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7,62 Tactical action game, sequel to Brigade E5

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  #951  
Old 12-31-2012, 12:25 AM
IceShade IceShade is offline
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I believe the MON-500, or whatever the claymore clone is, detonates if anything comes near it. Good luck defusing it.
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  #952  
Old 12-31-2012, 10:28 AM
R@S R@S is offline
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Quote:
Originally Posted by Ninja2dan View Post
I don't seem to have ANY files left from 7.62, BSM/BFX, or anything related. I had to replace my HDD, and it seems portions of my backup were damaged as well (250GB drive shows up as a 186GB drive). If you want to link a post about it, I'll figure out exactly what I was doing and try to get some new ones done ASAP..
If you have the time and energy, I'd be very grateful. I have just added the vanilla uniforms to the camo bonus script, now all uniforms give a bonus when worn.


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Originally Posted by Ninja2dan View Post
I had a feeling that's what the magazines/manuals did, but wasn't seeing any messages that would clarify it. I make it a habit of reading everything, just wasn't sure if I needed to keep them around after I was done using them, or if I can just toss them away..
When read, the magazines are useless, but some of the manuals can be given to your base trader and he'll upgrade some of the related weapons for you, like in BE5.
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  #953  
Old 12-31-2012, 11:32 PM
Ninja2dan Ninja2dan is offline
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Quote:
Originally Posted by R@S View Post
If you have the time and energy, I'd be very grateful. I have just added the vanilla uniforms to the camo bonus script, now all uniforms give a bonus when worn.


When read, the magazines are useless, but some of the manuals can be given to your base trader and he'll upgrade some of the related weapons for you, like in BE5.
So what type of "upgrades" are we talking about? Say I have the manual for the M203, does it provide better stats? Or for the SVD, a modified upgrade version or something not normally obtainable? I assume the porn magazines and such can be sold as vendor trash, but don't really remember using the manuals in the previous games.


Regarding the uniforms, I'll have to figure out where those files were located again and how to extract/modify them. Were there any "tutorials" or guides on where to find those files? Been so long I can't remember. And do you recall which camo patterns I had done? I remember working on some realism stuff, such as better sniper/spotter equipment and uniforms better suited for different environments (Urban, Woodland, Night, etc).
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  #954  
Old 01-06-2013, 10:36 AM
R@S R@S is offline
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Quote:
Originally Posted by Ninja2dan View Post
So what type of "upgrades" are we talking about? Say I have the manual for the M203, does it provide better stats? Or for the SVD, a modified upgrade version or something not normally obtainable? I assume the porn magazines and such can be sold as vendor trash, but don't really remember using the manuals in the previous games.
If you give the mechanic the appropriate manuals, he'll upgrade your Benelli M4 Super 90 to Benelli M4 Super 90 FS, MP5A4 to MP5A5, FN FAL 50.00 to FN FAL 50.63, Dragunov SVD to Dragunov SVD-S and M203B ugl to M203PI ugl. I have plans to change that, and make the upgrades unique, like an FN FAL with WR mount, an SVD in 7.62x39mm, and G36 in 6.8SPC and maybe a silenced shotgun. I think i would make it it more interesting that way.


Quote:
Originally Posted by Ninja2dan View Post
Regarding the uniforms, I'll have to figure out where those files were located again and how to extract/modify them. Were there any "tutorials" or guides on where to find those files? Been so long I can't remember. And do you recall which camo patterns I had done? I remember working on some realism stuff, such as better sniper/spotter equipment and uniforms better suited for different environments (Urban, Woodland, Night, etc).
I remember your US uniforms, the desert ones. There's a thread somewhere on this site that discusses uniforms and such, try looking at page 2 or 3.
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  #955  
Old 01-06-2013, 11:44 PM
Ninja2dan Ninja2dan is offline
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I'm having a few "issues" lately. Current player level 12, game level 8. My mission is to take over Radio Hill. Game time is approximately 2300-2400. I am not using night optics on weapons due to sniper weapon system using different optic, and night goggles not yet available.

Any time I try to use grenades of any type, or command-detonate devices that have shrapnel, the game instantly crashes and I get the "would you like to send a report" popup on the desktop. I have tried lowering graphics to the lowest possible level, removing any and all effects, turning off grass/shadows, etc. Every once in a rare while I can get a UGL grenade to detonate without crashing the game, but it's usually like 1 nade in 10 tries, with 9 of those tries resulting in CTD.

Any idea what's going on? Is it because shrapnel is hitting the mayor which is causing a crash due to an error in some dialogue scripting? As I said, rarely a grenade will burst without causing a crash, but I think it has something to do with how much of the shrapnel is directed outward and not into an object. Nades that pop very close to a wall for example with 50%+ of the shrapnel being absorbed seem to be less likely to crash it, while nades in the open result in instant client kill.

This is the first time I've ever had the problem, I can thump nades all day long on any other map and not see so much as a hiccup or lag. Could it be the time of day? Does night lighting somehow require more processing power? Or is there something on that map that is getting hit/destroyed in the blast that is not supposed to be hit, or its destruction is causing massive calculations that crash the client?


