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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 03-12-2011, 02:41 PM
Tozmeister Tozmeister is offline
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I think he means 'dropped' in sense of spawned, in the same way money and equipment is dropped. Not physically dropped from a height.

It would make sense to have the Bad Guy's spawn with a random amount of wear and dirt to their guns before the firing starts, not just add some after they are dead.

I think the poorer the BG the worse his equipment would be. Bandits don't scratch a living from firing guns at poor civilians, they make money by pointing them and intimidating their victims.

Regular Army would have older and more worn equipment but at least clean.

Elite units would have clean and new equipment.

One thing I would like to see but I expect it's an engine limitation is bullet penetration through bodies. Often a BG will go prone behind the body of his mate and there's nothing you can do to hit him unless you reposition. And yes i know bullets are meant to stop in flesh, that's how they work, but maybe if a body takes excessive damage such as point blank from a grenade or with a 50+ MG rounds it would disintegrate to nothing (be deleted from the game) including equipment?

One of the new maps, can't remember the name of it but has a lot of hills and jungle, seems to have bad geometry in places. I've been spotted and shot at by enemies through 2 sections of solid ground and returned fire back through the same ground.

Anything can be done with launched grenade's firing arc? It's to flat. 40mm LV grenades only travel at 76 mps (at the muzzle) and should have a higher arc especially at longer ranges.
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Old 03-13-2011, 02:29 AM
Kyle Kyle is offline
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Tozmeister,

If you're correct that R@S intends on having the weapons' state of wear and dirtiness being declared at the moment of spawning, that makes sense to me, especially if he's following your well written theory of why bandits usually have their weapons at a certain state that differs from the rebels, soldiers, and elites.

I could handle that, especially if the AI are made subject to having to deal with inferior equipment.

I too agree with you in regards to rounds penetrating through bodies to potentially strike other bodies. Armor piercing rounds against un- or lightly armored targets would certainly be much more likely to do this. As much as I would like to have this feature integrated, I wouldn't want it if it required the first struck body to "disappear." If that's the only solution to have a round successfully penetrate a body, then I'd much rather keep the system as it is.

I strictly reserve disappearing bodies to Obi-Wan Kenobi and Yoda.
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  #3  
Old 03-13-2011, 08:18 AM
D_F_N D_F_N is offline
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Dropped enemy weapons are now worn and dirty
means that the enemies dont have their weapons on top condition. That happens when the enemies spawn, not after they die.
It means that you may now see enemies trying to unjam their weapons!
This is a huge step forward since it is something that was implemented in BE5 but cut in 7.62 and many fans were asking for the return of this feature.
I m also pretty sure that you cant assign damage and wear according to groups of enemies, at least for now.
Also, please understand the limitations of the code. Sure i would like also for more realistic dropped weapon wear and damage according to height and temperature as Kyle suggested but this is clearly out of the hands of the modders.
About the AP bullets passing through bodies though, you ll have to wait for a response from R@S. Its probably not possible but i dont really know.

Last edited by D_F_N; 03-13-2011 at 08:22 AM.
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  #4  
Old 03-14-2011, 09:00 PM
R@S R@S is offline
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As D_F_N, the weapon wear and dirt are implemented when the enemies are created by the engine, and so far I havent figured out how to separate Soldiers from bandits. There is a setting in the BlueSunMod,ini where you can set the max % of wear and dirt, it will be set at 25% as default.

The enemy bodies issue is out of my reach, but I use a little trick I'd like to share. Throw a grenade near the dead bodies and if you're lucky they'll shift position from the blast. This tactic has saved my bacon several times

As the proverb goes, when it rains it pours. The Blue Sun team has gotten a new 3d modeler, Geroj, and he has made several new weapons. Carkiller from the HLA team sent me some of his new models and then this weekend another member of the HLA team, cyr-v sent me even more. As it is now, 35 new weapon has been added and more is on the way. I hope I'll have time to implement and test them all before the next release.
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Old 03-15-2011, 12:57 AM
LtChambers LtChambers is offline
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I registered to say how impressed I am with Blue Sun Mod. It fleshes out what seems to be a pretty sparse game. The game in general doesn't quite measure up to JA2's polish, but I like the combat system much better and I understand it's more work with 3d.

I'm curious how the mod works with a separate executable. Did some of the source code for 7.62 get released? Why? And who has access?
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  #6  
Old 03-15-2011, 05:47 PM
R@S R@S is offline
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Some parts of the source code has been released to the public for more than 2 years. It includes the missions, some global AI, characters and maps. But the most interesitng parts, like the weapon system and AI is not available. The new executable has been made by hex hacking the e6.exe, those Russkies certainly know what they're doing

If you're intersted in the released source code, let me know and I'll post a link to it.
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  #7  
Old 03-16-2011, 12:48 AM
LtChambers LtChambers is offline
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Yeah I'd like to take a peek. We're talking C++ here right? I wonder how only PART of the code could be leaked.
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