Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Fulqrum PublishingGames > 7,62

7,62 Tactical action game, sequel to Brigade E5

Reply
 
Thread Tools Display Modes
  #1  
Old 11-23-2009, 01:02 PM
Aderas Aderas is offline
Registered Member
 
Join Date: Nov 2009
Posts: 5
Default

Oh, very good point! Thank you very much, I guess I'd assumed the G36KE and G36E were the same, but that makes more sense. =p Thanks!

And also, thank you very much for telling me about the INI there, but I can't seem to find some of the Mercs, like Spartan and Dimwit and such. I assume they're there somewhere, right?

Edit; Ahah! I found it. Searching the ActorsINI for 'Mercenary' shows all the mercenaries, or at least the default ones. There's a total of 32 files with Mercenary in it, one of which is 'Player7' for some reason. So I believe that answers my question for the most part, thank you again!

Edit2; I have another question, actually... in the Mercenary files, there are a few stats that don't seem to apply in game, and most of them are labeled 0 anyways, except one. They are LRK, TMP, LED, CHA, & TRD, with STH having a value. I can't seem to figure out what these are... do you guys know?

Edit3: Erm... another problem. I'm doing the first stuff, just got my first gun, and am trying to do the shootout with the four bandits. For some reason though, it seems to crash every so often while trying it (Which is pretty difficult- always seem to get shot in the head by that last fellow) so it's a bit inconvenient. I haven't modified anything in the game yet, so I don't think I did anything wrong.

Edit4: Alright, LAST question, then I'll cool it for a while. =p How does one go about editing the portraits and models of characters, as well as their background and what they say? I realize that these things are much more complicated, but I have a fellow here willing to modify the models for me for a special game I'm going to be running, and we need to figure out how. The editing of what the mercs say, I imagine, would be a matter of making new .wav files and editing the SUBTITLES config, right? Anyways, thanks again for the help, guys. If I can figure out how to work all this stuff I'd be willing to help you guys with your mod if you need the help. I would also like to edit how much they cost, and maybe scale their weapon loadouts and costs to the current CGL level, but I'm not sure how to go about either.

Last edited by Aderas; 11-25-2009 at 12:47 PM.
Reply With Quote
  #2  
Old 11-25-2009, 11:01 PM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

Quote:
Originally Posted by Aderas View Post
Edit2; I have another question, actually... in the Mercenary files, there are a few stats that don't seem to apply in game, and most of them are labeled 0 anyways, except one. They are LRK, TMP, LED, CHA, & TRD, with STH having a value. I can't seem to figure out what these are... do you guys know?
LRK and TMP are a mystery for me too. but LED is Leadership, CHA is charisma, TRD is Trade and STH is Stealth.

Quote:
Originally Posted by Aderas View Post
Edit3: Erm... another problem. I'm doing the first stuff, just got my first gun, and am trying to do the shootout with the four bandits. For some reason though, it seems to crash every so often while trying it (Which is pretty difficult- always seem to get shot in the head by that last fellow) so it's a bit inconvenient. I haven't modified anything in the game yet, so I don't think I did anything wrong.
Is this the Fakirov ambush by the school bus? Or is it the Paquito mission in Santa-Maria?

Quote:
Originally Posted by Aderas View Post
Edit4: Alright, LAST question, then I'll cool it for a while. =p How does one go about editing the portraits and models of characters, as well as their background and what they say? I realize that these things are much more complicated, but I have a fellow here willing to modify the models for me for a special game I'm going to be running, and we need to figure out how. The editing of what the mercs say, I imagine, would be a matter of making new .wav files and editing the SUBTITLES config, right? Anyways, thanks again for the help, guys. If I can figure out how to work all this stuff I'd be willing to help you guys with your mod if you need the help. I would also like to edit how much they cost, and maybe scale their weapon loadouts and costs to the current CGL level, but I'm not sure how to go about either.
First off, the portraits. They can be found in one of the AZP packs, in the \BMP\Hud\FACES and \BMP\Hud\LARGEFACES folders in those archives. If you don't know how to open or extract those, here's a link on how to make it simple: Link will be supplied later, the site is unavailable atm, sorry

As for the Character models, those are much more complicated. You need to familiarize yourself with how the structure work in their individual \Actors\Monsters\*.azp files. There is an *.ACT file for various variants for the model, like model for head, body, with helmet, armor and so on. Some of these *.act files is in binary format so you need to use a binary editor if you're going to use a different name for the new textures.
Once you've figured that out you need to find the texture for that specific model located in the \Media\Actors folder in one of the AZP archives.

