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#1
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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 ![]() |
#2
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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. |
#3
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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...
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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 04:34 AM. |
#4
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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 08:04 AM. |
#5
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Hey, for that cheat I'd just be using the dev shop, or tampering with the outsourcedconfig.INI
![]() *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. |
#6
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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 |
#7
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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. |
#8
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Their best 3d guy, Grey, is very busy with his real life and doesn't have much tome to work on new models. But they get by anyways. Quote:
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![]() Last edited by R@S; 07-10-2010 at 05:10 PM. |
#9
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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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