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#1
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Thanks to Carkiller from the russian community I can now tease you with the latest addon to the mod, The MAGPUL Masada/Bushmaster ACR assault rifle:
![]() I'm still in the process of learning 3d modelling myself, and hopefully I'll get the hang of it quickly so that I can add even more new weapons. EDIT: It seems like this Carkiller fellow is very clever, he found a way to export already existing ACT models so that you can edit them and then export them again. With this info I can make folding stocks for the HK416/417 models, something I have wanted to do for a very long time. But I still need to learn the basics in 3d modeling tho, I guess I have to try Deadhead's patience even more Last edited by R@S; 11-05-2010 at 10:31 PM. |
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#2
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I've started to fix some of the broken ammo values in my current game, for example 6.8mm standard and AP appear to be swapped, and are not different enough from other medium rounds. .223 standard is way too super-AP and other things... I'm actually using the old E5 ammoinfo to get an idea how that stuff works.
Could you pls. explain a bit how the new tax system works? I'm especially wondering what influence the popularity ratings have. I raised the taxes in my base and it started to develop negative ratings, at -30 it turned orange on the map. How exactly does militia recruitment work? Does the funding influence their equipment too or is it just the speed of recruitment? Does the money for them come from the tax fund, bank account or my personal wallet? The mechanic offers to upgrade my car, but that dialog is empty, does he want anything else or is it just not working yet? |
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#3
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The new tax system
There are 10 levels, 5 being the "neutral" level. If you increase the tax level you'll get a popularity penalty, the higher the level, the faster popularity will decrease. A lower tax level does the opposite. To prevent misuse of the tax, and to find a balance, the sector in question will revolt and become neutral if popularity drops below 30. This means you can squeeze the population for a while, but then you must lower the tax level again if you want to keep control. Sectors have a different tax base, and this reflects the tax income. the more population a sector has, the more money you'll get from it. The militia You can recruit militia directly, but it costs a lot and drains your funds quickly. you can also increase militia spending to speed up the automatic recruitment, but that usually takes a few days before they turn up in the sector. In the dialog there is a "keep troops at this levels" option, which doesn't mean no new recruits will show up but that it takes time and sometimes some even leave your service. There's also an option to decrease and in crease this type of spending. The economics of this system is all from the mo ey you carry with you, it never takes anything from the bank of tax fund accounts. I use slightly modified inventory files for the militia. It follows the same CGL system as all other inventory files. The mechanic to get the "Upgrade" option you need to have the money for it and that ranges from 4000 to 30000 depending on what car and level you want. As an example, the first level for the Ford costs 4000, the second level costs 7000 and the final costs 13000. Ford is the cheapest of the cars to upgrade, if you have any other car be prepared to pay more. If you have the money and the mechanic is at the base, you should get the "upgrade" option in the dialog. If that isn't the case, let me know and I'll try to fix it. |
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#4
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Hi everyone.
R@S => I've encountered a strange graphical bug. When you "drag and drop" a weapon on a clip, the clip just seems to graphically disappeared. Maybe you know that bug but I found it a little annoying. 1) I select the weap 2) I drag it on its clip 3) The clip disappeared but the ammo / bullets are still in the weap. It doesn't lead to a CTD nor any crashes and it stays even if you close the inventory. That bug appears with all weapons but I don't know if it's only in the enter_dev_mode / shop. I don't have noticed if it appears in others inventories. I'll try to test it ASAP. Could anyone tell me what that is ? EDIT : I've tested it and it apears in all inventories screens, in all shops and with all my mercs. Thanks Nat
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Remember to breathe just before pulling the trigger ! Last edited by Nat_Crelk; 11-07-2010 at 01:55 PM. |
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#5
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This is a vanilla bug, not related to BSM. I don't think it's fixable either since it's part of the renderer code and that's still not released(and prolly never will be).
I made some progress with the 3d models this weekend, thanks to Deadhead. I can now export existing game models, import them to 3DSM and edit them, and then export them to the game format again. I guess I'll have my hands full the coming weeks |
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#6
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TYVM for the explanation - looks like the mechanic didn't work because the cash was in the bank, everything is fine now.
One more question: is it possible to add new static sectors onto the world map? I'd really like to see BE5 Cali Cantinos Airfield once again.. And the Reloaded maps have such a nice airport |
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#7
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I'm a BE5 Nostalgical too.
But as I know, R@S has added an "Airfield" near Cali-Cantinos. It doesn't looks like the one in BE5 but it's still fine. R@S => Is it the Deadhead convertor (the last link) that you've sent to me in the PM ? Or his convertor is another one ? And could you put it in the modding part ? Thx Nat
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Remember to breathe just before pulling the trigger ! |
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#8
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Quote:
Maps from BE5 is in a different format, I don't think they're compatible with 7.62 Quote:
Last edited by R@S; 11-07-2010 at 05:55 PM. |
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#9
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Quote:
Trying to upgrade Krauffs truck (after that mission is over), according to cars.ini it should be possible, I have $$ ~350k ready and the mechanics dialog is still empty? |
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#10
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Or maybe being able to recruit your own militia. Anyone cares to reply if it is possibile? If so, is it easy?
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