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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 12-07-2010, 09:19 AM
R@S R@S is offline
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Quote:
Originally Posted by fallschirmjager View Post
No worries.

I'm just waiting for a fine day to bust my rifle out and try modeling and photoskinning it.

Has there been a VP70m made for BSM yet? Or any other particular weapons that are needed?

I can probably find my old M107 Barrett .50 BMG model or at least whip up a new one quick enough if you ever want to implement such a weapon.
The VP70m would suffer from some engine limitations, it might be possible to add the stock using some kind of modular kit.

Quote:
Originally Posted by ninjaklan
1. Second mission for Blue Sun mercenaries, where I am supposed to make an ambush in the valley. I talked to both BS guys, got the location but when I get on site nothing happens, I tried waiting for an hour on the map ingame or just lapsed time over few days on global map but nobody showed up so I'm stuck on that mission. Any suggestions?
1: You should go to the Canyon Ambush map directly afetr talking to the BS trader, wait for 2 minutes on the map before the first wave appears. If this isn't the case there is another issue that has ruined your game.

Quote:
Originally Posted by ninjaklan
2. The Army base, I cleaned it out long ago and let all the hookers go and recently when I returned I took it over but my rep there is -30, I have no idea why. With -30 reputation as soon as I recruit new troops when they spawn inside they attack me and I have to kill them. How can I get my reputation there up? Any suggestions would be welcome.
2: You have increased the tax rate too much, which leads to a popularuty drop. Try reducing it to 1 for a few days and it'll come up above -30 again. If it's ever below -30 your militia will abandon you, keep that in mind.

Quote:
Originally Posted by ninjaklan
3. Im reading about an airport map near Cali Cantinos...is this map already inside BS ver. 1.4? Because I have been runing around Cali and can't find anything?
3: The airport map becomes available through a mission from Tang, as do most of the new Reloaded maps.

Quote:
Originally Posted by ninjaklan
4. This is more of a modding question - is it possible to change the textures of the mercs. If it is, can yo uchange them uniquely for all hireable mercs or can you change teh one that all use? Im asking because I just obtained the guy who joins you after you kill Calderon and he's rocking a DPM uniform.

Or if it is possible to make a new uniform or at least change one thats already ingame?

If so, where can I find this files (for uniforms or preset clothing on mercs and main character)? Is it jus ta question of Photoshoping teh files/textures or do I have to do some coding as well?
4: You can change the textures of the uniforms, the textures are located inside the AZP archives(\Media\Actors\). Check their ACT files to get the exact texture file name. there is a thread in this forum dealing with this, try searching for it.

Quote:
Originally Posted by ninjaklan
The same thing/question applies for the weapons. I was thinking of altering textures on few unique weapons (like the ones you get from Stefan Uribe) and adding custom paintjob textures on some M4's, is it possible, if so, how to do it?
Changing the weapon textures is very similar to changing uniform textures, check their ACP files to get the texture names.

Quote:
Originally Posted by ninjaklan
Will you ever add a SIG Sauer P226 and will you change the color of the SCAR H (atleast) to a full Tan / FDE color (currently it has Tan color lower and black upper receiver which is kinda unrealistical)
I'm not planning to add or change any of this, I don't have time to do it.

Quote:
Originally Posted by ninjaklan
Also, the weird(graphicaly bugged?) smallest eotech thats in game the whole time, is it possible/will you replace it with an optic thats more usefull, like a Eotech 553 or Elcan Spectre DR?
I'll prolly remove the old EoTech, the Eotech 552 is much better. I just haven't gotten around doing it is all.
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  #2  
Old 12-07-2010, 12:57 PM
fallschirmjager fallschirmjager is offline
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Quote:
Originally Posted by R@S View Post
The VP70m would suffer from some engine limitations, it might be possible to add the stock using some kind of modular kit.
I was thinking about something like that actually. But then, why bother with a VP70m if it doesn't have the stock. Just give it a good burst penalty and slightly longer aiming time than regular handguns and you'd have a pretty decent presentation.


When I was messing around with the Immortal Badass blokes there was an item limit imposed in the games. Has this been rectified?
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  #3  
Old 12-07-2010, 05:46 PM
R@S R@S is offline
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Quote:
Originally Posted by fallschirmjager View Post
When I was messing around with the Immortal Badass blokes there was an item limit imposed in the games. Has this been rectified?
The limit for weapons has been changed, the limit is now 4096. There still is one for the clips and ammo boxes. I think there's only 3 or 4 slots left.
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  #4  
Old 12-07-2010, 06:31 PM
ninjaklan ninjaklan is offline
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Thanks for the answers R@S, I managed to get the mission done for Tang.

