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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 07-18-2010, 07:22 AM
IceShade IceShade is offline
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Quote:
Originally Posted by Ninja2dan View Post
R@S, I had a question for you. How well in contact are you with the modding team that is/was creating the weapons that you've been adding to BSM? How active are they now, etc?

One thing that has always bothered me is that the game, even up through the end CGL's, is mostly focused just on small arms, not support weapons.

We have a few UGL's, but rarely did I recall them ever being available, and when you could find the launcher it was days before you found ammo for them. The mines sucked balls, seriously. The enemy was magically gifted at locating mines, making them totally useless. And there were few other heavy weapons such as rockets.

On top of that, my experience when using the UGL's was piss-poor. It didn't matter how much training I gave my soldiers, they never seemed to fire those weapons properly. The UGL's all seemed to fire at extreme velocities, giving them a very unrealistic ballistic trajectory. This means that those 'nades could rarely be "lobbed" onto the target, but were fired at almost a flat trajectory like a regular bullet. Shooting over walls/obstacles, or up onto higher ground was nearly impossible for me.


* Any chance of making the UGL's more common in the game, with ammunition more readily available?

* And do you think those weapon modders would be interested in creating a few "rockets"? As mentioned before, I've got great models of all kinds, would just need someone to convert them for use in BSM. M72, M136, RPG, etc are all available.

* Could someone take a look at the UGL's and do some testing with them, see if there is something wrong with their projectile velocities? You should really be capable of lobbing those things in a nice arc over a good distance, with weapon skill affecting accuracy, not range.

* Is there any way to improve the AP mine system, so mines are actually useful to the player? I don't know how mines are detected, what kind of dice rolls are made, or if certain terrain/objects help conceal them. But as they stand now, mines are 100% useless. The ONLY time I've ever been able to effectively use mines is when I placed those mines inside of an enemy spawn area prior to them spawning in, and getting lucky if one or two of those enemy happen to spawn in on top of one.


One last idea/suggestion, is it possible to create a new weapon like the Claymore AP mine using the same technology as the hand grenades? What I mean is having a small blast radius around the mine, but throwing projectiles (shrapnel/frag) in a dedicated arc in front of the mine. Also limiting the "clacker" use distance, so the operator must be within a certain range of the mine in order to detonate it.

I recall using other "radio-controlled" mines before, that allowed you to charge mines and lock up to 4 of them into one controller, and remote-det them. But it would be nice to see an actual Claymore-style variant, limited to only one mine per clacker.
A long time ago I did some research on this subject, and asked whether R@S could look into it.. Now the whole thread and conclusions are gone, since SF is down, the basic idea is this.

Setup (note: It's deep into the night):



Result:



OH HAY GUYZ WATS GOING ON HERE O LOOK TRIPWIURS?

A sapper skill of 20 allows you to walk over a lot of traps you've set yourself. It also has some kind of hivemind connection between everyone in the group of the guy who planted the mine, and the rest.

For instance, a guy comes across a tripwire. He "rolls the dice" (i guess) and spots it. He then "informs" the rest of the group, even though they are on the other side of the map. Everyone can walk over the tripwire without it going off. He can, in fact, stand right on top of it.

Now the interesting thing is here, as soon as the guy who spotted the tripwire dies .. it goes off, because the guy standing on top of it didn't pass his check. At least, those were my conclusions.

Really, don't bother. It's a very flawed system, and you're better off just using remote det charges that can't be "disabled" by "spotting" them.
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  #2  
Old 07-18-2010, 07:32 AM
R@S R@S is offline
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I'm starting to suspect the the type of ground you put the mines on also plays a part in how "easy" it is for the enemies to spot them. When I put down mines in the random encounter maps thay usually goes off without the enemies seeing them, while when I put it on roads, in cities and similar flat ground they spot them right away.

Since the maps have a camo "bonus" feature on some surfaces for the characters, I think the same goes for the mines. But this should be tested more to see if my suspicion is warranted

EDIT:
It would also explain why the Hidden value in the mineinfo file make them work better when set to 0, I think that disables the environment check. They should've added a camo entry in that ini file instead of using a global value for all the mines, that would make fixing it a bit easier.

Last edited by R@S; 07-18-2010 at 07:40 AM.
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  #3  
Old 07-19-2010, 05:36 PM
IceShade IceShade is offline
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I'm still not convinced. Yesterday, I hid a few things and mines in foilage, off the roads. The first one was triggered, but nothing afterwards. During the fighting, enemies were standing right on top of everything.

With 7.62's stability as is, I had to reload. When I reloaded, at least two more traps triggered. Pretty awkward.
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  #4  
Old 07-20-2010, 12:00 PM
LovelyPencils LovelyPencils is offline
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Hi R@S,

I did a clean installation, installed the unofficial 1.06 patch following by the BSM 1.02. when I launch the game, it CTD.

