#521
|
|||
|
|||
Dude, I've already added 4 new weapons for the next release. Now I'm working on implementing a new attribute skill called Mechanic. It's a big task, there's about 76 mercs that needs to be given a mechanic skill value and all the scripts needs to be updated.
D_F_N is working on the voice-sets for the other 20 JA2 mercs, and when they're done I need to add them as well. As you might imagine, I don't have time making new weapon models, let alone giving them textures. But as I said before, if anyone makes them, I'll add them |
#522
|
|||
|
|||
Just wanted to extend one more thanks for including JA2 mercs. Now Magic reads my mind by saying 'kinda wish to see this again... in slow motion... like a couple of time mang"
Also - while on topic about mercs, R@s - maybe you have some kind of an excel with merc stats? =) That would be awesome, since using radio is kinda... cumbersome? AND while on topic with the radio - maybe it is possible to add a convenient "back" from the screen which lists potential mercenary stats? Coz starting radio again gets kinda cumbersome after some time... |
#523
|
|||
|
|||
Quote:
JA2 merctable Already done, and I've also added the merc salary to appear before you have to pay Speck his recruitment fee. I agree that the interface is somewhat flawed, but I try my best with what the engine can offer. |
#524
|
|||
|
|||
One other minor graphical error, the 2 russian grenades with the contact fuses (forget their names). One has a white top in the 2D image and a black top in 3D info screen, the other has a black top in 2D and a white top in 3D.
any chance you can just swap the 2D images round so they match the 3D images? |
#525
|
|||
|
|||
Quote:
JA2 Mercs in the Blue Sun Mod? Sounds like a match made in a very bloody "heaven." I've been away for far too long. Real Life dangnabbit! Things just keep sounding better and better R@S. Thanks to your superb commitment and hard work! |
#526
|
|||
|
|||
Thanks to r@s & everyone else involved for BSM.
Getting started i noticed some odditys with the class system, reduced reaction to 0 points and it jumps back up to 70 points during play. Increased health to 115 points but the health bar stays at 100. After a visit to the hospital, health bar shows 115 alright but the bar has 'gone through the roof' (theres a grey bit sticking out at the top). Any further damage taken to this merc and resting will only heal him to 100 points - a hospital visit is required to get the full 115. Also could you possibly add a line on the Dr Macabre quests after asking about a donor to refuse the mission ? |
#527
|
|||
|
|||
Quote:
Welcome back Quote:
Quote:
|
#528
|
|||
|
|||
Knives?
I know this came up before, but i just updated to BDM1.6 and i still get the crazy "knife held in uncomfortable and dangerous way" bug. Is there some kind of fix for this?
Edit: It only happens on the Ka-Bar, SMERSH Knife, and Farbairn-Sykes Dagger. The bayonets and the Spetsnaz Knife work as intended. Edit Again: I read earlier in this thread that R@S (whose godlike powers amaze me) has fixed the claymores to a 60 degree fragmentation spread. Has this been implemented yet or do i have to wait breathless til the next release. Last edited by UselessHeathen; 03-09-2011 at 05:55 AM. |
#529
|
|||
|
|||
Quote:
Quote:
It's been a busy week, 15 new weapons has been added(the game finally has a Garand). I have fixed the HK416 and 417, they now have a folding stock. Many new mercs has been added, only 8 left from the JA2 batch. The mechanic skill has been implemented and the repair script tweaked. And finally, dropped enemy weapons are now worn and dirty, thanks to Xelat and Dancer |
#530
|
|||
|
|||
Just wanted to reiterate that you're doing some amazing tings with this game.
Are you still planning to do a revamp of the weaponinfo (a la the old alt one)? |
|
|