New mercenary comments are hard coded and a bit trickier, you need to make replace function of their comment phrases in the source code and compile those in a new mod. Once that is done you can edit the subtitles file to use the new wav files if you made any.

Merc prices are also hard coded, but you can use the outsourcedini mod from the BFX mod to make it simple. In the ini folder there is an ini file by that name where you can edit those values.

To alter the characters inventories, use the built-in inventory editor. just open their *.inv files located in the InventoryINI folder and go crazy. To start the inv editor, make sure you have the fixed 1024 TGA's installed that somes with the patch and edit the shortcut to say something like "D:\Games\7.62\E6.exe" -editor in the target window.

Have fun and remember, "The one asking questions increases the wisdom of many"

R@S
Reply With Quote
  #3  
Old 11-26-2009, 02:55 PM
Aderas Aderas is offline
Registered Member
 
Join Date: Nov 2009
Posts: 5
Default

Quote:
Originally Posted by R@S View Post
LRK and TMP are a mystery for me too. but LED is Leadership, CHA is charisma, TRD is Trade and STH is Stealth.
I see! Well, alright then. Do Charisma and Trade have any use for the Mercenaries in game?

Quote:
Originally Posted by R@S View Post
Is this the Fakirov ambush by the school bus? Or is it the Paquito mission in Santa-Maria?
This is the mission to save 'Mister Sister' in the starting city.

Quote:
Originally Posted by R@S View Post
First off, the portraits. They can be found in one of the AZP packs, in the \BMP\Hud\FACES and \BMP\Hud\LARGEFACES folders in those archives. If you don't know how to open or extract those, here's a link on how to make it simple: Link will be supplied later, the site is unavailable atm, sorry
Alright, cool. My FACES and LARGEFACES files are either E6B files or TGA, being text and picture respectively. I can get the portraits open with GIMP, and I'm going to experiment with that if I can. I would appreciate that link on how to open AZP packs when you can get it though!

Quote:
Originally Posted by R@S View Post
As for the Character models, those are much more complicated. You need to familiarize yourself with how the structure work in their individual \Actors\Monsters\*.azp files. There is an *.ACT file for various variants for the model, like model for head, body, with helmet, armor and so on. Some of these *.act files is in binary format so you need to use a binary editor if you're going to use a different name for the new textures.
Once you've figured that out you need to find the texture for that specific model located in the \Media\Actors folder in one of the AZP archives.
I checked my Monsters folder, and none of the files seem to be .act, all AZP.

Quote:
Originally Posted by R@S View Post
New mercenary comments are hard coded and a bit trickier, you need to make replace function of their comment phrases in the source code and compile those in a new mod. Once that is done you can edit the subtitles file to use the new wav files if you made any.

Merc prices are also hard coded, but you can use the outsourcedini mod from the BFX mod to make it simple. In the ini folder there is an ini file by that name where you can edit those values.
Where can I get the source code, and can I get it in English (Or at least get a handy translator bundled with it? =p ) And, in the outsourcedini file I found all the Mercenaries with their prices next to them, so I thought (A sample being
EarlJameson "3600" //Earp

ManchuChung "2500" //Cobra

MazzyLiklik "4400" //Ali)
But changing those didn't seem to have any effect, and I can't open the files in the outsourcedconfig mod.

Quote:
Originally Posted by R@S View Post
To alter the characters inventories, use the built-in inventory editor. just open their *.inv files located in the InventoryINI folder and go crazy. To start the inv editor, make sure you have the fixed 1024 TGA's installed that somes with the patch and edit the shortcut to say something like "D:\Games\7.62\E6.exe" -editor in the target window.
I found those inventory files, and I assume changing each stage to have weapons of similar strength for that stage won't have any adverse effects? That said, and with the knowledge that changing their prices would be hardcoded, is it possible to scale their price to the current CGL?

Quote:
Originally Posted by R@S View Post
Have fun and remember, "The one asking questions increases the wisdom of many"
I am indeed having alot of fun working with this game, in both the technical aspects and the gameplay. And, aye, I thank you for answering all the questions I'm asking! It is very greatly appreciated.

