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#1
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Thanks for all the kind words and great ideas on improving the Boot Camp.
The stacking of loose ammo is the work of Xelat and the HLA team, a great improvement IMO. I think I need to change the player starting point, on some map it is really hard to get to a good place without being shot. I'll try to find a good tactical position on the maps and have the player start from there. Especially on later levels, a good position means everything, if you're unlucky and get one of the smaller maps you'll get overrun pretty quickly. I could add another 5 levels and have 2 or 3 of them early with enemies carrying pistols. I agree that using pistols only is fun and not utilized enough in the game. There is a large variety of them and this would give you the chance to try most of them out. An option to continue the training should be added, not sure if I'll give the player a preset inventory, get back the loot from when the player quit the last time, or have a shop with an inventory depending on level. I think starting the training with the gear you already have might make it too easy, but it should be easy enough to implement. The problem as I see it is that it would lead to starting the training later in the game, and that's not the intention of this "training". As it is now, you'll get a slave at level 4, 7, 9, 11 and 13. If I add more levels this would have to be changed, maybe having a full team sooner would be better. And I think I'll cap the enemy numbers at 25, 30 is too high. There are only 2 or 3 of the random maps where facing 30 enemies and win is possible no matter how good your tactics are. |
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#2
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The boot camp is great fun! I avoid the maps with a bad starting point by saving before entering the new stage. The new map is randomized each time.
EDIT: The HK416 14 inch is too accurate(61). It should be near the M4A1 (45). Last edited by Hurzwa; 04-19-2011 at 10:08 AM. |
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#3
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Wow. Stacking ammo! That's something I have wanted for a long time. Awesome.
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#4
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Quote:
Quote:
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#5
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Woah R@S, that Mk18 looks awesome, cant wait for it! Too bad it doesnt have SOPMOD/Crane stock though
And thanks for your private reply on the mipmap issue, works great now. BTW, always wanted to ask...will we ever see something like PEQ 15's in BS? Could be an interesting addon for railed weapons having light and a laser in one box http://farm3.static.flickr.com/2455/...1b9a4445_o.jpg http://www.thefirearmblog.com/blog/w.../scar-0031.jpg http://farm3.static.flickr.com/2430/...c3c1ac0805.jpg Last edited by ninjaklan; 04-19-2011 at 02:26 PM. |
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#6
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I don't think so, the engine can't handle an attachment with two functions. It would either have to be laser or a TL.
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#7
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Man, I don't know what's up. I reinstalled from scratch.
1.6 unofficial patch with the windows 7 fix. Installed mappacks. Did 1.7 base, 1.7 fix 2. No save games, always start a new game.. And I still get these weird offers, while the money offered by your own quests are fine. I'll do a new installation from CD, and if that doesn't work, I give up. edit: Okay finally that's fixed. At least now I can play properly. Last edited by IceShade; 04-20-2011 at 07:21 AM. |
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#8
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First of all thanks R@S and everyone else for extending the life of 762. Too bad we couldn't add Marauder files to it or something.
