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7,62 Tactical action game, sequel to Brigade E5

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  #71  
Old 07-02-2010, 08:11 AM
R@S R@S is offline
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OK, I talked with my Russian friends and they'll try to find some contact info for you. I'll send you a PM once I get it. However, while talking to them they gave me some pretty good arguments why I should include the maps from Reloaded in my mod, and I'll dot it! Yes, you read it right, I'm going to include most of the maps from Reloaded in the next version of BSM After all, I'm not making any money off their product and it might even increase their sales if there's an active modding community.


But I still recommend contacting Buka, they're the ones that published Apeiron's latest SPM game and might be convinced that the concept is worth saving and keep developing.
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  #72  
Old 07-02-2010, 08:33 AM
Ninja2dan Ninja2dan is offline
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I went ahead and sent a message via email to Buka, using the address provided by Nike-it. If I'm lucky, I'll get some kind of contact information for the dev team from Aperion. If not, at least I might be able to convince someone to look into releasing the Reloaded expansion outside of the Russian Federation.


And yes, you are correct. In theory, I don't see any problem "borrowing" certain features from the Reloaded expansion to be used in a public community mod for the original 7.62 game. Some might argue about ownership rights issues, but as a developer myself I would have to disagree.

If the Reloaded expansion had been released to additional markets, then it could be considered a problem because using features from that expansion in a mod for the original game might mean people purchase less copies of the expansion in order to use the mods. But in this case, where the expansion is not available to most of the gaming market, using features from that expansion will have zero negative effects on sales.

In fact, once gamers try out some of the features in such a mod, their interest in the expansion might be increased even further. This means that if/when the expansion is finally released to the US/UK market, the number of prospective buyers will have increased therefore increasing their profit potential. It's a Win-Win for everyone.


I had read a post somewhere else on the internet that some of the community over at the Strategy First forums were already doing a public community translation of the Reloaded expansion, and were 2/3 done with it at the time of that post. But I can't seem to access the Strategy First forums, so it's impossible to find any further information out on that subject.


If you follow through with adding the maps from the Reloaded expansion into your mod, it could go one of two ways. Either nobody will say anything about it and you'll be free to continue using those features until someone says otherwise, or you'll be contacted by someone with ownership rights asking you to cease using their content.

If the second option does happen, at least you'll then have direct contact with someone immediately associated with the ownership rights and will therefore be able to request direct permission to use the content.

The only reason I can see anyone denying permission is if they do in fact plan to release a US/UK version of the expansion.


Good luck, hopefully my computer will be up and running again in time to see the additions myself. I'm looking forward to it, keep up the great work.
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  #73  
Old 07-02-2010, 08:55 AM
R@S R@S is offline
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Yeah, your computer should be up and running by the time the next version is realeased. I think it'll take a month or two before it's ready. I only have one vacation week this month, but if I use my time wisely I'll get a lot done that week.

I already have 5 maps from Reloaded ready to be implemented, I was playing around with them a while back and now I only have to add them to the global map, create some character places and script the missions to go along. I think that Tang and the Blue Sun faction will be the quest giver for most of those mission. I might also re-arrange some of the Bobling missions, the book of Koans and the 12 pages will prolly moved to another character and will not be campaign sensetive. Those were my first ones and not very fun, if moved they won't be important and it'll make it less boring.
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  #74  
Old 07-02-2010, 12:27 PM
Chortles Chortles is offline
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Quote:
Originally Posted by R@S View Post
I'm glad that the fix did the job, and for the non-rendered weapons I think a simple "delete all files in the RenderedItems folder" should fix that. That is if you dint already do that, and I just moved the problem with my "fix"
Yeah, seems that deleting all files in the RenderedItems got the weapons to show up in the editor now, thanks for that.
Quote:
Yup, it should've been moved into the AZP archive when the patch was run. And i made it as simple as I could with the fix, that's why those files are outside. But for the next release they'll be packed in the BSM.AZP archive.
Sounds good to me, I was just wondering considering that now I have a BMP folder that only holds the fixes.
Quote:
Once the new skill system has been tested and approved, I'll release a new version of the mod, including all the fixes as well. I've had some time to play it and found that some of the weapon attachments should appear earlier in the game, and I seem to have forgotten to add the new EOTech to the shops.
I have several questions about items thusfar...

Is "the new EOTech" something besides the EOTech Holosight 552? I noticed that it does not have the bright red reticle in its 3D model, while the "EOTech Collimator" does... either way though, the Aimpoint Collimator Desert at this time rules them all and I wouldn't use any other atop my "WR" gun.

