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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 06-29-2010, 12:54 PM
Chortles Chortles is offline
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Depending on the mod, sometimes there's enough content to keep trying out the little things... I believe that v1.13 has had the same issue for JA2, but even so I've returned to it every now and then, and hopefully Blue Sun Mod going forward extends the life of 7.62 for me beyond what it would have been.

R@S, the patch problem seems to have been solved by either giving the game directory an exception in Microsoft Security Essentials, running Patchme.bat from the Command Prompt instead of the Windows Explorer GUI, or both; that also solved the Modified M4A1 stock issue, which does extend/collapse normally. (I do admittedly find it redundant though for there being both "stock collapsed" and "stock extended" versions of the otherwise exact same weapon in the shops... it's a lot of screen clutter if you ask me, kinda like all of the ARMA2 weapon "variants.")

I do find it strange/unfortunate though that the "modified"-type stock, akin to the Magpul UBR, is not an option for the M4 unless I want to run some sort of rig with an underbarrel device (UGL or VFG) or in 6.8x43 or 7.62x39.
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  #2  
Old 06-29-2010, 06:03 PM
Oscuro1987 Oscuro1987 is offline
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RESOLVED :
Well it seems that, even though i deactivated spybot, my patch installation was still corrupted, I tried again and after 3rd attempt it worked lol.... xD My bad sry !


Hello there
Well i tried to install BSM 1.01 exactly how it's written on the website, tho i can't make it work...
And yeah i have spybot but deactivated it when i installed patch otherwise he tells me the patch has a virus (which is fake i suppose)

I retrieved the error message out of the logs though :

Quote:
[...]
00:02.805 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:15.093 ERROR [0] .\Items\items.cpp (697) Item not found by name: 'Unique Sniper Rifle SKS (7.62x39)'
00:15.093 FATAL [0] .\Shop\ShopEconomics.cpp (324) Invalid item in economy: 'Unique Sniper Rifle SKS (7.62x39)', shop: Emiliano Calderon_25048
>-----------------------------------------------------------
> Exception C0000005 at 0x004E5442
>-------------------- Call stack ---------------------------
[...]
How could I fix it please ? :p

Thanks for this mod btw it looks awesome (even tho i still need to try lol ! xD)

EDIT : i tried applying fix 1 & fix 2 and I still get the same error message

Last edited by Oscuro1987; 06-29-2010 at 06:34 PM. Reason: additional info
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  #3  
Old 06-29-2010, 06:53 PM
R@S R@S is offline
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@Chortles
I'm very glad you finally got it working and am sorry for your troubles.

If the latest fix doesn't resolve the cheater shop tab issue where items are missing, someone reported that if you run the game in winXP SP3 compatibility mode it should work again.

You'll notice that in the "real" shops there isn't as much clutter since it only shows the folded version if it's available, it never shows both versions unless you sell an unfolded one. And your gripe with the M4 stocks is just a matter of cosmetics, but if it annoys you that much I can easily add a normal M4 with the alternative stock. I'm always willing to improve the game to please the players
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  #4  
Old 07-01-2010, 12:30 PM
Chortles Chortles is offline
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Well, actually... hmm. I ended up using the shop tab fix, which worked in correcting the "Armor" tab so that the accessories (i.e. optics) are displayed and available for equipping. Problem is, in the editor the weapons' non-rendered portraits disappeared! Well, a lot of them...

Was the BMP folder supposed to disappear when I used "Patchme.bat" successfully? I noticed that there was no such folder when I applied the fix, so the "BMP" folder only contains an "ITEMS" subfolder, which contains "AMMO-85.E5B," "M18A2.E5B," and "M61-BIPOD.E5B"... curious. I've actually got a folder that contains all of the original post-installation folders and files that would have been overwritten by patch 1.06, and I notice that its BMP folder is of course far more extensive; perhaps I was doing something wrong with regards to the patch and installing Blue Sun in the first place. (My thoughts on having to do a clean install again? BOHICA.)

