Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Fulqrum PublishingGames > 7,62

7,62 Tactical action game, sequel to Brigade E5

Reply
 
Thread Tools Display Modes
  #1  
Old 07-09-2010, 10:40 AM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

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
Reply With Quote
  #2  
Old 07-09-2010, 11:23 AM
Chortles Chortles is offline
Approved Member
 
Join Date: Jun 2010
Posts: 24
Question

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.
Reply With Quote
  #3  
Old 07-09-2010, 06:40 PM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

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
Reply With Quote
  #4  
Old 07-10-2010, 02:49 AM
Kyle Kyle is offline
Approved Member
 
Join Date: May 2010
Posts: 150
Default

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.
Reply With Quote
  #5  
Old 07-10-2010, 05:31 AM
Chortles Chortles is offline
Approved Member
 
Join Date: Jun 2010
Posts: 24
Exclamation

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.
Reply With Quote
  #6  
Old 07-10-2010, 08:56 AM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

I'll try to upload a mod kit that includes the azp.exe later and I think the mod-kit you already have included the Far plugin, which is the one used by Total commander. If you follow the instruction in the link you provided you should be able to set it up by yourself.

And it appears the the Yahoo! guys doesn't know much about programming or they would have said that it's part of a library for some code compilers that 3rd party developers use. And the file you're missing is located in one of the folders in the mod kit.

I could make the Repo men optional, but then you'd lose all your money instead, your account and what you carry with you. And I'm in no mood to add a cheat that makes it possible to avoid paying your debt and get away with it

EDIT:
I checked the mod kit again and I was wrong, it doesn't include the AZP viewer, only the e6 one. I'll include it in the mod kit I'll be uploading once I have collected all the files.

Last edited by R@S; 07-10-2010 at 09:04 AM.
Reply With Quote
  #7  
Old 07-10-2010, 11:59 AM
Chortles Chortles is offline
Approved Member
 
Join Date: Jun 2010
Posts: 24
Default

Hey, for that cheat I'd just be using the dev shop, or tampering with the outsourcedconfig.INI Or, without modifying files, at least studiously avoid debt as much as possible... *chin rub* Choice is key in what I'm looking for out of BSM, though I so far am generally okay with your choices for defaults and recommendations.

*Hedges his bets anyway by setting aside a hypothetical round for each hypothetical repo man*

Thanks for clearing up the situation regarding the mod kit; I'd have tried the solution at the post I linked, but the link within that to the plugins archive was broken; or rather, whereas it should display an abbreviated URL the link itself was abbreviated. I saw the far plugin, wasn't sure how to use it, considering the post's instructions were for that plugins archive (using the modified files packaged together). I must disagree with you regarding "MFC71.DLL," while I'll take your word that it's safe, it's not in the existing mod kit release, I just looked. Nevertheless, I'm glad to hear that a future release is being worked on and thank you for your continued work on it.
Reply With Quote
  #8  
Old 07-10-2010, 12:19 PM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

The mod kit you have must be an older one since I have the 7.62SaveEditor in mine and that includes the MFC71.DLL file.(The Save Editor only works with the Russian version of 7.62)

Here's a link to the latest Unofficial Mod-Kit, including the AZP archiver and instructions on how to set it up with Total Commender, enjoy

7.62_Unofficial_Mod_Kit
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:50 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.