fix to it.

Looks like I got to pull out my credit card, head to the nearest bar, use AIM and order me up my favorite merc to first hire: Barry.

tristeau 10-02-2011 11:42 PM

Quote:

Originally Posted by Kyle (Post 340860)
I don't know how I missed in the Read Me about how reading the manuals now give a small bonus. So, practicing with guns is still the best way to become familiar with them, yes?

Definitely. Whenever I get my hands on a new gun, I give it to one of my mercs and have them blow through a few hundred rounds of FMJ ball ammo, and it seems as though they are a bit better with them once we enter combat than if I'd just handed it to them. Keep a cleaning kit on hand to reduce wear, and try to space out automatic fire as it will wear on the gun quickly.

Also, having a higher intelligence rating helps: my merc started with an "intelligence" score in the 80's, and I upped it into the 90's. His shooting, sniping, and snap skills have increased at a much higher rate - his sniping went from 25 to 75 over the course of a few heated battles, and now it takes him about the same time to use the scope on the M14 sniper mod rifle as it takes other teammates to aim an AUG or G36k!

kjou 10-03-2011 01:28 PM

hi there! just git back to 7.62 recently, and installed bsm right away. great improvement! nice nice.
*spoiler*
having a bit of a problem now, with the "opportunity knocks" mission, which you get at secret harbour.
i got into the so called "sitiuation" with the hk guards and the hk employee. after eliminating them, i seem not to be able to find that prototype weapon. am i doing something wrong?

Kyle 10-04-2011 01:01 AM

"Commence Training" command...?
 
Quote:

Definitely. Whenever I get my hands on a new gun, I give it to one of my mercs and have them blow through a few hundred rounds of FMJ ball ammo, and it seems as though they are a bit better with them once we enter combat than if I'd just handed it to them. Keep a cleaning kit on hand to reduce wear, and try to space out automatic fire as it will wear on the gun quickly.

Also, having a higher intelligence rating helps: my merc started with an "intelligence" score in the 80's, and I upped it into the 90's. His shooting, sniping, and snap skills have increased at a much higher rate - his sniping went from 25 to 75 over the course of a few heated battles, and now it takes him about the same time to use the scope on the M14 sniper mod rifle as it takes other teammates to aim an AUG or G36k!
For training purposes, I used to fire off about 40-50 rounds before I couldn't take it anymore (this was before I found out how to use the Record feature!). But even knowing how to use Record, and to advance time to x7, it still seems like an awfully tedious exercise of clicking.

Why not have a "Commence Training" command? One would highlight the desired squadmate, and order him/her to practice his/her skills. The game would auto-advance to a future point in time when the training was done. This is already done, but to a much more limited degree, by reading the magazines that one finds. From my understanding, there's a small increase in certain skills related to the contents of what one reads, and time certainly immediately advances to the end point of the study session. Why not use such a system for improving one's capabilities with a new weapon, or to build up stamina, strength, etc., etc.? Such a feature might seem "gamey," but it's gamey now, and just short of waterboarding in the "fun" that it elicits.

The higher intelligence aspect is important, and makes a TON of sense. Jagged Alliance was setup the same way as well.

Badbru 10-05-2011 06:52 AM

Quote:

Originally Posted by kjou (Post 343348)
hi there! just git back to 7.62 recently, and installed bsm right away. great improvement! nice nice.
*spoiler*
having a bit of a problem now, with the "opportunity knocks" mission, which you get at secret harbour.
i got into the so called "sitiuation" with the hk guards and the hk employee. after eliminating them, i seem not to be able to find that prototype weapon. am i doing something wrong?

There are three waves of opponents, I think 5 employees in total, have you dealt with all of them?

Somewhere in this, or another thread, the issue with assembling the weapon has come up before. You need to have all of the parts in you backpack and I think ammo for the launcher component, then read the manual, then right click on the rifle component to bring up a menu wherein "assemble the weapon" will be an option. Good luck.

kjou 10-05-2011 02:46 PM

ty for the answer. three waves?? i had like one dead suit man, which was labeled hk employee 1. there was no additional wave. whould that be five different encounters, or all on the same map?

Badbru 10-05-2011 03:48 PM

All on the same map.
Five, I think, or there abouts, suited HK employees just like the first guy.
For the two or three times I've done that in BSM1.7 the first lot spawn near the building just up from the river crossing. The second lot spawn in the exit circle down from the narrow path behind a hill near the edge of the map, and the third lot, also by far the most, spawn from way over beyond the intact road bridge.
I think the trigger is picking up a part of the weapon, so go inventory and pickup the assault rifle portion which should be the first bit to drop.

kjou 10-11-2011 07:21 PM

i replayed the mission, and this time it worked. thanks again.
now i have a severe ctd bug, while on the convoy mission. i had a few casual ctd's, but nothing i could work aournd. this is rather bad though, since it looks unavoidable.