I do agree, the special M4 stocks are a cosmetic thing, don't trouble yourself too much over it for my own sake, considering that I can't pay you for this. Thank you for clarifying the issue with the "real" shops; I usually use the editor modifier to check out the various gear combinations.
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  #5  
Old 07-01-2010, 07:55 PM
R@S R@S is offline
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Quote:
Originally Posted by Chortles View Post
Well, actually... hmm. I ended up using the shop tab fix, which worked in correcting the "Armor" tab so that the accessories (i.e. optics) are displayed and available for equipping. Problem is, in the editor the weapons' non-rendered portraits disappeared! Well, a lot of them...
I'm glad that the fix did the job, and for the non-rendered weapons I think a simple "delete all files in the RenderedItems folder" should fix that. That is if you dint already do that, and I just moved the problem with my "fix"

Quote:
Originally Posted by Chortles View Post
Was the BMP folder supposed to disappear when I used "Patchme.bat" successfully?
Yup, it should've been moved into the AZP archive when the patch was run. And i made it as simple as I could with the fix, that's why those files are outside. But for the next release they'll be packed in the BSM.AZP archive.

Quote:
Originally Posted by Chortles View Post
I would really appreciate if you can find someone, somewhere, that is part of their dev team (and speaks English) that I could contact about possible future expansions or products. I know more than enough gamers interested in such a product that might be willing to support funding or other means to get something done.
Still haven't heard back, but will prolly know by tomorrow

About Reloaded, I think it's 1C that owns the publishing right, so you could try contacting them. I recommend sending a PM to Nike-it, a very helpful character that can point you in the right direction and should know who would be the best person to ask.

I've been playing this game for more than 2 years, and modding it for 1, and I still find new thing that blows my mind. The latest was discovered when I was playing around with the player skills. Even if the whole system is still a secret, from what I can tell it's a very complex and dynamic one. As I always say, the more you play this game, the more you realize what a great game it is

Once the new skill system has been tested and approved, I'll release a new version of the mod, including all the fixes as well. I've had some time to play it and found that some of the weapon attachments should appear earlier in the game, and I seem to have forgotten to add the new EOTech to the shops.

Last edited by R@S; 07-01-2010 at 07:59 PM.
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  #6  
Old 07-02-2010, 08:03 AM
Ninja2dan Ninja2dan is offline
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Quote:
Originally Posted by R@S View Post
Still haven't heard back, but will prolly know by tomorrow

About Reloaded, I think it's 1C that owns the publishing right, so you could try contacting them. I recommend sending a PM to Nike-it, a very helpful character that can point you in the right direction and should know who would be the best person to ask.

I've been playing this game for more than 2 years, and modding it for 1, and I still find new thing that blows my mind. The latest was discovered when I was playing around with the player skills. Even if the whole system is still a secret, from what I can tell it's a very complex and dynamic one. As I always say, the more you play this game, the more you realize what a great game it is

Once the new skill system has been tested and approved, I'll release a new version of the mod, including all the fixes as well. I've had some time to play it and found that some of the weapon attachments should appear earlier in the game, and I seem to have forgotten to add the new EOTech to the shops.
As you suggested, I sent a PM to Nike-it from 1C. His reply is below:

Quote:
Hi Jason,
1C is currently not working with the developer of 7,62 - Aperion Games. So from our side we can't give you the permission ot use content form 7,62 Reload. The right for the game belongs to Buka if not mistaken. Try to reach them: http://buka.ru/cgi-bin/show_more.pl?...=Show_contacts
Most likely you will need this mail: cooperation@buka.ru
Good luck and Best Regards.
Nike-it
So it appears that 1C is no longer in direct business with Aperion anymore, and the Aperion web site links all come up with a dead site. So at this time, I have no clue on how to contact Aperion or any of the active staff associated with 7.62 now.

And as for 7.62 Reloaded, he stated that Buka owns the rights and not 1C, which is odd because the Buka site news post dated July 2008 stated that 1C had acquired ownership of Buka. I'll ask Nike-it in another PM specifically about that, hoping that I'm not just chasing ghosts.

