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#1
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Dropped enemy weapons are now worn and dirty
means that the enemies dont have their weapons on top condition. That happens when the enemies spawn, not after they die. It means that you may now see enemies trying to unjam their weapons! This is a huge step forward since it is something that was implemented in BE5 but cut in 7.62 and many fans were asking for the return of this feature. I m also pretty sure that you cant assign damage and wear according to groups of enemies, at least for now. Also, please understand the limitations of the code. Sure i would like also for more realistic dropped weapon wear and damage according to height and temperature as Kyle suggested but this is clearly out of the hands of the modders. About the AP bullets passing through bodies though, you ll have to wait for a response from R@S. Its probably not possible but i dont really know. Last edited by D_F_N; 03-13-2011 at 08:22 AM. |
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#2
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As D_F_N, the weapon wear and dirt are implemented when the enemies are created by the engine, and so far I havent figured out how to separate Soldiers from bandits. There is a setting in the BlueSunMod,ini where you can set the max % of wear and dirt, it will be set at 25% as default.
The enemy bodies issue is out of my reach, but I use a little trick I'd like to share. Throw a grenade near the dead bodies and if you're lucky they'll shift position from the blast. This tactic has saved my bacon several times As the proverb goes, when it rains it pours. The Blue Sun team has gotten a new 3d modeler, Geroj, and he has made several new weapons. Carkiller from the HLA team sent me some of his new models and then this weekend another member of the HLA team, cyr-v sent me even more. As it is now, 35 new weapon has been added and more is on the way. I hope I'll have time to implement and test them all before the next release. |
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#3
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I registered to say how impressed I am with Blue Sun Mod. It fleshes out what seems to be a pretty sparse game. The game in general doesn't quite measure up to JA2's polish, but I like the combat system much better and I understand it's more work with 3d.
I'm curious how the mod works with a separate executable. Did some of the source code for 7.62 get released? Why? And who has access? |
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#4
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Some parts of the source code has been released to the public for more than 2 years. It includes the missions, some global AI, characters and maps. But the most interesitng parts, like the weapon system and AI is not available. The new executable has been made by hex hacking the e6.exe, those Russkies certainly know what they're doing
If you're intersted in the released source code, let me know and I'll post a link to it. |
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#5
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Yeah I'd like to take a peek. We're talking C++ here right? I wonder how only PART of the code could be leaked.
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#6
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Here 'tis
7.62 source code The code is a hybrid between C and C++, but if you know either of those it should be fairly simple to understand. And this was not leaked, and it was a conscious decision of Aperion to release it, they knew it would give the game a longer shelf life. It's understandable, at least when they were still in business, that they wanted to protect their SPM and weapon system. |
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#7
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Oh cool, so Apeiron must have owned the rights to the code (usually the publisher does)? Or did they plan something similar to Civ4 (release some of the C++ for modders but none of the engine internals)? I was just hoping that since the company closed its doors the full source would be released (a la JA2). Incidentally, the tactical squad-based game seems to be a really bad business investment.
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