Heres what the log shows.

Log started at 18.07.2010 22:49
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.003 ERROR [0] .\OldPackFile.cpp (99) Package not found: Patch_1_12.azp
00:00.014 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.015 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.456 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:00.686 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:03.282 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:03.903 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:12.906 ERROR [1] .\Parser\TextParser.cpp (683) Error parsing : 'WillBeHit' found, int expected
00:12.907 WARNING1 [0] .\CameraPos.cpp (115) false
00:38.455 ERROR [0] .\Items\items.cpp (697) Item not found by name: 'Unique Sniper Rifle SKS (7.62x39)'
00:38.456 FATAL [0] .\Shop\ShopEconomics.cpp (324) Invalid item in economy: 'Unique Sniper Rifle SKS (7.62x39)', shop: Emiliano Calderon_7532
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  #5  
Old 07-20-2010, 05:21 PM
R@S R@S is offline
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There must've been some issues with the patch installation, but I'm not sure what. According to the log you're using some old files and that causes the CTD. I'll try to get to the bottom of this by throwing a bunch of possibles at you

Check your game directory, is the a folder called ShopINI? If there is, they're either a left-over from a previous installation or the directories are set as read-only and wasn't deleted by the patch script. If this is the case you need to start over, uninstall the game and install it in another directory, one that isn't affected by your OS or virus-protection systems.

When you run the PatchMe.bat script, pay attention to what the script says at the end, it indicates if any of the files or folders are write protected and couldn't be deleted.
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  #6  
Old 07-24-2010, 10:46 AM
Flakt Flakt is offline
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hi. i've been reading the forums for a while, and i'm an avid user of BSM, but i have a problem. after completing the first battle for ciudad de oro (painstakingly hard), and selling all the loot, i've come across a problem. when i hit leave, and go to the map, everythings fine. as soon as i click on the map to move somewhere, it crashes. i looked at the crash logs, and the first one said it had something to do with bloomfilter so i disabled bloom, and restarted. now it's saying something else. i'll include the log in the post below.
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  #7  
Old 07-24-2010, 10:52 AM
Flakt Flakt is offline
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Log started at 24.07.2010 11:54
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.011 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.012 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.196 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:00.288 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:02.633 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:03.026 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:05.255 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Fast2.286.azp
00:05.659 INFO [0] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:05.660 INFO [1] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:05.661 INFO [2] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:05.663 INFO [3] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:05.717 INFO [4] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:05.950 INFO [5] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:06.883 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\CIUDADDEORO'
00:06.917 INFO [6] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:06.918 INFO [7] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:06.918 INFO [8] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:06.937 INFO [9] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:06.938 INFO [10] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:06.938 INFO [11] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p
00:06.975 WARNING1 [0] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package!
00:06.975 WARNING1 [1] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package!
00:06.976 WARNING1 [2] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package!
00:06.976 WARNING1 [3] .\World\LoadLevelFromPack.cpp (1031) Portals in physics package!
00:12.738 INFO [0] .\LoadGame.cpp (1209) Game loaded.
>-----------------------------------------------------------
> Exception C0000005 at 0x004AD87A
>-------------------- Call stack ---------------------------

E6.exe 0x00400000 0x004AD87A

E6.exe 0x00400000 0x004AEC1D

E6.exe 0x00400000 0x006C1DF0

E6.exe 0x00400000 0x006CAE6E

E6.exe 0x00400000 0x00517198

E6.exe 0x00400000 0x0054EAD3

E6.exe 0x00400000 0x006C4690

E6.exe 0x00400000 0x0051381C

E6.exe 0x00400000 0x0051381C

E6.exe 0x00400000 0x00513850

E6.exe 0x00400000 0x00517198

E6.exe 0x00400000 0x0054EAD3

E6.exe 0x00400000 0x0054EAD3

E6.exe 0x00400000 0x004BE2E0

E6.exe 0x00400000 0x004C0124

E6.exe 0x00400000 0x0048B065

E6.exe 0x00400000 0x0048B0C9

E6.exe 0x00400000 0x004B1FAB

E6.exe 0x00400000 0x0049E920

E6.exe 0x00400000 0x005AF2A7

ntdll.dll 0x77080000 0x770AFA88

ntdll.dll 0x77080000 0x770AFA88

ntdll.dll 0x77080000 0x770AFA88

ntdll.dll 0x77080000 0x770AFA88

E6.exe 0x00400000 0x006BD7C5

E6.exe 0x00400000 0x006A2DD2

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x00697E84

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x006A39B2

> Crash dump successfully saved to Log\2010_07_24_11_54.dmp
00:17.057 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination.
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