Anyways I tried 1.7 for the first time and followed the installation instructions exactly. But when I entered boot camp I eliminated 2 enemies. I then went to the yellow exit point and a menu came up saying "get me out of here" or "stay" so I clicked on get me out of here and clicked on the global map another town, then CTD. I restarted the game several times and it still crashed to desktop. The only way around it is to Not choose boot camp. which I was hoping to do. Did I install it wrong or something. I have win xp sp3. Thanks. P.S. Well I made it to the town of Sagrada. I took the large refrigerator type explosive found hidden in the garbage bin near the police station and every time I try to sell it, another CTD! I can't even put it back into the bin or it crashes! P.S.S. here is one of my logs. Log started at 21.04.2011 22:43 00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286 00:00.038 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID] 00:00.039 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected 00:00.952 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok 00:01.145 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded 00:04.050 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system... 00:04.495 INFO [0] .\ZApp.cpp (847) Entering main program loop... 00:10.158 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Sagrada_0.286.azp 00:11.738 INFO [0] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.739 INFO [1] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.739 INFO [2] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.740 INFO [3] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.740 INFO [4] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.740 INFO [5] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.741 INFO [6] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.741 INFO [7] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.742 INFO [8] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.742 INFO [9] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.743 INFO [10] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.743 INFO [11] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.743 INFO [12] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.744 INFO [13] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.744 INFO [14] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.745 INFO [15] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.745 INFO [16] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.745 INFO [17] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.746 INFO [18] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.746 INFO [19] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.747 INFO [20] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.747 INFO [21] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.747 INFO [22] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.748 INFO [23] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:11.748 INFO [24] .\World\LoadLevelFromPack.cpp (346) Mesh with NOPHYS property in index.s3p 00:13.182 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\SAGRADA' 00:24.027 INFO [0] .\LoadGame.cpp (1209) Game loaded. >----------------------------------------------------------- > Exception C0000005 at 0x004410B3 >-------------------- Call stack --------------------------- E6.exe 0x00400000 0x004410B3 E6.exe 0x00400000 0x00445579 E6.exe 0x00400000 0x00445891 E6.exe 0x00400000 0x0044DE27 E6.exe 0x00400000 0x0041B1A8 E6.exe 0x00400000 0x004108F1 E6.exe 0x00400000 0x004E6B0B E6.exe 0x00400000 0x00457979 E6.exe 0x00400000 0x00457B05 E6.exe 0x00400000 0x004071B1 USER32.dll 0x7E410000 0x7E41882A E6.exe 0x00400000 0x0040C6B6 E6.exe 0x00400000 0x005EA4DE USER32.dll 0x7E410000 0x7E418816 USER32.dll 0x7E410000 0x7E42A013 USER32.dll 0x7E410000 0x7E42A998 USER32.dll 0x7E410000 0x7E418816 USER32.dll 0x7E410000 0x7E4189CD USER32.dll 0x7E410000 0x7E42A43B USER32.dll 0x7E410000 0x7E4196C7 E6.exe 0x00400000 0x005E2A73 ntdll.dll 0x7C900000 0x7C917ED3 ntdll.dll 0x7C900000 0x7C910365 E6.exe 0x00400000 0x006C52B5 E6.exe 0x00400000 0x006BFA22 E6.exe 0x00400000 0x006BF8B6 > Crash dump successfully saved to Log\2011_04_21_22_43.dmp 00:57.174 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination. ------------------------------------------------------------------------------------- The first crash log is this: Log started at 21.04.2011 19:57 00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286 00:00.038 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID] 00:00.039 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected 00:01.091 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok 00:01.334 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded 00:04.418 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system... 00:04.862 INFO [0] .\ZApp.cpp (847) Entering main program loop... 01:29.555 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\FAKIROVAMBUSH' 02:35.968 INFO [1] .\Engine\World.cpp (427) Loading world 'Media.pack\RANDOM_23' 06:55.826 WARNING1 [0] .\Monster\m_highlevelact.cpp (2157) There is no EXTRACT bone 07:34.646 WARNING1 [1] .\Monster\m_highlevelact.cpp (2157) There is no EXTRACT bone 07:46.648 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Mountain Trail_1.286.azp 07:47.512 WARNING1 [0] .\World\GlobalWorld.cpp (743) Sector not found by name 'Arrival' 07:47.794 INFO [0] .\LoadGame.cpp (1209) Game loaded. 08:04.173 WARNING1 [2] .\Monster\m_highlevelact.cpp (2157) There is no EXTRACT bone 13:05.945 WARNING1 [3] .\Monster\m_highlevelact.cpp (2157) There is no EXTRACT bone Last edited by Harry Renquist; 04-22-2011 at 03:14 PM. |
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#9
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I guess an attachment can't be full auto either? Or handle magazines? It would be cool to have a 'proper' M26 MASS attachment.
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#10
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Just fed up with the prototype weapon mission... Found 3 parts and a manual, main weapon description mentions three parts, so I think this should be it... But "there are still parts missing" message appears... Makes me a sad panda
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