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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 07-04-2010, 08:49 PM
Ninja2dan Ninja2dan is offline
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I'm not sure what weapons, if any, you'd find of use from the game I work with. The majority of the weapons are all custom made by our staff, replacing the original weapons from the "vanilla" game. They are of pretty high quality in their core file, being "down-graded" during export to meet the poly requirements of the game.

All of the weapons are current military issue, with the exception of a few weapons used by the Insurgent faction. We have quite a few factions in game as well, so the weapon list is pretty large. But a lot of those weapons might not even be desired in a game such as 7.62, such as the RPG or AT-4. But if you're looking for military weapon systems, and it's not in BSM already, just let me know and I'll see if I can get the models for you. You mentioned you're a bit busy now, so there's no hurry on it.


As for the weapon data, that was actually part of my concern. The ranges used in the game are not extended enough to make full use of the larger-caliber weapon systems such as the Barret. I'd have to find a large open area to do the ballistics testing to try and get everything matched up properly, and I'd need some instructions on how to actually create a "copy" installation that will allow easy and rapid access to the testing location. Something to think about in the future, but I think I'll look at the other areas first.


And yeah, that was what I meant in regards to my question about the Tutorial map. I was wondering if they had somehow added the ability for the targets to be reactive, meaning the "fell down" when hit. I had strong doubts that it was possible, but figured I'd ask just in case. Oh well.


I'm curious, how "easy" is it to actually create new missions/quests? How well do they tie together, such as having multiple-outcome scenarios that string along like a tree? Is it basically just creating a storyboard, writing out each mission, and then creating some sort of script that ties them together?

Is there a limit to the number of overall missions used in the mod? Are there any other limitations or complex problems that interfere with creating new missions? Things such as max enemy/civilian characters per mission/map. I know there isn't a map editor, but is there any way to add objects to a map, such as a backpack that must be located and picked up? Or can this only be done by looting from bodies?


I'm asking a lot of questions because I'm hoping to help come up with some new ideas that will expand the mod further while we wait for a new version to be released (if ever). I really like this game, probably my #1 on the list, so I'd like to help keep it alive if at all possible. I've done a lot of game development in the past, so I'm sure I can come up with some useful stuff. I just need to have a better understanding of the game engine and its limitations/capabilities. You're kickin ass, but this is too much work for one or two people to handle alone.


Edit: I also forgot to ask, do various objects/materials have different damage/penetration values? Such as doors being made of wood having different penetration values than doors made of steel? And do the various projectiles per caliber have different penetration values? If so, I'd have to conduct additional testing during the ballistics modification to ensure their penetration values were in line as well.

Last edited by Ninja2dan; 07-04-2010 at 08:55 PM.
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  #2  
Old 07-04-2010, 09:24 PM
R@S R@S is offline
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Quote:
Originally Posted by Ninja2dan View Post
As for the weapon data, that was actually part of my concern. The ranges used in the game are not extended enough to make full use of the larger-caliber weapon systems such as the Barret. I'd have to find a large open area to do the ballistics testing to try and get everything matched up properly, and I'd need some instructions on how to actually create a "copy" installation that will allow easy and rapid access to the testing location. Something to think about in the future, but I think I'll look at the other areas first.
I've made this clever little character called a map guide, when talking to him he'll transport me to any map I like. I could easily add a few enemies on any map to easy your testing. It would be a matter of starting a new game, talk to himand he'll get you directly to the action. In combination with the shop cheat this would make it all too easy

Once I've found a suitable file host, and some spare bandwidth, I'll upload the Reloaded maps, fix the guide map encounters and send you the link. Just let me know when your computer is up and running.

Quote:
Originally Posted by Ninja2dan View Post
I'm curious, how "easy" is it to actually create new missions/quests? How well do they tie together, such as having multiple-outcome scenarios that string along like a tree? Is it basically just creating a storyboard, writing out each mission, and then creating some sort of script that ties them together?
Sure, if you have a little knowledge of programming C/C++ it isn't very difficult. I had most problems with the Object relations, but once I figured out how that worked it all became very easy. I just check the vanilla missions to see what functions are available and the copy them to fit my story. But I had a lot of help from Deadhead when I first started, and I really tested his patience I think

Quote:
Originally Posted by Ninja2dan View Post
Is there a limit to the number of overall missions used in the mod? Are there any other limitations or complex problems that interfere with creating new missions? Things such as max enemy/civilian characters per mission/map. I know there isn't a map editor, but is there any way to add objects to a map, such as a backpack that must be located and picked up? Or can this only be done by looting from bodies
There isn't any limit to how many missions the game can handle, at least not that I know of. And having a lot of civies or enemies on one map just causes a lot of lagging, so I've never tested to see if there was an upper limit there either.

Adding items to a map is simple, I think the function is "call AddSectorItem" nnd then you specify which map, map place and item. Easy piecy The exact syntax can be found in one of the random missions, nr 7 if memory serves.

I'd be more than willing to help you get started on scripting, I know from experience that it's much easier when you have someone to rely on for tricky things.

I also have some good news, I just got the source code for the outsourced mod and am looking at it right now. It appears that externalizing stuff to inis is much easier than I thought and I'm going to incorporate it into the BSM source to make them compatible again. What a sweet thing. A million thanks to guineapig for his generosity.

EDIT: I forgot about the materials and penetration. There's a file in the ini folder(AZP archive) called PHYSMATERIALS where you can alter the material properties. In the AMMOINFO file there are several entries used to calculate the bullet properties, such as penetration, tumbling, probability of shattering on impact and several others.

Last edited by R@S; 07-05-2010 at 07:35 AM.
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  #3  
Old 07-05-2010, 07:52 AM
Ninja2dan Ninja2dan is offline
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Sounds good. It might take another month or so before my computer is fixed, depending on what is actually wrong with it. I have done all of the testing I can do myself, but without secondary components I can't test anything else. I'll be taking it in for a diagnostic tomorrow and will know for sure what part is fried. I'm guessing it's the video card, and I can't remember if it's still under warranty or not. If it is, the RMA will take about a week. If not, it won't be until next month before I can afford a replacement.


Once my computer is running smoothly again and I have the latest mod version installed, I'll go ahead and start asking for guidance on learning the scripting system and which files need looked at. I haven't done game scripting in over 6 years, and even then I was a fill-in instead of a full-time coder. But I'll give it my best shot, learning the system will help get new features added quicker and easier.

It's good to hear that there are actually different data files to determine values of materials and ammunition. Without destructible environments, having some capability of shooting through walls does come in handy. But I'm guessing that the AI is not capable of such a tactic, shooting through walls at your mercs when they hear you moving around?


What is the "Outsourced Mod" that you mentioned? What does it do?
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  #4  
Old 07-05-2010, 09:15 AM
R@S R@S is offline
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The Oursourced Config mod is a little thing that externalizes some settings, like starting money, merc salaries and random encouter settings. It also adds the ability to change the random missions available at the bartenders and traders. These can be considered a cheat if used the wrong way, but it also has a few other functions, like the collateral damage setting and the convoy mission fix where the AI solders on your side wont go hostile if you throw a nade in their vicinity.

Check the \INI\outsourcedconfig.ini file for more info.
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