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7,62 Tactical action game, sequel to Brigade E5

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  #61  
Old 03-12-2010, 03:46 PM
0a.Archangel.a0 0a.Archangel.a0 is offline
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Just ahd an idead what this game lacks, LIFE. You know like when you enter one of the pubs (bar) in the game and you ehar a lot of voises and shouts and etc. but there is like none to 1 person inside, barman included . Like some more npcs there, maybe some kinda special salesman who sells lets say 1 item at exremely fine price or rare item at great price. Maybe you could use the wine bottle in a way like give them to the folks there and so improve your popularity or even amybe learn some secret hideouts and etc. Or provoke some guys for a mellee battles (finaly a way to improve melee skills) without raising battle with th e police. Also sometimes to look at folks in the pub to beat themselves up would be also nice . Maybe set the police come in there take them to jail
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  #62  
Old 03-13-2010, 07:33 AM
R@S R@S is offline
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Another great idea, but a little harder to implement. Adding a lot of new characters to a city map would make the game sluggish and if you have a low-end computer it would be impossible to fight in a city without constant lagging. I've already added as many as I feel comfortable with in some maps, but one or two more could be added.

But the idea of adding at least one new character to the bars is a nice one, I might do it if I ever have the time

Kepp in mind that the AI is not part of the released source code and we have very few possibilities to change it.
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  #63  
Old 03-13-2010, 01:32 PM
0a.Archangel.a0 0a.Archangel.a0 is offline
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Guess you are right, but even this could have a solution although just like u already said it requires a lot of tweaking with scripts. DO I need any special programs to view the cripts and other source files? You know c++, python or other comands language utilisers? With 3D models i dont have problem, I jsut need to knwo the output formats and any restrictions linked to them.

From as I see it I have one of those 'NASA' computers so I am quite lucky but this game somehow overcharges my cores Guess that when developers tried to create a good AI they set evey single unit with a private AI scripts but this is the most often mistake when trying to create a virtual enemy. Its ok when u create a single character which operates on its own, but these are team encounters and though require single comand leadership to utilize them. (I know that this is atackable if u consider that one virtual leader means complete loyalty of its sub-units and in case of bandits it would be strange to be such loyal at any situation. The longer i think about it the more comand lines i see. but this is allways possible to simplify, i guess, need more praxis .

I think its the number of cross comands and scripts of IF and OR, these I ussualy saw to create a lot of crossover and circular comand lines, in game its visible like dejavu, simply repeating of anything in the game. Either unit movement or they actions, or even blinks of lights or flashes there is ton of it and i bet there is something in this game that causes the same which speeds up overloading of the virtual memory and repeted recounting. Still, i got no proof. its just a thought.

What do you think? I dont think its the graphics cuz I have a nice machine that ussualy plays smoothly even a lot harder graphics and numerous units. But youa re more experienced with it. whats your opinion?
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  #64  
Old 03-13-2010, 04:49 PM
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The scripting language is mixture of C and C++. It's easy to do once you've seen the functions and how they are used. And the buit-in compiler gives you good clues when it comes to syntax errors.

I think the lagging has to do with some bottleneck in the code, but that's only my best guess. The game uses a lot of resources and even if you have the best computer money can buy, it still starts to lagg if you play more than 2 hours without exiting to desktop and starting the game again. It might also have to do with how it stores data in the memory, and is sloppy when it comes to flush old and irrelevant data.
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  #65  
Old 03-13-2010, 05:14 PM
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is there any possibility to get a manual or somekind of instructions for this? i kinda want to try it maybe if i catch it i can help you later with something?
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  #66  
Old 03-18-2010, 12:14 PM
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Default Modding this thingy :-d

Just read through most of the scripts for NPCs and special items and etc. The language is easier than I thought, but still quite hard. I guess the scripting is learnable, but man this will take me some time . Mostly the repeating of the same text along the IF command journey is quite confusing, sometimes with only small deviation-somebody hates to do things simple and effective . I almost got a heartatack till i found a 3D program useable for this game. It sucks that the files must be act format and etc. Hopefully I can assimilate to this one too. I kinda hoped my used 3D program can export to this format but no .

Looks like i might be able to create any object for this game . Dont know much about the restrictions of implementation though . U think u could add things like cars, houses and etc. if I provide you with their models? Basicaly if we can set items location and orientation within sectors than it should not be a problem, or? You are skilled at it what u say?

Downloaded me a few manuals for the 3D, but first i need to get home from work to test it out.

I checked few other games. Do you think u could use models from 'MAN of War' and 'Capitulum' ? They kinda go on the same engine .
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  #67  
Old 03-18-2010, 12:23 PM
0a.Archangel.a0 0a.Archangel.a0 is offline
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I have a question for you. Can there be something done about CTD when a greande blows in your hand?

I like the ability to throw back the grenades at the oponent, laugh-like-hell when it works . Too bad that the developers didnt thought of some faster way to take and throw back the grenades, sometimes it strangely takes a f... great time just to pick up the thing.

The flashbangs are the worst, under pressure I cant even throw the thing without blowing it up just in front of my face. Such a short fuse . Its the only grenade which i must put in ym hands before throwing otherwise I allways f... myself
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  #68  
Old 03-18-2010, 03:55 PM
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I never had any problems with CTD's and grenades. I would suggest you check the BMP folder and made sure none of the folders are set to read-only. The CTD's your experiencing could be caused by a writing violation.

About the grenade timer, the M84 only has a 2.3 second fuse, but you can make it longer if that suits your gaming style better. Edit the Grenadeinfo file in the INI\Items folder, the value you wanna change is the number third from the last.

Here's the M84 as an example, it's the number in red that you wanna change:
"M84"
HFlash "Grenade\Explosion\grenade2.wav""Grenade\LoadReady Sound\None"0 0 0 8 15 0 2 1 2.3 0 0
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  #69  
Old 03-18-2010, 05:41 PM
0a.Archangel.a0 0a.Archangel.a0 is offline
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Thx, but i guess i have to asimilate i rather purely add new things to existing ones rather than changing things.

Thanks anyway, i ussually dont have the bmp set to read only, although I read a lot about it, as it allways caused some inventory problems. (black screens, missing item textures, blacked inventory space and etc. so i let it as it is and dont ahve other than this prob)

I think u are right about the writing violation... guess its to ahrd to find the error report there Doesnt matter, its just a minor issue.
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  #70  
Old 03-18-2010, 08:50 PM
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I think I need to clarify the read-only thingy to avoid misunderstandings.

Do NOT set the folders in the BMP to read-only, or any other folder for that matter.

You MUST set all the TGA files in the subfolders(BMP\HUD\) as read-only to avoid those black/ weird screens you might get after a while of playing.
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