If somewhere along the line I can acquire permission from the rightful owners of the Reloaded version to use some of the content with community mods created for the original version, then we'll see what happens. It won't be a permanent solution but at least it might provide a little more playability from the game while we wait for the next release.
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  #7  
Old 07-02-2010, 09:11 AM
R@S R@S is offline
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OK, I talked with my Russian friends and they'll try to find some contact info for you. I'll send you a PM once I get it. However, while talking to them they gave me some pretty good arguments why I should include the maps from Reloaded in my mod, and I'll dot it! Yes, you read it right, I'm going to include most of the maps from Reloaded in the next version of BSM After all, I'm not making any money off their product and it might even increase their sales if there's an active modding community.


But I still recommend contacting Buka, they're the ones that published Apeiron's latest SPM game and might be convinced that the concept is worth saving and keep developing.
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  #8  
Old 07-02-2010, 09:33 AM
Ninja2dan Ninja2dan is offline
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I went ahead and sent a message via email to Buka, using the address provided by Nike-it. If I'm lucky, I'll get some kind of contact information for the dev team from Aperion. If not, at least I might be able to convince someone to look into releasing the Reloaded expansion outside of the Russian Federation.


And yes, you are correct. In theory, I don't see any problem "borrowing" certain features from the Reloaded expansion to be used in a public community mod for the original 7.62 game. Some might argue about ownership rights issues, but as a developer myself I would have to disagree.

If the Reloaded expansion had been released to additional markets, then it could be considered a problem because using features from that expansion in a mod for the original game might mean people purchase less copies of the expansion in order to use the mods. But in this case, where the expansion is not available to most of the gaming market, using features from that expansion will have zero negative effects on sales.

In fact, once gamers try out some of the features in such a mod, their interest in the expansion might be increased even further. This means that if/when the expansion is finally released to the US/UK market, the number of prospective buyers will have increased therefore increasing their profit potential. It's a Win-Win for everyone.


I had read a post somewhere else on the internet that some of the community over at the Strategy First forums were already doing a public community translation of the Reloaded expansion, and were 2/3 done with it at the time of that post. But I can't seem to access the Strategy First forums, so it's impossible to find any further information out on that subject.


If you follow through with adding the maps from the Reloaded expansion into your mod, it could go one of two ways. Either nobody will say anything about it and you'll be free to continue using those features until someone says otherwise, or you'll be contacted by someone with ownership rights asking you to cease using their content.

If the second option does happen, at least you'll then have direct contact with someone immediately associated with the ownership rights and will therefore be able to request direct permission to use the content.

The only reason I can see anyone denying permission is if they do in fact plan to release a US/UK version of the expansion.


Good luck, hopefully my computer will be up and running again in time to see the additions myself. I'm looking forward to it, keep up the great work.
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  #9  
Old 07-02-2010, 01:27 PM
Chortles Chortles is offline
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Question

Quote:
Originally Posted by R@S View Post
I'm glad that the fix did the job, and for the non-rendered weapons I think a simple "delete all files in the RenderedItems folder" should fix that. That is if you dint already do that, and I just moved the problem with my "fix"
Yeah, seems that deleting all files in the RenderedItems got the weapons to show up in the editor now, thanks for that.
Quote:
Yup, it should've been moved into the AZP archive when the patch was run. And i made it as simple as I could with the fix, that's why those files are outside. But for the next release they'll be packed in the BSM.AZP archive.
Sounds good to me, I was just wondering considering that now I have a BMP folder that only holds the fixes.
Quote:
Once the new skill system has been tested and approved, I'll release a new version of the mod, including all the fixes as well. I've had some time to play it and found that some of the weapon attachments should appear earlier in the game, and I seem to have forgotten to add the new EOTech to the shops.
I have several questions about items thusfar...

Is "the new EOTech" something besides the EOTech Holosight 552? I noticed that it does not have the bright red reticle in its 3D model, while the "EOTech Collimator" does... either way though, the Aimpoint Collimator Desert at this time rules them all and I wouldn't use any other atop my "WR" gun.