Last edited by Aderas; 11-26-2009 at 02:57 PM.
Reply With Quote
  #4  
Old 11-26-2009, 03:38 PM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

Quote:
Originally Posted by Aderas View Post
I see! Well, alright then. Do Charisma and Trade have any use for the Mercenaries in game?
The trade skill is used when calculating the prices you get when buying/selling at traders.

Quote:
Originally Posted by Aderas View Post
Alright, cool. My FACES and LARGEFACES files are either E6B files or TGA, being text and picture respectively. I can get the portraits open with GIMP, and I'm going to experiment with that if I can. I would appreciate that link on how to open AZP packs when you can get it though!
Here's the link:
http://www.strategyfirst.com/forum/s...ad.php?t=35337

But you can also extract and pack it manually in the command prompt, but that's a hassle and win commander is a lovely and easy tool to use. Check the mod kit for instructions and syntax if you choose to do it manually.

Quote:
Originally Posted by Aderas View Post
I checked my Monsters folder, and none of the files seem to be .act, all AZP.
The *.act files are inside those AZP archives.

Quote:
Originally Posted by Aderas View Post
Where can I get the source code, and can I get it in English (Or at least get a handy translator bundled with it? =p ) And, in the outsourcedini file I found all the Mercenaries with their prices next to them, so I thought (A sample being
EarlJameson "3600" //Earp

ManchuChung "2500" //Cobra

MazzyLiklik "4400" //Ali)
But changing those didn't seem to have any effect, and I can't open the files in the outsourcedconfig mod.
You need to activate the new price system, edit the PriceSystem "1" to PriceSystem "2" and your changes should take effect.

Here's a link to the mod-kit and source code. It's in russian so you need to use google translate if you wanna use it. The English source code has never been released, so you have to make due with this.

7.62 - Mod-kit and Source Code

Quote:
Originally Posted by Aderas View Post
I found those inventory files, and I assume changing each stage to have weapons of similar strength for that stage won't have any adverse effects? That said, and with the knowledge that changing their prices would be hardcoded, is it possible to scale their price to the current CGL?
It can be done by applying a CGL check in their source code files and have a multiplier that increases that value. I'm not very good at programming and have some expert help in these matters. If you know coding it shouldn't be that difficult to figure out.
Reply With Quote
  #5  
Old 11-26-2009, 06:20 PM
Aderas Aderas is offline
Registered Member
 
Join Date: Nov 2009
Posts: 5
Default

Awesome, thank you very much again! I'll work on it later tonight and see if I can get it all figured out. Have a happy thanksgiving if you guys are celebrating it!
Reply With Quote
  #6  
Old 11-30-2009, 02:40 PM
Aderas Aderas is offline
Registered Member
 
Join Date: Nov 2009
Posts: 5
Default

Sorry it's taken me a while to get back to you folks on this.

Quote:
Originally Posted by R@S View Post
The trade skill is used when calculating the prices you get when buying/selling at traders.
How does that work exactly, with the other mercs? Do I get a discount if they have a higher skill and are in my group, or do they have to do the buying?

Quote:
Originally Posted by R@S View Post
Here's the link:
http://www.strategyfirst.com/forum/s...ad.php?t=35337

But you can also extract and pack it manually in the command prompt, but that's a hassle and win commander is a lovely and easy tool to use. Check the mod kit for instructions and syntax if you choose to do it manually.
I've tried using this tool, but I can't seem to figure out how to use it, or else it's not working properly. I've added the AZP and e5p plugins, but when I go into my Actors\Monsters folder, the AZP files are all empty, and it doesn't seem to be able to unpack them. I've read what relevant help files I could, but I can't for the life of me figure it out.

I'm going to start looking into the source code either way, so I'll look around that stuff.
Reply With Quote
  #7  
Old 12-03-2009, 10:45 AM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

The trading skill is calculated for the merc you use when talking to the trader, not the others in your team.

The Total Commander plugin works fine if you follow the instructions to the letter. Hundreds of people have managed to get it to work and if it doesn't work for you there's something you've missed. But you can do it in the cammand prompt too, the syntax is something like "AZP x file.azp c:\folder" depending on where and which file you plan to unpack. Just make sure the AZP.exe and archive is in the folder you run the command from. Easy piecy
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:33 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.