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

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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