Possible balance issue -- why is the UMP40 higher damage (45-76) and higher accuracy (3 than the UMP45 (13-68, Acc 36)? Also wondering where you're getting your damage numbers on some of the Short-Barreled Rifles (SBR), i.e. the SCAR-L CQB having higher damage than the HK416 10.5-inch despite them having almost identical barrel length.

Also, Is the HK416 10-inch w/ Foregrip supposed to be a fixed-stock weapon? *Also finds it amusing... though odd... that by default it comes with a C-Mag* Mainly wondering since it seems to be one of the only shortie-M4s in 5.56x45, and some of the claimed damage numbers are confusing-seeming. (Can you tell I have a thing for SBRs yet? )

From what the "Diagram" explanation of weapon ballistics shows me, there's no benefit to sticking magnifying optics (i.e. the ACOG) onto short-barreled weapons? I see that the apparent accuracy for hipfire and snapshots goes down, while the "using optic" accuracy is always just below the "standard" line (I assume meaning 'maximum theoretical accuracy'). In contrast, the laser increases hipfire accuracy -- though why not snapshot? -- and a "reflex"/"red dot"/"collimator" sight increases snapshot accuracy, though I don't see anything that affects 'aimed' accuracy...
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  #10  
Old 07-02-2010, 05:25 PM
R@S R@S is offline
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Quote:
Originally Posted by Chortles View Post
Yeah, seems that deleting all files in the RenderedItems got the weapons to show up in the editor now, thanks for that. Sounds good to me, I was just wondering considering that now I have a BMP folder that only holds the fixes.I have several questions about items thusfar...
Phew, that's a load off my chest, very glad the fix seems to do its jod

Quote:
Originally Posted by Chortles View Post
Is "the new EOTech" something besides the EOTech Holosight 552? I noticed that it does not have the bright red reticle in its 3D model, while the "EOTech Collimator" does... either way though, the Aimpoint Collimator Desert at this time rules them all and I wouldn't use any other atop my "WR" gun.
The EOTech Holosight 552 is the new one, the other one if from the BE5 mod Immortal Bada$$

Quote:
Originally Posted by Chortles View Post
Possible balance issue -- why is the UMP40 higher damage (45-76) and higher accuracy (3 than the UMP45 (13-68, Acc 36)? Also wondering where you're getting your damage numbers on some of the Short-Barreled Rifles (SBR), i.e. the SCAR-L CQB having higher damage than the HK416 10.5-inch despite them having almost identical barrel length.
Damage is based on what ammo you're using, but one has to consider penetration ability and a lot of other factors. But since I'm no expert on the subject there must be a lot of those weird inconsistencies in the mod.

Quote:
Originally Posted by Chortles View Post
Also, Is the HK416 10-inch w/ Foregrip supposed to be a fixed-stock weapon? *Also finds it amusing... though odd... that by default it comes with a C-Mag* Mainly wondering since it seems to be one of the only shortie-M4s in 5.56x45, and some of the claimed damage numbers are confusing-seeming. (Can you tell I have a thing for SBRs yet? )
HK416/HK417 also comes from Immortal Bada$$, and they come with no folding stock. I guess it was the weapon limit that made it that way.

Quote:
Originally Posted by Chortles View Post
From what the "Diagram" explanation of weapon ballistics shows me, there's no benefit to sticking magnifying optics (i.e. the ACOG) onto short-barreled weapons? I see that the apparent accuracy for hipfire and snapshots goes down, while the "using optic" accuracy is always just below the "standard" line (I assume meaning 'maximum theoretical accuracy'). In contrast, the laser increases hipfire accuracy -- though why not snapshot? -- and a "reflex"/"red dot"/"collimator" sight increases snapshot accuracy, though I don't see anything that affects 'aimed' accuracy...
It's a very complex system, and the diagram doesn't always show you the true values. I'm not sure I can answer this question so I better shut up
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