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-   -   Bank in Puerto Viejo (http://forum.fulqrumpublishing.com/showthread.php?t=12083)

Ted133 12-26-2009 10:23 AM

Bank in Puerto Viejo
 
I can't create bank account.There is no option from banker in bank of puerto viejo. I'm using newest BFX mod. Do i have to do any quest first,or is it some kind of bug?

R@S 12-27-2009 12:25 PM

There is no bank account in the vanilla game, nor in the BFX mod. But there is a new economy mod that adds that along with a stock excange and the ability to own buildings. It's still in the early development stage and I haven't had the time to try it yet, but if it works well I'll ask the author(guineapig) if I can add it to the BFX mod.

Ted133 12-27-2009 08:09 PM

thanks for help, i was a big fan of BE5 so 7,62 is great game for me. I would appreciate it. It is really weird, bank account was in original BE5,i dont know why they didnt add it to 7,62.

0a.Archangel.a0 03-12-2010 10:03 AM

I kinda share the feeling that bank acc gaved quite a diferent taste to the game, at least something social within it. Would be fun if the bank could be robbed :-D like get som ski masks and go in. Building owning is quite an interestng idea. Would me nice to have an option to hire a made or someone else for doctor games :-D.

Secondly it would need something extra to it. just owning the block is not very interesting. but maybe if there is a pc to get extra missions from. Or if there are people who now that u actualy have a 'stable' adress come to you for help - but also some maggots from jungle for revenge :-D

Or maybe some gift in boxes or orders from shopkeepers. Yep the ordering system was also quite a miss. Maybe someone can implement it? Basicaly with options like :
I would like to order ammo for ...... for example some weapons are accesible early but u dont have ammo for them :-(
I would like to order all possible addons for ....
I would like to order more of these guns...(basicaly would be nice if also there were some rare weapons that you can copy for the rest of the squad).
I would like to modify....(change the gun to its different version)

R@S 03-12-2010 10:47 AM

Quote:

Originally Posted by 0a.Archangel.a0 (Post 149349)
Or maybe some gift in boxes or orders from shopkeepers. Yep the ordering system was also quite a miss. Maybe someone can implement it? Basicaly with options like :
I would like to order ammo for ...... for example some weapons are accesible early but u dont have ammo for them :-(
I would like to order all possible addons for ....
I would like to order more of these guns...(basicaly would be nice if also there were some rare weapons that you can copy for the rest of the squad).
I would like to modify....(change the gun to its different version)

I'm currently working on something close to this, the engine limits has forced me to take this approach. As an example, I've made several new versions of the M4A1, with frontgrip, 7.62x39 ammo, 6.8x43 ammo and so forth. Since the game won't let me change model by attaching scopes, bipods and frontgrips, I need to either sell the modified versions in a shop or by having the player order them from a trader or other NPC. This might change soon tho, my Russian friends are working on a way to make ordinary items intractable. If this works the player could buy the upgrade kit, Frontgrip, new cartridge housing and the like, then just right-click to install it on the weapon. The source-code allows for that kind of thing, luckily:grin:

0a.Archangel.a0 03-12-2010 10:52 AM

Nice, good to know. Looking forward as allways :-D Your russian friend sare those working on hardlife addon?

Or some other modders?

R@S 03-12-2010 11:04 AM

Yeppers, it's the HLA guys that's working on it, and from what I've heard they're making some awesome changes to otherwise hardcoded functions. Deadhead is the one that taught me all I know about the game engine and scripting missions. The Blue Sun mod wouldn't be what it is if it weren't for all his help and knowledge.

0a.Archangel.a0 03-12-2010 03:23 PM

How much time consuming is modding of quests? Like if you want to create a quest GO-KIll-bring_proof. And secondly what kidn of mods are free to add to other mods? you know like something i can add to the game without it affecting modes from others?

R@S 03-13-2010 07:22 AM

Quote:

Originally Posted by 0a.Archangel.a0 (Post 149426)
How much time consuming is modding of quests? Like if you want to create a quest GO-KIll-bring_proof.