Possible balance issue -- why is the UMP40 higher damage (45-76) and higher accuracy (3 than the UMP45 (13-68, Acc 36)? Also wondering where you're getting your damage numbers on some of the Short-Barreled Rifles (SBR), i.e. the SCAR-L CQB having higher damage than the HK416 10.5-inch despite them having almost identical barrel length.

Also, Is the HK416 10-inch w/ Foregrip supposed to be a fixed-stock weapon? *Also finds it amusing... though odd... that by default it comes with a C-Mag* Mainly wondering since it seems to be one of the only shortie-M4s in 5.56x45, and some of the claimed damage numbers are confusing-seeming. (Can you tell I have a thing for SBRs yet? )

From what the "Diagram" explanation of weapon ballistics shows me, there's no benefit to sticking magnifying optics (i.e. the ACOG) onto short-barreled weapons? I see that the apparent accuracy for hipfire and snapshots goes down, while the "using optic" accuracy is always just below the "standard" line (I assume meaning 'maximum theoretical accuracy'). In contrast, the laser increases hipfire accuracy -- though why not snapshot? -- and a "reflex"/"red dot"/"collimator" sight increases snapshot accuracy, though I don't see anything that affects 'aimed' accuracy...
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  #75  
Old 07-02-2010, 04:25 PM
R@S R@S is offline
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Quote:
Originally Posted by Chortles View Post
Yeah, seems that deleting all files in the RenderedItems got the weapons to show up in the editor now, thanks for that. Sounds good to me, I was just wondering considering that now I have a BMP folder that only holds the fixes.I have several questions about items thusfar...
Phew, that's a load off my chest, very glad the fix seems to do its jod

Quote:
Originally Posted by Chortles View Post
Is "the new EOTech" something besides the EOTech Holosight 552? I noticed that it does not have the bright red reticle in its 3D model, while the "EOTech Collimator" does... either way though, the Aimpoint Collimator Desert at this time rules them all and I wouldn't use any other atop my "WR" gun.
The EOTech Holosight 552 is the new one, the other one if from the BE5 mod Immortal Bada$$

Quote:
Originally Posted by Chortles View Post
Possible balance issue -- why is the UMP40 higher damage (45-76) and higher accuracy (3 than the UMP45 (13-68, Acc 36)? Also wondering where you're getting your damage numbers on some of the Short-Barreled Rifles (SBR), i.e. the SCAR-L CQB having higher damage than the HK416 10.5-inch despite them having almost identical barrel length.
Damage is based on what ammo you're using, but one has to consider penetration ability and a lot of other factors. But since I'm no expert on the subject there must be a lot of those weird inconsistencies in the mod.

Quote:
Originally Posted by Chortles View Post
Also, Is the HK416 10-inch w/ Foregrip supposed to be a fixed-stock weapon? *Also finds it amusing... though odd... that by default it comes with a C-Mag* Mainly wondering since it seems to be one of the only shortie-M4s in 5.56x45, and some of the claimed damage numbers are confusing-seeming. (Can you tell I have a thing for SBRs yet? )
HK416/HK417 also comes from Immortal Bada$$, and they come with no folding stock. I guess it was the weapon limit that made it that way.

Quote:
Originally Posted by Chortles View Post
From what the "Diagram" explanation of weapon ballistics shows me, there's no benefit to sticking magnifying optics (i.e. the ACOG) onto short-barreled weapons? I see that the apparent accuracy for hipfire and snapshots goes down, while the "using optic" accuracy is always just below the "standard" line (I assume meaning 'maximum theoretical accuracy'). In contrast, the laser increases hipfire accuracy -- though why not snapshot? -- and a "reflex"/"red dot"/"collimator" sight increases snapshot accuracy, though I don't see anything that affects 'aimed' accuracy...
It's a very complex system, and the diagram doesn't always show you the true values. I'm not sure I can answer this question so I better shut up
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  #76  
Old 07-02-2010, 09:52 PM
Chortles Chortles is offline
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Quote:
Originally Posted by R@S View Post
Damage is based on what ammo you're using, but one has to consider penetration ability and a lot of other factors. But since I'm no expert on the subject there must be a lot of those weird inconsistencies in the mod.
From what I read and seen, there's quite a few inconsistencies in the displayed damage ranges given when mousing over an unloaded weapon.
Quote:
Originally Posted by R@S View Post
HK416/HK417 also comes from Immortal Bada$$, and they come with no folding stock. I guess it was the weapon limit that made it that way.
Strange, but okay. Wonder if that can be fixed? Because here's its new look lately, with a 'new' H&K polymer magazine for the AR-15 magazine well.