Another problem unrelated to that mission, where the hell do I find suppressors for the P90 series? I've had P90 available for 3 game levels now, but can't seem to find a single suppressor for one. I've now acquired some fairly expensive high-tech weapons, but still not a single suppressor for the P90 in any shop that I've checked, including Cali (the motherland of cool stuff).

And what game level or location am I supposed to find ammunition for the more uncommon weapons? The .338 sniper rifle, both ammo and magazines, aren't even available from Billy Ray. And I just acquired the complete sniper system (sniper/spotter rifle/tools) prior to this mission, how soon before I find more ammo for that one as well? I'd rather not use a weapon that only has 20 rounds total and will be a few days or more before I can find a resupply.


I think ammunition and weapons need to be on the same page regarding availability. I don't mind finding a few boxes of ammo shortly before a weapon that uses it becomes available, but I hate finding ammo 4 game levels before I even see a hint of anything that uses it. The .458 SOCOM for example, I have boxes and boxes of ammo, several magazines, but have yet to see the weapon. On the other hand, like with the P90, I find the weapon but can't find jack for magazines or accessories. It makes more sense that if the magazines are found in shops, the weapons should be seen shortly after (even if in limited quantity). And if I can find a weapon system, I should be able to find enough magazines and ammo to at least keep one merc supplied enough to take it on missions.

I won't pull a weapon from the vault if I don't have at least 2-3 spare mags available, and at least enough ammo to refill those mags as needed. I don't blaze off hundreds of rounds per mission, I might burn through 20-30 rounds with light rifles and 10-20 rounds in a sniper/marksman rifle, and maybe 30-50 rounds in a LMG/MMG if it lacks a single/burst mode. But when I look in my vault and see less than 50 rounds available and none in the shops, that means I have to keep the weapon in the locker. It's like owning a Ferrari and not having any gas for it.


I am enjoying the game overall though, there are a lot of nice additions since I last played. I haven't decided to do the rebel/government missions this time around, so I haven't been messing with the towns much yet. So the whole taxes thing has Mostly useless for me, but it looks like it could be an interesting way to cover some of those militia fees.

The huge new assortment of firearms is cool, but in my opinion it's a bit overdone. There are tons of firearms that I would never use, simply because by the time you see them in the shops they are far inferior to anything I have already looted in encounters. Plus the game levels at which point some of those weapons show up in the shops, choosing them would be suicide because by that point the enemy are packing much more firepower. Take the lever-action rifles for example, by the time you can really buy the decent ones (not the sawn-off mutants) the enemy are bringing out M14 SOCOM rifles and UZI. Unless you plan to roleplay some kind of Classic Western character, many of the firearms are simply not going to cut it.



UPDATE:

I finally made it to GL12, just finished the Tang mission to take over Cali. I can now usually find a P90 suppressor on at least one of the town dealers using the permit, but it has come far too late. But there are still several firearms that I have not been able to find anywhere yet, even though I can find plenty of magazines and/or ammo. The .50 rifles for example, I can order up unlimited magazines and ammo from Billy Ray and see dozens of mags on dealers, but not a rifle in sight. Or with other weapons (Cheytac etc), I have a rifle but no suppressor. There's only the last mission for my main target, and yet I can't play with the cool toys before the game ends.

I had some serious problems loading Cali for the Tang mission. Due to the massive amount of troops that spawn in all at once in clusters all over the place, the game crashed over and over and over just trying to load the town. Even once I got it to load, saving the game constantly leads to a crash and a corrupt save file. It seems to me that all of the enemy for that mission spawn in at once, and not in waves of reinforcements like the original game used. This causes severe lag and performance issues and really needs looked into.

Another problem that at first I thought was a quick bug but has turned out to be more frequent, ALL troops in the Palinero missions are NEVER hostile. When I get a mission to take over one of the new sectors down south, or even Cali itself, I can just walk around and headshot each soldier one at a time without any of their buddies going hostile. Literally just walk from group to group, putting aimed shots into their brains until the group is dead. The game never enters battle mode, so I'm free to just go to inventory, clear the bodies away, throw all the loot in the trunk, and move on to the next group. I stop from time to time at the merchant to sell off the contents of the trunk when it is full, and then go back to work picking off the troops. It's as if their AI coding was left out. The ONLY time anyone ever goes hostile against me is if the mayor of the town sees me aiming a weapon at him, at which point all town forces are hostile as you would normally expect. But as long as I take a position out of the mayor's line of sight, I'm free to blast away with precision fire or let loose a 200-round burst from a SAW or thump nades like it was the apocalypse. Not once have the soldiers been aggressive with me, even after they witness me gun down their buddies standing right next to them one at a time.

Here I am all sneaking into position, setting up in a defensive posture, just waiting for the enemy to attack. But in the end, each and every time, the missions just play out with me walking a solo merc around from group to group, standing 10m in front of them, making aimed headshots until they are all dead. Something is definitely not working right here.


