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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 07-09-2010, 08:47 AM
Chortles Chortles is offline
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I'd love it if you could somehow create a gun range "area"/"mission" to let us hop straight to the in-game "live fire" ballistics testing.
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Old 07-09-2010, 09:01 AM
R@S R@S is offline
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I'll prolly add that when the testing of the new global AI and the new reloaded maps starts. If you help with that you'll be given a chance to do your testing. I'll add a map guide that will send you directly to selected map and as the testing progresses I'll add enemies as well. It's my usual progress, just ask the testers of the ARM project
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Old 07-09-2010, 10:15 AM
Chortles Chortles is offline
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What could I do on that front? (Yes, I consider this "hop in on the closed beta." )

I don't know if you've ever heard of Op7, but that game (free-to-play+microtransactions online FPS) has a Preview function for weapons and (primary weapon) attachments you're checking out; when you click the Preview button, your character is sent to a basement shooting range with three stalls (differing in distance to the target), armed with the chosen weapons and attachments... something like that'd be great for playtesting the in-game ballistics. I've actually just made my own first "adjustment" -- made the M1911A1 able to support a suppressor (for simplicity's sake the .45 USP Tactical's) along with a laser or flashlight... unfortunately, those are appearing on the front of the pistol grip, instead of under the barrel.
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Old 07-09-2010, 10:40 AM
R@S R@S is offline
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Quote:
Originally Posted by Chortles View Post
I've actually just made my own first "adjustment" -- made the M1911A1 able to support a suppressor (for simplicity's sake the .45 USP Tactical's) along with a laser or flashlight... unfortunately, those are appearing on the front of the pistol grip, instead of under the barrel.
This is where the \GameDir\Actors\Items\*.ACT.INF files come into play. By adjusting the values for the attachments you'll be able to move them into their right place. It's the last 3 numbers you should alter, the control Front/Back, Up/Down and Left/right. But that might vary depending on how the model was created, the only ne that is always the same is the Up/down one, the 2 others might switch places but it's easy to figure that out with a little testing.

Never played any games online, I have too slow Internet connection speed. But I did think about adding such a feature as trying before buying, but since one can alway test all the weapons by cheating it would be too much work for something already easily done.

Now I'm off to work, laterz
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Old 07-09-2010, 11:23 AM
Chortles Chortles is offline
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So it has nothing to do with, say, the order in which I add the attachment slot to ITEMBONES? That should be nice, except for one problem... there isn't an Items subfolder in the Actors directory post-patch! All that's there is the "Monsters" subfolder... unless I botched the unofficial patch+BSM installation??

Regarding my experimenting methodology thusfar: In general my "attachment/gear" tinkering mainly involves the inventory editor and Notepad, but if I need a "live fire" test, I tend to just start up a game and go straight towards the Weird Looking Hooker to take that quest -- since BSM's disabled the vanilla game's starting ambush (I guess because of your lack of starting gear), it's the quickest way I can get a relatively "open air" firefight going.
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  #6  
Old 07-09-2010, 06:40 PM
R@S R@S is offline
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Use the AZP.EXE in the mod kit to extract the ACT files. I'm sure i've posted the link to it here somewhere, but to make it easy, here it is again:
7.62 - Mod-kit and Source Code

The files you're looking for should be in the Patch_1_12.azp archive.

If you wanna ease the testing, open up the console and write enter_dev_mode, hit enter then write shop then enter, and you'll get to the cheater shop. Once you've chosen your gear, exit the shop and shoot the nearest cop/guard and go nut
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  #7  
Old 07-10-2010, 02:49 AM
Kyle Kyle is offline
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Ever since I started playtesting the Class System mod, my time's so tight that I stopped visiting this thread--a big mistake on my part!

The Reloaded maps look AMAZING. I got a pit in my gut every time I saw a new screenshot. Those look like some pretty intimidating regions to fight in.

In regards to having a million variants of a weapon system, all I'll state is this: when I playtested for the Super Mod Pack for the original STALKER, there were literally DOZENS of AK variants, most of which had very similar performance characteristics.

My play experience with them (and of MANY others, even those slavishly and rightfully devoted to the AK) was one of mainly annoyance. Don't get me wrong, I'm open to having like 7 variants of each of the different calibers in-game, but if it comes down to choice, let's pick the ones that are the MOST different from one another, otherwise, what's the point?

I LOVE the idea of repo men! A new faction to the game, so to speak and sensible. Very cool.
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  #8  
Old 07-10-2010, 05:31 AM
Chortles Chortles is offline
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I saw no AZP.EXE in the modkit folder or "E1P" (whatever that is, I guess the to-date released source code)... I've also had "MFC71.DLL missing" pop up when I try to run the INI and Shop editors, but I've read on Yahoo! Answers that apparently the DLL is malware or at least a tracker...
Quote:
Originally Posted by R@S View Post
I use Total Commander for that search function since it's possible to add a plugin that allows browsing inside AZP archives. You can find it here:
Total Commander
Unfortunately, the use thereof... the only source I've found for how to successfully use it is here, and the link to the preconfigured plugins there is down.

I've actually been trying out the "dev mode shop," but so far I've only been getting into fights with either the Hooligans or the Wino's Brothers... still, so far, it's given me the chance to playtest some gear, as well as some ideas... one good thing about this "dev mode" is that I can use it to clear out/move magazines, for example, to get rid of the empty magazine that all of the firearms come with (which adds on time), or to get rid of the stuff in my character's starting inventory so that I can right-away playtest starting particular items (i.e. a machine pistol and different-sized magazines for it, or time taken to add a suppressor); unfortunately, I eventually had a CTD when removing a body.

Unfortunately, even on Easy difficulty, I've had a few instances where the Hooligans or Wino's Brothers (particularly the latter) would stun/KO (by draining the purple bar) my character and then beat him to death.. heck, one time it was a mortally-wounded attacker.

EDIT: Can the repo men be optional too? ;D

Last edited by Chortles; 07-10-2010 at 05:34 AM.
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