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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 03-13-2010, 07:22 AM
R@S R@S is offline
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Quote:
Originally Posted by 0a.Archangel.a0 View Post
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 View Post
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.
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Old 03-13-2010, 01:40 PM
0a.Archangel.a0 0a.Archangel.a0 is offline
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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 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?
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Old 03-13-2010, 04:42 PM
R@S R@S is offline
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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.
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Old 03-13-2010, 05:16 PM
0a.Archangel.a0 0a.Archangel.a0 is offline
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any chance on getting a beta version? or do you show it only in finished mode?
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  #5  
Old 03-13-2010, 06:47 PM
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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:



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

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)
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  #6  
Old 03-13-2010, 09:45 PM
0a.Archangel.a0 0a.Archangel.a0 is offline
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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

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.


Btw the weapons look really nice 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
Tactics of a silent killer. Ahh the feeling of clearing a whole base singlehandedly (look like I messed the spelling here, don't know how to write it .-P )
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  #7  
Old 03-15-2010, 05:33 PM
0a.Archangel.a0 0a.Archangel.a0 is offline
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thx for the manuals, the translation to english is quite simple with some msitakes luckily i can read russian so it compensates. It looks nicely detailed and the game looks quite editable, still i i will need some training and practice . 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

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