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#1
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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." ![]() ![]() |
#2
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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. |
#3
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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! |
#4
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There are some tactics that makes the game too easy sometimes and I find myself constantly trying different tactics to make the game a little more challenging. I get an adrenalin rush when I succeed with a daring rush up to an enemy and hip-shooting him to death ![]() When fighting in cites the AI uses a tactic where they bunch up around a corner, then 2 of them rush out a few yards. When they do that another enemy usually quick turns out from behind the same corner and shoots at you. That's the one you should kill first, preferably by aim-at-point before he appears(then your shot will only take 0.05 sec), then throw a quick aimed burst at the other ones. I've had situations where I've killed 4 enemies with my one guy when they tried that tactic, but it's a sweet feeling when they fail ![]() |
#5
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Regarding the weapons, it's nice to see a good assortment of firearms and accessories, but you want to be careful of what you add. I prefer to see weapons that are actually in use, not rare or prototype weapons (like the gyrojet). That also means taking precaution on the use of uncommon or experimental calibers.
From how I remember the game based on the original version and earlier BFX mod, there weren't many locations where the high-powered marksman rifles would come into serious use. The cityscape locations only have a few long-ranged open lanes, and as you mentioned elsewhere the enemy has a tendency to jump behind walls or around corners, making precision shots with those weapons very difficult. And on the random-encounter maps, few had long open lanes due to the foliage or terrain. Even my M24 was not used too often, mostly just for initiating contact or picking off guards along the top walls of a prison. But I haven't seen any of the Reloaded maps, maybe some of them include more open and distant lanes that would allow clean shots with the Barret and similar rifles. But it's still not a bad idea to include them, just in case. If the player feels he can't position himself in good firing positions, he can opt for a "smaller" rifle such as the M24 or a tricked out G3/PSG-1/MSG-90. And I know what you mean about tactics needing to be shuffled at times. When I played the original game through I used the same tactic in the towns nearly every time. I would spawn in at the location closest to the hospital, and make a mad rush for the rooftops. Half of my team would take one side, the other half of the team the other side. Each team would have a marksman for those long-range shots, an assaulter to watch the ladder, and a grenadier packed with frags to toss over. I would put everyone in the prone, one watching the stairs while the other two were near the edge closest to the streets. Then I'd kneel with one of the marksmen, pick off the best enemy I could, and then prone again. If they tried coming up the ladder, BANG! And when I heard them all rushing around underneath me I'd just start lobbing frags at the contact spots. When the majority were dead from grenades, I'd start peeking over the edge and picking off the survivors. Near the end, I'd usually get a few that refused to climb the ladders or come out from behind corners/walls. If necessary, I'd send a man or two down to clean up, then it was loot time. After a while this routine got boring, so I tried other methods. I would sometimes rush everyone into a one-door room, place everyone in line like a firing squad, and open up on the enemy as they tried to make entry. Various tactics worked, others didn't. But the maps themselves were what ruined it for me, there's only so many tactics you can use on the same maps before your brain starts to rot. So what's the deal with the Reloaded maps. What kind of locations are they? Are they new towns, random encounters, etc? How are they added to the master map already in place? Any chance of throwing up some screenshots of a few new locations? I'm also curious how the new weapon limit is working out. What is the new "max" for weapons/items? Is there anyone still actively making new weapons or capable of doing so if requested? Have you thought of adding new items yet? If you need any assistance with weapons, equipment, etc then I'd be happy to help. I'm a weapons expert, and I'm currently a military advisor for another PC game. I could assist in item descriptions, realistic data for weapon systems, reference materials, and other aspects that could be useful. If you need any help, feel free to ask. |
#6
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What's this 7.62 Reloaded that's been mentioned a few times, but never properly explained? An official expansion perhaps?
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#7
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The realism vs game balance is a tricky one, and I tend to lean towards balance. Since I'm modding this game to increase the fun, not add a lot of micro-management that hinders the flow of the game, I almost always sides with balance. I could've added stuff like not being allowed to carry guns in cities, but that would mean that you'd have to leave your weapon in the car or on the ground everytime you enter a city. Or not being allowed to talk to character while you have a weapon in hand, being forced to shoulder it. A lot of time spent on pointless actions that disrupts the fun, just for the sake of realism. If I learn how to make those settings controlled by an INI file, then I'll consider adding them. But for now I'm not good enough and have so many other things to do, it'll have to wait.