00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.007 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.007 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.416 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:00.521 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:01.415 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:01.711 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:06.872 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Fast1.286.azp
00:08.035 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\SPECIALPLACENEAROLVIDAD'
00:13.306 INFO [0] .\LoadGame.cpp (1209) Game loaded.
>-----------------------------------------------------------
> Exception C0000005 at 0x00495531
>-------------------- Call stack ---------------------------

E6.exe 0x00400000 0x00495531

E6.exe 0x00400000 0x004BE481

E6.exe 0x00400000 0x005DEE54

E6.exe 0x00400000 0x004019DB

E6.exe 0x00400000 0x004BE0FD

E6.exe 0x00400000 0x00401040

E6.exe 0x00400000 0x004C9E28

E6.exe 0x00400000 0x004C9E7C

E6.exe 0x00400000 0x00487DE0

E6.exe 0x00400000 0x0040E1F2

E6.exe 0x00400000 0x00405288

E6.exe 0x00400000 0x006C1DF0

E6.exe 0x00400000 0x006CAE4C

E6.exe 0x00400000 0x006CAE7B

E6.exe 0x00400000 0x00492F53

E6.exe 0x00400000 0x006C271C

E6.exe 0x00400000 0x006C477E

E6.exe 0x00400000 0x006BD7E0

E6.exe 0x00400000 0x00533961

E6.exe 0x00400000 0x00517AF6

E6.exe 0x00400000 0x004A4816

E6.exe 0x00400000 0x00517AF6

E6.exe 0x00400000 0x004B5C0F

E6.exe 0x00400000 0x00425D3D

E6.exe 0x00400000 0x00444BB2

E6.exe 0x00400000 0x00497767

E6.exe 0x00400000 0x004907A9

> Crash dump successfully saved to Log\2011_10_11_20_27.dmp
01:07.416 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination.

vahadar 10-15-2011 10:35 PM

Quote:

Originally Posted by Kyle (Post 340860)
Having a great time.

For some reason, I can't get the initial conversation with Benicia to end at the hotel. It gets itself stuck in an infinite loop. I have to hit the Windows key to get out of it, and then right-click "End program" to shut the game down.


I mentioned it also on the BSM forum, but did not got answered (or it was already answered somewhere else but did not see it).

Well apart the fact that in vanilla you can get Benicia as a "free" merc, until you go back to Clive Parker, the quest end very quickly. But still i'd like to complete it in BSM :)

kjou 10-20-2011 04:54 AM

hi again

i still have that ctd bug, where at a certain point an opponent dies, and my game crashes.
Exception C0000005 at 0x00495531
i dont know if its that one.
i have to restart the engagement, hoping that the "buggy item" is not distributed amongst my opposing forces.
any ideas?

Kyle 10-21-2011 09:36 PM

Mixing ammo types in a magazine? Feedback...
 
I am LOVING this mod!

To say that 7.62 was vastly improved by it is a major understatement.

Brilliant work. BRILLIANT!

THANK YOU!!!


Now, a question that I've had going all of the way back to Brigade E5...

How does one mix up ammo types in a magazine? I've read before that one can alternate armor piercing rounds with hollow points, or whatever rounds one desires. I completely forgot about this, till I went to empty an enemy's SMG, and discovered that I was extracting one round at a time. I couldn't figure out what was going on at first, till I noticed that the round types were mixed! Is there a QUICK way to accomplish this for my magazines?

If not, I'd like to suggest that new types of ammo boxes can be purchased: MIXED. The three combinations would be:

armor piercing with hollow points
or
armor piercing with ball
or
armor piercing with full metal jacket

These ammo boxes would come with an extra 20% surcharge for the labor that was involved in pre-packing these boxes for the purchaser.

Looking forward, eagerly, to any input on this. Yours!

the_Brain 10-22-2011 07:32 AM

Right-click the empty mag and choose refill (or something like that, I'm not sure as I play the german version). That should open a window where you can do that, as long as you have appropriate ammo in your mercs inventory.

Kyle 10-22-2011 07:50 PM

the_Brain,

If it's really that simple to do, I'll be kicking myself in the rear end for not knowing it! Thank you for informing me! :)

Although the documentation that came with the game is far too sparse on very helpful details.

If there's another release of BSM, then I'd advise having the "mixed refill of magazine" content added as a Tip as one waits for the game to load. I wish that I would've known this years ago!

Kyle 10-23-2011 11:48 PM

Graphical interface issues...
 
The ammo pouch that costs approximately $290 is having issues when it's doubled up on one belt. If one looks at the image below, one will see what I mean:

http://www.mediafire.com/imgbnc.php/...69b027702g.jpg

The lower pouch's GUI makes it appear that one could fit in long magazines, but it never allows for them to be stored there. Rather, one can fit objects as long as they're no longer that 1 box in size. It operates exactly as the ammo pouch located above it, but one can't see the horizontal divider.

I also had some strangeness when attempting to "Fill Magazine." For the entirety of last night's game session, I could not see the ammo boxes in the large rectangle. No items where displayed within said rectangle, but one could float the mouse through that portion of the GUI, and see text descriptions appear, describing the invisible ammo box the mouse was floating over.

Today, the ammo boxes appear in the GUI without any problems. Weird!

