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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 12-14-2010, 09:06 AM
R@S R@S is offline
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Joe, I agree with you that the random quests are buggy, and especially the one with the package of drugs(RQ 10). There are some events in the script for that one that are tied to another random mission, the seventh, and I suspect that's a mistake from the devs. This means that these lookup events keep occurring until the player does the seventh random quest. I never do the random missions when playing, the game becomes more unstable if you do. I've found some errors in the code that could explain this issue and will fix it instead of removing it.

There are several other ways to implement the smaller missions you suggested, but for the time being I some other things that needs doing. But I'll put it on the to do pile

Kyle, even though it's a Swedish weapon I'm not sure it's the right fit. The weird caliber means it would take 2 or 3 of the limited number of clip and ammo slots left. It's too much for another SMG, the game has plenty of those as is.
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Old 12-14-2010, 11:27 AM
Dr.Q Dr.Q is offline
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Concerning the random quests, the mod already has something to remedy the situation.

The solution is to reset the quests on offer through the barkeepers shop menu. Then give him his tip, and if the there's no mission in town repeat the procedure. I've taken all cities with random quests to +100 relation without any negative side effects on the game.
The only thing I noticed is that on a few repeated fed-ex quests the journal entries don't work right and stay on in the journal, but the quests still work.

Progress is quite quick because all the traders are eager to hand out the 'hoodlums' mission once (and mayors the 'fugitive gang'), which give a good boost to standings and enable most other quests for the town in question.

A possible solution to do this more comfortably could be to edit the quest files so that with low standings these missions would be given higher preference. Or maybe the barkeep (for an extra tip) could always generate a quest for his own town... Certainly better than trying to give a high-level quest and getting the 'you don't look the part' reply
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Old 12-14-2010, 06:08 PM
R@S R@S is offline
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OK Joe Kerr, I made a new entry in the BlueSunMod.ini where you can turn on and off the reputation setting, if turned on it will bypass the reputation check. I'll leave it as in vanilla so you'll have to change it in the ini file to use this new function/cheat I hope this was what you wanted.

I also fixed the random quest 10 issue, hopefully it will fix the stability issue if doing too many random quests. I would have to go through all the code looking for other issues to be sure, but I don't have time for it right now.
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  #4  
Old 12-14-2010, 10:02 PM
Joe Kerr Joe Kerr is offline
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Quote:
Originally Posted by R@S View Post
OK Joe Kerr, I made a new entry in the BlueSunMod.ini where you can turn on and off the reputation setting, if turned on it will bypass the reputation check. I'll leave it as in vanilla so you'll have to change it in the ini file to use this new function/cheat I hope this was what you wanted.

I also fixed the random quest 10 issue, hopefully it will fix the stability issue if doing too many random quests. I would have to go through all the code looking for other issues to be sure, but I don't have time for it right now.
Wow, thanks so much, R@S! I'll make do as Dr. Q suggests for the time being until your next release.
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  #5  
Old 12-15-2010, 01:51 AM
Nat_Crelk Nat_Crelk is offline
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Hi everyone !

Firstly, I was wondering if the Kyle's CBJ MS couldn't be set in a pre-existing ammo/clip such as the one for the MAC-10 in .45, in 40S&W or the closest performance caliber?
Ok, that's not the real calibre of that gun but if there is an ingame ammo/clip limit, why couldn't it be using some existing ?
Or, instead of that, maybe you could remove one existing clip to replace it with one new (I'm thinking about the glock 22 (40 S&M) 15-bullets clip because a slightly larger one (17 bullets) is already existing) ?

Secondly, to R@S : what are the changes you applied to the weapons ?
New ones, modifications and overall, have you deleted some older equipement or weaps ?

Thanks

Nat
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Last edited by Nat_Crelk; 12-15-2010 at 02:05 AM.
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  #6  
Old 12-15-2010, 09:23 PM
R@S R@S is offline
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There are a few clips that could be removed and not missed, the wide variaty of mini-14 for example, but I'll hold off on removing anything until it's absolutely necessary. And the CBJ MS would have to wait until I have time to actually make it.

I've mostly made accuracy changes to SMG's and carbines to give them a proper place in the game progress. As I've said many times before, I'm not that interested in realism, I want a fun and challenging game experience. But luckily there are people that are interested in realism that are working on realistic setting for those who prefer it that way.

So far I've added the Masada/Bushmaster and 3 versions of FN-SCAR 6.8mm. I've been working on a new model for USP .45 but have put it on the back burner until I have time to work with the textures. I have also worked a bit on the FAMAS textures giving them a darker shade that IMHO makes them look better.
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  #7  
Old 12-16-2010, 12:02 AM
Nat_Crelk Nat_Crelk is offline
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Quote:
Originally Posted by R@S View Post
But luckily there are people that are interested in realism that are working on realistic setting for those who prefer it that way
So I assume there will be two WEAPON_INFO files like the olders BSM ?
One "real" and one alternative ?
That's fun.

Great job.

As I will be at my cousin's house which has a better internet connection than mine I'll try to see what can I do with 3DSM (I've kept your PM).

I'll be right back to you ASAP.

Nat
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Old 12-16-2010, 04:41 AM
safoolfool safoolfool is offline
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I don't think it happens outside of the M16 and the MP5, but for those there are duplicate taped mags (one with black tape and unbreakable one with pink tape that you can separate), which I don't see the purpose of. There's also 2 bizon mags, the only difference being a few grams and that one is plastic, the other metal (the difference is only noticeable if you're looking for it). I think the 5.45 mags might also have metal/plastic variants. In both cases you can eliminate them, 20 grams isn't going to change anything. Probably only saves ~4 slots, but it's something.
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  #9  
Old 12-16-2010, 11:44 PM
Nat_Crelk Nat_Crelk is offline
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Quote:
Originally Posted by R@S View Post
I've mostly made accuracy changes to SMG's and carbines to give them a proper place in the game progress. [...] But luckily there are people that are interested in realism that are working on realistic setting for those who prefer it that way.
So are you speaking about other mods ?

Because I admit I agree with you. That's a way to find a very use for all weapons and equipement in the game and in BSM.

Thanks again for you efforts making that game lively and fun.
And good luck for your main work major project !
I hope tomorrow will come fast.
I'll keep you in touch with my progresses in 3DSM and in my tests experiences on that new BSM version

Nat
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Last edited by Nat_Crelk; 12-16-2010 at 11:48 PM.
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