One last mention for this post: The stats of some weapons appear backwards. For example, the stats for the FN Minimi are totally mixed with the FN Minimi Para. In other words, all of the stats for one should actually belong to the other. And with the FN Mk 46 Mod 0, the weight is switched with the FN Minimi SPW. I have yet to look at other weapons, but those ones were the first major differences that struck me as way out of sync. Were all of the weapon stats ported in from another mod, or have they been custom tweaked for this mod? If someone needs help getting the stats to look correct, I'm free to help out.



Overall though, the mod does add a lot more depth to the game than its "vanilla" original state. Having more weapons to select from is great, new maps make it more interesting, and the new mission chain increases replay potential. The radio system itself is a major addition that adds a whole new dimension to what the game is capable of, and I look forward to seeing what other options are made available. Some bugs were noticed, which I can bring up later after more testing is done. But I like where things are headed.

Last edited by Ninja2dan; 01-09-2013 at 06:10 AM.
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  #956  
Old 03-18-2013, 09:42 AM
Mack_jackson Mack_jackson is offline
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Originally Posted by R@S View Post
There are only some minor changes, mostly fixes but a few new things as well. For those who has the final beta there's some new weapons and a new car. But I recommend you finish your current game before you start a new one with the latest version.

Oh yes ! when i complete my game i noted this, but i do not like new features it is difficult to use it to compare with old features. But i like graphics, stunts and level of this game.
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  #957  
Old 04-04-2013, 05:51 PM
Melthorse Melthorse is offline
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@ R@S: Do you have any news about the next release?

The Blue Sun Mod 2.0 is so great
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  #958  
Old 04-05-2013, 08:37 AM
R@S R@S is offline
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Originally Posted by Melthorse View Post
@ R@S: Do you have any news about the next release?

The Blue Sun Mod 2.0 is so great
I am currently very busy with AFK work and don't have much time working on the mod. The good news is that I have gotten some help making new missions for the next version. There is also some great work being done by our Russian friends, and I hope to add some of that for the next version as well. But it will be a while before the next version is ready, maybe it will be ready later this summer.

In the meanwhile, I recommend you play the game again with the latest patch. It has a few really nice additions making it worth your time, along with a few fixes.

BSM 2.0 Patch 3

You need to start a new game after you have extracted the patch files to your game folder. There are a lot of changes and additions to the code that makes this a must.

Here's a list of some of the changes and fixes in Patch 3:

New features:
All uniforms give camo bonus
Added Personal Kill Counter
Added Merc Level Up script
Updated enemy inventories
Updated Bank Clerk script
Updated Base Mechanic script
Updated Player Class script
New rewards for the Evolution of Weapons campaign
Many weapons has gotten updated skins.
Player Classes has been changed, as has class equipment
More information in the Killbook screen
All cars can be upgraded, but only once.
StartCGL can be set in BlueSunMod.ini

Fixed:
Item names in shops
Sound FX when bullet hits unknown material
Fixed car names in Killbook
Added Big AP Ammo Boxes to Bobby Ray's inventory.
Fixed attachments for Grand Power K100 mk6
Lowered price for newly added ammo
Dr. Q's dialog fixed


New things:
Saiga-12K Automatic(Uribe only)
Sniper Karabiner 98k (7.62x54mm) from Nat_Crelk
HK MC51 (7.62x51mm)
Benelli M4 Super 90(Pablo Rodriges only)
MP5A5 mod(Pablo Rodriges only)
FN FAL 50.63(WR)(Pablo Rodriges only)
Dragunov SVD-S (7.62x39mm)(Pablo Rodriges only)
HK G36 (6.8x43 mm)(Pablo Rodriges only)
AKMSN (6.8x43 mm)(Pablo Rodriges only)
SA Vz.58 (6.8x43 mm)(Pablo Rodriges only)
Big Ammo Box (500/6.8 SPC FMJ)
Big Ammo Box (500/6.8 SPC AP)

Since you are one of the guys I know have played the game for years, I highly recommend the new StartCGL setting in the BlueSunMod.ini. Set it to 7 or higher before you start a new game and the earlier parts of the game feels a little different than what you're used to. And I'm glad you're enjoying our work, it's been fun working on it for the past 4 years.

Have fun

R@S
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  #959  
Old 04-05-2013, 08:27 PM
Melthorse Melthorse is offline
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@ R@S: Thank you for your great answer. I hope summer will come very soon.

Waiting is an torture for me

Meanwhile i will test the new patch. The changes sounds great.

R@S you do so great work
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  #960  
Old 04-06-2013, 02:20 AM
Kyle Kyle is offline
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Question Is patch 3 all-inclusive, or...?

.
I'm VERY excited to hear of another potential major release sometime this summer!

The patch is also very welcome! Thank you for it!

I noticed that the patch is labeled number "3." Somehow I missed the first two - or is this third patch all-inclusive?

Someone please let me know. Thank you in advance.
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