Incidentally, here's the only known photos of a special HK416 variant with G3/MP5-style collapsible stock (as opposed to the M4-type stock), a longer flash hider and a 9.3 inch barrel; no word on what's become of it, as H&K has never acknowledged its existence.

Last SBR linking... for now: Colt Sub-Compact Weapon with 10.3 inch barrel. (The buttplate folds upward into the rest of the stock.)
Quote:
It's a very complex system, and the diagram doesn't always show you the true values. I'm not sure I can answer this question so I better shut up
Nevertheless, it's curious to see that none of the aiming devices seem to affect aimed fire, only hipfire (lasers), snapshot (red dot/collimator/reflex), or adding "using optic" (magnifying riflescopes).

Last edited by Chortles; 07-03-2010 at 12:49 AM.
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  #77  
Old 07-03-2010, 09:11 AM
R@S R@S is offline
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I can't do anything about the stocks for the HK416/417, their models are mode with the stocks as is and can't be replaced.

I would take the stats of the weapons with a grain of salt, you need to use them in battle to get a sense of their true potential. The stats and diagrams are based on a few ini settings, while in battle there are more than those ini settings used. For instance, the Optics doesn't really show you the increased range and accuracy of the weapon, and it doesn't really check what ammo is used in that combination. So use the weapon in battle and you'll get a better sense of how good it actually is. And then there's the whole "Familiarity" thingy you get once you have used a weapon a bit. That is also not shown in the weapon stats but shows in the little things, like how quick you raise, aim and reload it. It's a very complex system and the more you play the better you'll get at finding weapons that suits your gaming style.
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  #78  
Old 07-03-2010, 11:47 AM
Chortles Chortles is offline
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Quote:
Originally Posted by R@S View Post
I can't do anything about the stocks for the HK416/417, their models are mode with the stocks as is and can't be replaced.
Fair enough, regarding their stocks... for now.
Quote:
I would take the stats of the weapons with a grain of salt, you need to use them in battle to get a sense of their true potential. The stats and diagrams are based on a few ini settings, while in battle there are more than those ini settings used. For instance, the Optics doesn't really show you the increased range and accuracy of the weapon, and it doesn't really check what ammo is used in that combination. So use the weapon in battle and you'll get a better sense of how good it actually is. And then there's the whole "Familiarity" thingy you get once you have used a weapon a bit. That is also not shown in the weapon stats but shows in the little things, like how quick you raise, aim and reload it. It's a very complex system and the more you play the better you'll get at finding weapons that suits your gaming style.
I actually was not aware of the Familiarity thing, thank you for explaining that! I still feel that the stated numbers are inconsistent, but hopefully I'll find the in-game weapons more consistent in practice. As it is, I'm still trying to figure out the difference between "Shooting" and "Gunfighting"... (The optics discussion also tied into my internal debate over where to allocate points under the current system, instead of your planned class system.)

The last time I played a game like this was JA2 v1.13, where unfortunately it eventually became the case that "7.62x51mm battle rifles on semiauto with 7x scopes are king." Well, okay, from what I've heard about Afghanistan that may be realistic... but still. Much commendation to you over this mod still.
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  #79  
Old 07-03-2010, 02:48 PM
beepbeep beepbeep is offline
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After getting fed-up with vanilla because of the Mafioso brother shoot-out I decided to install the BFX mod. Great, right?

Sadly, wrong.

I do a clean install of the game and then try to install the 1.06 patch. Instead I immediately get a message that the MSVCR71.dll is missing. But I HAVE the latest vcredist installed...

Ignoring that problem I then install the mod and run the game.

After I set-up my character the game then crashes after a few seconds of showing the splash screen, with the usual "the game did something bad..." window, but with no explanation for the crash.

And if I try to mark the entire folder as not read only the game CTDs even before going into main menu...

HELP!!!!

EDIT: I have the newest vcredist (2010) and the newest .NET (3.5 SP1) installed. I'm THIS close to deleting the Blue Suns rar file permanently off my computer and just playing the vanilla version.

EDIT EDIT: my vanilla game's version is 1.11 build 286

Last edited by beepbeep; 07-03-2010 at 03:46 PM.
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  #80  
Old 07-03-2010, 04:01 PM
beepbeep beepbeep is offline
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Okay, fixed it!

All I had to do was google MSVCR71.dll, download it off the first site I found and then install it into C:/Windows/System32.

Then I just ran patchme.bat, installed the mod and the game runs!

Thanks R@S for amazing work on this mod!
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