This is a tough question to answer, it varies a lot. I'd say between 2 and 10 hours, depending on how complex you'd wanna make it.
You'd need a new character, with 3d model, face pics, ini file, source code file and inventory file.
You'd need an item as proof(a new item), which needs to be added to at least 5 of the ini files
You'd need to write the script for the mission, 200- 500 lines of code.
Then you need a lot of time to test it, tweak it and luckily everything works as it should.


Quote:

Originally Posted by 0a.Archangel.a0 (Post 149426)
And secondly what kidn of mods are free to add to other mods? you know like something i can add to the game without it affecting modes from others?

It depends on which mods you're talking about. But as a rule, if both mods adds new items, it means they're using different sets of files in the INI folder. One could combine them to get it to work, but that means a lot of copy/pasta of the new items from one mod to the other.
Then we have mods that are only source code, they are usually compatible as long as they don't mess with the same part of the source code. A little editing of the \Quests\E1P\e6q.modinfo file can fix this if you're lucky.

0a.Archangel.a0 03-13-2010 01:40 PM

So basicaly if I create my own units and equipment with their specifications? they can be freely impleneted unless they colide with scripts of other things in the game?

This means that random encounters can be freely implemented? If i create my map with everything on it, it would fully operate as it is outside almost everything? Is this right?

feel free to correct me if a say some bullsh..I am mainly a 3D graphic worker and comand lines are still in developement in ym mind :-D Trying to learn much, but it sucks like almost everything uses its own modified language. At least its good thing that most comands and scripts are very simialr or the same.

Btw, do you have any idea when will u release the next version of your mod?

R@S 03-13-2010 04:42 PM

You can create some new 3d objects using 3D studio Max 5 with the export tool that exports the bones and stuff to a format the engine understands. Creating new maps is impossible, at least as the engine works now. What you can do is use an already existing map and add characters to it, objects like cars is still not possible, but it's being worked on by some very clever minds.

If you create a new map using an already existing one, it's just a matter of adding it to a file called RANDPATTERNS.INI in the WorldINI folder. It will then randomly turn up as a random encounter map. You can set up the characters and their actions in the new source code for that map.

The next version of the Blue Sun mod will prolly be released in a month or two, it all depends on how much new stuff I'll add. I'm just finished with a "Order weapon" script and that doesn't need much more testing. If I decide to add more missions, it'll take a lot more testing and it might postpone the release even more. And my Russian friends are still working on opening up new functions in the game, that might set it back further.

0a.Archangel.a0 03-13-2010 05:16 PM

any chance on getting a beta version? or do you show it only in finished mode? :-(

R@S 03-13-2010 06:47 PM

If you PM me your mail address I could send you a beta tomorrow. The reason I can't do it right away is this:
http://img691.imageshack.us/img691/2156/scarhlb.jpg
http://img704.imageshack.us/img704/8417/scarlcqc.jpg

I've found another old mod that I can "borrrow" models from and am in the process of adding them. I hope you have the patience to wait:D

I can send you what documentation on scripting and modding I have(I replied here instead of the other thread you asked the question, YES, I'm THAT lazy:D)

0a.Archangel.a0 03-13-2010 09:45 PM

THX a lot, i think there is no better tactical SPM 3rd person game, or is there anything comparable in quality?

I liked to play UFO: the aftershock, it had also a base management, too simply but stilla little extra economics to the game. But this has a lot better tactical game and is more individual :-D

Still i miss a good game of this type with vehicles included. LIke moving in this game with a tank or atacking vehicle convoys with AT weapons, man that would be fun. :-D


Btw the weapons look really nice :-D although i tend to hold to something of multiple usage so i dont mind playing with something weak but precise and usable with multiple atachments. P.S. i keep a law launcher on one shoulder just in case :-D
Tactics of a silent killer. Ahh the feeling of clearing a whole base singlehandedly :-D (look like I messed the spelling here, don't know how to write it .-P )

0a.Archangel.a0 03-15-2010 05:33 PM

thx for the manuals, the translation to english is quite simple with some msitakes luckily i can read russian :-D so it compensates. It looks nicely detailed and the game looks quite editable, still i i will need some training and practice :-P. Now I see what you ment with low possibility of AI modification. Some of this are nicely encoded, hate em for it :-( But this game is still the closest to my idea of perfect game :-D

Once more thx for the docs, and wish u luck with the mod :-D


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