IceShade 12-27-2011 10:43 PM

This forum is dead, isn't it? :-P

Melthorse 12-28-2011 05:14 PM

@IceShade

i hope not:confused:

@all

are there any news about the next release of the blue sun mod?

R@S 12-28-2011 05:23 PM

Quote:

Originally Posted by IceShade (Post 373946)
This forum is dead, isn't it? :-P

Just because I have been terribly busy lately and haven't posted here in a while doesn't mean the mod is dead. I will begin working on the final version of BSM(2.0) when the new year has started. The release is planned for Febuary, I have a few new weapons to add and a few minor bugs to correct. I don't have any major changes in the pipe, but that might change once I get started on it again. The final version will be tested before released, I don't want any patches or addons once it's released.

safoolfool 12-29-2011 02:49 AM

Quote:

Originally Posted by R@S (Post 374158)
Just because I have been terribly busy lately and haven't posted here in a while doesn't mean the mod is dead. I will begin working on the final version of BSM(2.0) when the new year has started. The release is planned for Febuary, I have a few new weapons to add and a few minor bugs to correct. I don't have any major changes in the pipe, but that might change once I get started on it again. The final version will be tested before released, I don't want any patches or addons once it's released.

What changed in 1.9 from 1.8?

Dolly8663 12-29-2011 04:59 AM

There are only some minor changes, mostly fixes but a few new things as well. For those who has the final beta there's some new weapons and a new car. But I recommend you finish your current game before you start a new one with the latest version.http://www.worldwidegamingexchange.info/jh2.jpg
http://www.worldwidegamingexchange.info/22.jpg
http://www.worldwidegamingexchange.info/6.jpg

Kyle 12-31-2011 01:38 AM

I'm thrilled to hear that there'll be at least one more update.

Has the situation with Benicia been figured out?

R@S 01-04-2012 01:55 PM

Yeppers, the Benicia issue has been fixed in the 1.9 version, you can recruit her in Santa-Maria after the Clive mission has been completed.

Tozmeister 01-06-2012 03:11 PM

Quote:

Originally Posted by IceShade (Post 373946)
This forum is dead, isn't it? :-P

Ain't no-one here but us ZOMBIESSS!!!!!

btw Ras, a Febuary release for the final version? hope you get it out before the release of Jagged Alliance. will you be switching to modding that after?

R@S 01-06-2012 06:50 PM

Quote:

Originally Posted by Tozmeister (Post 376806)
btw Ras, a Febuary release for the final version? hope you get it out before the release of Jagged Alliance. will you be switching to modding that after?

The release date is mostly egotistical, I want some spare time in February when BiA is released, damn all else:-P

I am not a 100% sure if 2.0 will be the last version tho. Even if I'm a bit bored of modding 7.62, I've been doing that almost 3 years now, I might get my mojo back after playing BiA.

If it is possible to mod BiA I will prolly try to do something with it, once you get bitten by the mod bug it's hard to shake. But I wont know the modding capabilities of BiA until I have it on my HD, so we'll see.

I have just started looking into what to add in BSM 2.0 and made a small discovery. I found the file that controls what speed you get traveling on the global map. The problem is a binary file that adds the path finding points for it, but if I manage to crack it, adding a helicopter might not be out of the question. The model from BE5 could easily be imported.

Another thing that needs to get done for 2.0 is all the shops and their inventories. Since there is now more than 400 weapon in the game, dividing them up categories makes more sense. Some weapons should be very rare, others very expensive. I will also remake the weapon order code for Uribe, it's way to clunky and badly made. Maybe add a shopping cart so more than 1 item can be order at once. And while doing that, make some new places where you can order weapons, and ammo too. I'm not sure how I'll implement these ideas yet, but since I know it must be done I'll get it done ASAP.

Tozmeister 01-07-2012 02:00 PM

If you're on the requests trail then can you add a few more maps for random encounters? The 13(? 16?) there are now get a bit repeatative. Especially when you know where the good fire points are from. Another 6 or 7 would be good.

A random map generator would be even better but I'm guessing thats asking a bit much?

Request No. 2 :- glowsticks. useful in the early game before NVG's. chuck 'em around like grenades to light up a small area.

Request No. 3 :- the logic that allows AI to get past/through boobie traps too easily. Or has that been fixed and I'm forgetting?

R@S 01-07-2012 05:29 PM

I think I have used all the maps I can from Reloaded, not sure if there are any left that could work as a random encounter map. I was in your situation a couple of years ago, so I started forcing myself not to use the usual spots on those random maps. It actually makes the game more fun since you have to try new tactics when you don't have a perfect spot to shoot from.

Creating new maps are out of the question, I think the company that made the map builder for Apeiron has followed them down. And since all lighting are controlled through the map files(Tac Light excluded since it uses some different system I'm not familiar with) I cant do anything about it..

I would love to add glowsticks, but don't think it's possible without knowing the magic behind tac lights and grenades, sorry.

The AI is still omniscient regarding traps, I have tried many different things and it still wont work. All that is left is the actual source code for AI behavior, but that is obviously out of reach.


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