I'll look into that textures modding, thanks for the tips.

Cheers
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  #5  
Old 12-08-2010, 02:34 PM
Lamarr1208 Lamarr1208 is offline
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May i suggest something?
why don't you add new shotguns such as:


The Winchester M1897


The Ithaca 37


The Winchester M1887?


Or the AA-12

i think it would be cool to have those guns in game.

Last edited by Lamarr1208; 12-08-2010 at 03:59 PM.
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  #6  
Old 12-09-2010, 03:45 AM
safoolfool safoolfool is offline
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While more guns is cool, there's already a ton of them. Already most of them are interchangeable within categories (e.g. differences of .02 in prep time or 10m of range). More guns can be aesthetically pleasing, but in terms of gameplay (which R@S seems rightly focused on) there's no advantage, since there aren't any niches to be filled. I don't see how the first three of those would be any different from the fifteen existing pump shotguns (again, in terms of in game mechanics; obviously an 870 looks different)

Last edited by safoolfool; 12-09-2010 at 03:48 AM.
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  #7  
Old 12-09-2010, 03:18 PM
Nat_Crelk Nat_Crelk is offline
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Quote:
Originally Posted by safoolfool View Post
While more guns is cool, there's already a ton of them. Already most of them are interchangeable within categories (e.g. differences of .02 in prep time or 10m of range). More guns can be aesthetically pleasing, but in terms of gameplay (which R@S seems rightly focused on) there's no advantage, since there aren't any niches to be filled. I don't see how the first three of those would be any different from the fifteen existing pump shotguns (again, in terms of in game mechanics; obviously an 870 looks different)
I agree with that.
Most of weapons differences come from thin differences most of the time.

But for some players (as me) collecting weapons or pointing those very differences are part of the game too.

After that, adding too many weapons or equipement may lead into a loss of marks through the choice between some weapons.

As I'm a terrible weapon and equipement psychopath collector I could be only pleased to see some new weapons in 7.62 BSM. But that may be an addition of work for R@S an the other "parents" of BSM.
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  #8  
Old 12-09-2010, 05:43 PM
R@S R@S is offline
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I'd like to add more weapons, but as Nat says, I concentrate on improving gameplay with the limited time I have to work on the mod. But I'm always looking for new models, if anyone else has time to do them.

I have also stopped adding weapons to the shops, they are starting to get too big at high CGL's. But I found a much better, and IMHO much funnier way to add them to the game. As an example, I added the Magpul Mazada a while ago. It's the civilian semi-automatic version and I gave it to a single guy the player meets late in the game. Then I added a modular kit for Mazada/Bushmaster at a few shops. By having the Mazada and the modular kit the player can "make" the full automatic ACR version, in 5.56 and 6.8 caliber as well as an extended barrel version of the weapon. I'm planning to add a frontgrip version too, but due to engine limitation I have to find another way to upgrade it, maybe the base mechanic.

I've been hunting for the GUMID bug, but alas, I haven't found the reason for it yet. I've re-written a third of the code trying to correct it, but it's an elusive mofo. I'm starting to suspect the the GUMID issue has to do with too many new characters added, if it is there,s nothing to do about it.

The good news is that I found several other small issues while working and corrected those. There'll be few few new things in the old missions, and some things has been removed, but overall it's mostly improvements.

I've also added a few slaves, 18 to be exact. I'll prolly add a few missions for it as well, but so far the player can only buy and sell them. I'll try to lower the professionalism penalty when they are killed from 50 to 10. In my experience, making replace functions for that part of the code is a tricky thing, but I'll try.

The new merc handler system works great, iI've had some time to test it and it exceeded my expectations. The same with Skyrider, as long as I don't have to save money he's a blessing when zipping around the country looking for stuff.
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  #9  
Old 12-09-2010, 08:43 PM
safoolfool safoolfool is offline
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Is there a way to make the random encounter/patrol spawns chose from a selection of guns, instead of having preset inventories? For example, as of now a rebel captain always has a desert eagle, sniper always has an SVD, shotgunner always has a Saiga 12K. If it worked like a sniper has one of SVD/norinco/VSS, trooper has one of the 50 later Russian guns (AK 74, AK 10x, AEK, AN) I think that might be better.
This would add to the variety in fighting enemies (as of now it can be boring since they're the exact same every time) and mean you'd get to see some of the guns outside of using them yourself.
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