I've heard the argument that some weapons are only prototypes and has no place in Algeira countless times, and IMHO that argument is flawed. Where does it say that this game takes place now and not a couple of years in the future when prototypes might have been produced in larger numbers? Having said that, I do agree that the gyrojets has no place in the game, but my argument is that they are so bad and no fun, they're a waste of space. That's why they've been removed from this mod. But other prototypes, like the Jackhammer and such, are fun to use and I'll leave them in the mod no matter what. You'd have to pry them from my cold dead hands ![]() The new weapon limit is 4096, the mod has 400 variation of weapons, both modifed and folded ones included in that number. For the time being I have no 3d guy, but hopefully another capable guy will came along and help out. And I can always ast the HLA team if I can borrow their new additions, they've never turned down any of my requests. What a great bunch, eh ![]() I had a guy working on realistic weapon characteristics, but he's been working on that for more than 6 months and never seemed to get anywhere. So I got tired of waiting and made a few adjustments myself, and I'm by no means an expert, or interested in it. So if you have time I'd be grateful for anything you could offer in that department. It's the WEAPONINFO file that needs to be altered, and if you need help I'll gladly explain what all the entries are for and what they do when altered. Then there's the ITEMINFO debacle, I was in such a hurry and had so little spare time, some of them are incomplete. Some better explanations and descriptions would be great, but I think that's too much work for just one guy. Here's 6 maps from Reloaded that I've added, they're mostly walled off bases, some have a bit of forrested surroundings . Then there's 4 new Random Encounter maps, 2 of which is open space ones and the other 2 is winding passages. I dint bother making screenshots of them, gotta leave some things to your imagination. Aerodrome ![]() ![]() Angars ![]() DT Camp ![]() Fuel Compound ![]() ![]() Radio Station ![]() ![]() Tutorial ![]() ![]() |
#8
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This looks great!
Btw., what 7.62 Reloaded? An official expansion pack? Also, is it just my imagination or did you really remove the only Zastava weapon that was in the game? If you manage I'd be really grateful if you would at one point include some Yugoslavian weapons, like the M76, M70B1 and the M70AB2 (it was the gun I was assigned when serving my tour in our country's military and it's also supposed to be much better than the Kalašnikov),... |
#9
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7.62 Reloaded is a stand-alone sequel to 7.62. There are some differences though, it's linnear and only have a handful of new items.
It's your imagination, the Zastava is still in the game ![]() If I had the models for any of those Yugo weapons I would add them, that's how it is ![]() |
#10
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That's easily fixed: ------------------------ Zastava M70AB2 (with a light metal folding stock, the ones with fixed wooded stock are M70B1): Calibre: 7,62 x 39 mm Fully loaded and ready weight: 4110 g Capacity: 30 bullets per cartridge Length: 960 mm Length of barrel: 415 mm Muzzle velocity: 725 m/s Maximum range: 6000 m Effective range: 400 m Speed of fire: 650 bullets/min. Among other differences from the AK it's that with an adapter that comes with every rifle you can fire off Tromblons (Tromblon mines). Tromblon: ![]() M70AB2: http://hr.wikipedia.org/wiki/Datoteka:Zastava_M-70_.jpg Some info http://en.wikipedia.org/wiki/Zastava_M70B http://www.oocities.com/dswahilly/AP_M70.htm ------------------------ RT-20 (Rucni top 20 mm - Hand Cannon 20mm) Anti-material sniper rifle - Caliber: 20x110mm Hispano Operation: manual operated, bolt action Barrel: 920 mm Weight: 19.2 kg with scope and bipod Length: 1330 mm Feed Mechanism: single shot, manual loading Maximum effective range: about 1800 meters http://world.guns.ru/sniper/sn56-e.htm http://world.guns.ru/sniper/rt-20.jpg http://world.guns.ru/sniper/rt20_1.jpg cartridge size comparision: .50 BMG (top) and the 20x110mm Hispano (below) http://world.guns.ru/sniper/20hs404.jpg ------------------------ ZASTAVA M-76 sniper rifle: http://world.guns.ru/sniper/sn65-e.htm Calibers: 7.92x57 Mauser; also 7.62x51mm NATO and 7.62x54R Operation: semiautomatic, gas operated, rotating bolt Barrel: 550 mm Weight - rifle with scope: 4.2 kg Weight - empty cartridge: 0.23 kg Length of rifle: 1135 mm Length of barrel: 550 mm Muzzle velocity of bullet: 730 m/s Feed Mechanism: 10 rounds detachable box magazine Max pressure of gunpowder gases: 3200 bar http://world.guns.ru/sniper/m76-1.jpg ----------------------------- ANOTHER INTERESTING YUGOSLAVIAN SNIPER RIFLE Zastava M93 Crna strela (Black arrow) .50 calibre sniper rifle Caliber: .50BMG (12.7x99mm); also available in 12.7x108mm Operation: manual bolt action, rotating bolt Barrel: 1000 mm Weight: 16 kg Length: 1670 mm Feed Mechanism: 5 rounds detachable box magazine http://world.guns.ru/sniper/sn59-e.htm http://world.guns.ru/sniper/black-arrow1.jpg http://world.guns.ru/sniper/black-arrow2.jpg Last edited by beepbeep; 07-04-2010 at 06:08 PM. |
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