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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 02-24-2011, 11:04 AM
R@S R@S is offline
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Originally Posted by Tozmeister View Post
Since there's going to be another version can you do anything about equipment wear? guns are OK but I've never had to replace one piece of LBE let alone a single ceramic plate. They just seem to take no damage no matter how much it gets hit by bullets or explosions.

One of the biggest contributions to a weapon jamming is the state of the magazine loaded. Is it possible for worn magazines to increase the chance of a jam? I read somewhere that the US Army tested 100-round Beta-C mags out in Afghanistan and found they were more likely to jam than simple box mags so rejected them as an option. Any room in the engine for the type and condition of a mag to influence the wear,dirt and jam rate of a Weapon?
At this moment it's not possible to do anything about it.

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Originally Posted by Tozmeister View Post
In the info panel of any weapon that appears in the bottom left the word 'Weight' is missing. it should be the third from bottom above 'Wear' and 'Contamination' lines. The numerical values are correct though.
Do you mean in the shop inventory or the weapon info screen?

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Originally Posted by Tozmeister View Post
Melee weapons are graphically wrong. they are rotated 90 degrees and point down through the fingers of a character. Maybe add some sort of club or baseball bat aswell. Seems at CGL 1 and 2 the bandits wound have what ever weapons they can find.
In my game the knifes are pointing in the right direction, what version are you using?

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I cant find a Scope that fits the 7.62mm Remington 700 rifle. It looks like it should have one as standard but I can't find anything that fits. The same scope as an M24 would make sense as they are the same family of rifle.
The M24 scope fits that rifle and turns up at Jim-Bob's after CGL 10. Other traders sell it later, CGL 12 I think

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Originally Posted by Tozmeister View Post
Any chance of a decent Mini 14 review? The one in game is a bit limited with pretty poor textures. looking at Rugers' main page (http://www.ruger.com/products/mini14/index.html) would be nice to see 3 versions, the wooden stocked 'Ranch Rifle' that can just fit a bi-pod but is cheap and common. The 'Target Rifle' version, with built in suppressor and optional (M1A type) scope and bi-pod but limited by a fixed internal 5-round magazine. Lastly the 'Tactical Rifle', Optional eveything the same as an AR-15 Government Model. Maybe a Mini 30 as well?
If you'd make them I'd add them.
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  #2  
Old 02-24-2011, 02:55 PM
Tozmeister Tozmeister is offline
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The shop inventory. The bottom left panel has 7 Attributes named but 8 numerical values listed. 'Weight' is the missing 8th name.

The knife error seems ok with a throwing knife having just checked. maybe it's only certain types of knife, will have to check more. Version 1.11 build 286.

I know nothing about modeling or texturing, was just floating an idea to see if anyone was bored.

Any plans to make a mission or 2 that involve taking someone alive? would be a challenge to knock someone unconscious without killing them whilst they and their friends are blasting at you with everything they've got.
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Old 02-24-2011, 03:35 PM
R@S R@S is offline
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Originally Posted by Tozmeister View Post
The shop inventory. The bottom left panel has 7 Attributes named but 8 numerical values listed. 'Weight' is the missing 8th name.
I think it's supposed to be that way, the last entry, Contamination, shows both wear and dirt. The Wear entry above that is how much wear a shot from that weapon will take from the Resource setting that weapon has. I think it's added with the dirt setting every ammo has and are then applied when you shoot.

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Originally Posted by Tozmeister View Post
The knife error seems ok with a throwing knife having just checked. maybe it's only certain types of knife, will have to check more. Version 1.11 build 286.
I checked it a bit more thoroughly and found that 3 of the knifes showed what you said. I've now fixed it, thanks for noticing it

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Originally Posted by Tozmeister View Post
Any plans to make a mission or 2 that involve taking someone alive? would be a challenge to knock someone unconscious without killing them whilst they and their friends are blasting at you with everything they've got.
From a coding perspective it would be very difficult, but not impossible. But for the time being I'm not doing any new missions, need to prioritize my spare time and other things are more pressing.
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Old 02-24-2011, 08:34 PM
Tozmeister Tozmeister is offline
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That numerical value that's 6th on the list matches every different weapons weight exactly. It even adjusts as you add or remove attachments and/or ammo.

No reason a dirt modifier would alter if you added or removed a Laser or Flashlight.

A dirt modifier would change depending on what type of ammo you you have loaded, It doesn't change in this case.
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Old 02-24-2011, 09:09 PM
R@S R@S is offline
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lol, as they say, assumptions are the mother of all scew-ups

Anyway, I now see what you mean and have fixed the issue. Once again, thanks for your keen eyes.
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  #6  
Old 02-25-2011, 08:46 AM
TodeswolF TodeswolF is offline
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Originally Posted by R@S View Post
...need to prioritize my spare time and other things are more pressing.
may be in new weapons?
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  #7  
Old 02-25-2011, 11:22 AM
R@S R@S is offline
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Originally Posted by TodeswolF View Post
may be in new weapons?
Dude, I've already added 4 new weapons for the next release. Now I'm working on implementing a new attribute skill called Mechanic. It's a big task, there's about 76 mercs that needs to be given a mechanic skill value and all the scripts needs to be updated.

D_F_N is working on the voice-sets for the other 20 JA2 mercs, and when they're done I need to add them as well.

As you might imagine, I don't have time making new weapon models, let alone giving them textures. But as I said before, if anyone makes them, I'll add them
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  #8  
Old 02-27-2011, 09:43 AM
Kuujis Kuujis is offline
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Just wanted to extend one more thanks for including JA2 mercs. Now Magic reads my mind by saying 'kinda wish to see this again... in slow motion... like a couple of time mang"

Also - while on topic about mercs, R@s - maybe you have some kind of an excel with merc stats? =) That would be awesome, since using radio is kinda... cumbersome?

AND while on topic with the radio - maybe it is possible to add a convenient "back" from the screen which lists potential mercenary stats? Coz starting radio again gets kinda cumbersome after some time...
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Old 02-27-2011, 11:55 AM
R@S R@S is offline
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Originally Posted by Kuujis View Post
Also - while on topic about mercs, R@s - maybe you have some kind of an excel with merc stats? =) That would be awesome, since using radio is kinda... cumbersome?
For the vanilla mercs I have no such thing, sorry. But for the JA2 mercs, since I've kept their stats true to the original, there are lot of places online where you can find 'em. Here's one I found, keep in mind that the merc salaries has been altered somewhat and are still a work in progress:

JA2 merctable

Quote:
Originally Posted by Kuujis View Post
AND while on topic with the radio - maybe it is possible to add a convenient "back" from the screen which lists potential mercenary stats? Coz starting radio again gets kinda cumbersome after some time...
Already done, and I've also added the merc salary to appear before you have to pay Speck his recruitment fee. I agree that the interface is somewhat flawed, but I try my best with what the engine can offer.
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