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
  #711  
Old 07-16-2011, 04:25 PM
IceShade IceShade is offline
Approved Member
 
Join Date: Jul 2010
Posts: 114
Default

Ah yes, a (swedish) G3 with the M26 MASS .. That'd be cool.

Medium to long range and flechette up close.

I love goodies.
Reply With Quote
  #712  
Old 07-16-2011, 08:49 PM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

I have recently started using the HK USC a lot, the silencer for it is available early and the .45 ACP packs a nice punch. It also has good range, at least good enough for my tactics. I usually stick with the M4's until I get my hands on the 6.8x43 ammo, then I switch to weapons using that caliber, either the HK416 or the M4A1's. I agree that more 7.62x51 weapons that has more use than long range would be good for the game, but to balance it they would have to have some draw-backs, like I did with the Garand making the recover time longer than realistic.

But the Garand, man I love that weapon(maybe that's why I might've made the .30-06 a bit too powerful), is always used by my backup guy until some decent sniper rifle becomes available.
Reply With Quote
  #713  
Old 07-16-2011, 10:00 PM
tristeau tristeau is offline
Registered Member
 
Join Date: Jul 2011
Posts: 5
Default

Quote:
Originally Posted by IceShade View Post
I'm not really a fan of the M14. Not very useful at closer ranges, and again very limited options (specific M14 scope, bleh!). Most of the M14s/M1s/whatever have absolutely appalling accuracy. That, combined with their pretty dang long recovery time doesn't make them very suitable up close.

Now, if you take the scope off a M14 sniper variant, you've got yourself a pretty good M14. I found no reason to ditch my M1 Garand until I found a bandit with a M14 sniper mod.. Despite the Garands incredibly slow recovery time, nearly every hit was an instant kill or guaranteed drop with a few seconds of bleeding out left.. 7.62x63 is just awesome.
Really? I've had pretty good luck with the M14... the smaller SOCOM not so much, but with the plain-old M14, I usually can drop someone in one hit and they're either dead right away, or are unconscious and bleed out shortly thereafter.

Do you run into 20-round M14 mags later in the game? I'm at level 5 and haven't seen any yet. That's really my only gripe about the rifle.
Reply With Quote
  #714  
Old 07-16-2011, 10:29 PM
safoolfool safoolfool is offline
Approved Member
 
Join Date: Jul 2010
Posts: 49
Default

Quote:
Originally Posted by tristeau View Post
Really? I've had pretty good luck with the M14... the smaller SOCOM not so much, but with the plain-old M14, I usually can drop someone in one hit and they're either dead right away, or are unconscious and bleed out shortly thereafter.

Do you run into 20-round M14 mags later in the game? I'm at level 5 and haven't seen any yet. That's really my only gripe about the rifle.
Yeah, you get 20 rounders pretty quick. At least in previous versions (dunno about 1.8, just started it) they showed up on bandits well before in shops, so you could get them early.

I generally arm my team with mostly long range 7.62x51 rifles, I find scope-less Galatzes and m21s to be pretty great. Very accurate, good damage, and fairly quick.
Reply With Quote
  #715  
Old 07-17-2011, 06:00 AM
IceShade IceShade is offline
Approved Member
 
Join Date: Jul 2010
Posts: 114
Default

Wow, the textures on these new weapons are awesome! I haven't seen such quality work in quite a while. It's refreshing from the rather poor 7.62 work..

However... A strong part of 7.62's sensation is the sound. A lot of weapons have got duplicate sounds and a lot of these (vanilla weapons) have poor sounds.

Now I know what you're going to say.. You're probably not a sound guy, and getting these sounds is probably a completely different matter. And I also know that you're not gonna find a Walter MPL or anything weird like that in any other game..

There are a lot of WW2 games out there, though. Would it be possible to simply steal the sounds from ... Call of Duty? Red Orchestra? Men of war? Brothers in arms? Hell, maybe even Commandos?

It's just a little disheartening to hear a Springfield fire, which sounds exactly like the FG-42, which sounds exactly like the G43, which sounds exactly like the Kar98k, which sounds exactly like a Mosin.
Reply With Quote
  #716  
Old 07-17-2011, 07:08 PM
ebbelpoo ebbelpoo is offline
Registered Member
 
Join Date: Jun 2011
Posts: 2
Default

Great Job on the mod! Makes the game what it should have been and then some.
Here's a bummer tho. I keep getting CTD's on Radio Hill. Lots of them.
Here's the log. Hope there is a fix as I can't continue the game because of them.

Log started at 17.07.2011 12:56
00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.013 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.013 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.054 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:00.136 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:01.417 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:01.798 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:07.929 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Fast0.286.azp
00:09.890 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\RADIO_HILL'
00:16.721 INFO [0] .\LoadGame.cpp (1209) Game loaded.
00:37.217 ERROR [0] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
00:37.217 ERROR [1] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.470 ERROR [2] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.471 ERROR [3] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.486 ERROR [4] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.486 ERROR [5] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.500 ERROR [6] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
01:41.501 ERROR [7] .\Engine\CollideTri.cpp (173) CollideTri::CheckTransparentPoint not supported yet
02:09.027 WARNING1 [0] .\Engine\PhysEntity.cpp (242) false
>-----------------------------------------------------------
> Exception C0000005 at 0x0055260E
>-------------------- Call stack ---------------------------

E6.exe 0x00400000 0x0055260E

E6.exe 0x00400000 0x00554359

E6.exe 0x00400000 0x005ECDA8

E6.exe 0x00400000 0x00529BD1

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x00529EC1

E6.exe 0x00400000 0x006B7A69

E6.exe 0x00400000 0x0052A24E

E6.exe 0x00400000 0x004CEAE3

E6.exe 0x00400000 0x005187EA

E6.exe 0x00400000 0x0053F673

E6.exe 0x00400000 0x0053F743

E6.exe 0x00400000 0x0053F751

ntdll.dll 0x775D0000 0x775FE36C

E6.exe 0x00400000 0x004A4D2D

ntdll.dll 0x775D0000 0x775FE36C

E6.exe 0x00400000 0x0054227E

ntdll.dll 0x775D0000 0x775FE36C

E6.exe 0x00400000 0x0054227E

ntdll.dll 0x775D0000 0x775FE36C

d3d9.dll 0x6E810000 0x6E81E903

d3d9.dll 0x6E810000 0x6E81E833

E6.exe 0x00400000 0x006BD70A

E6.exe 0x00400000 0x0063DBF6

E6.exe 0x00400000 0x0063721E

E6.exe 0x00400000 0x00665831

E6.exe 0x00400000 0x0063E5B6

E6.exe 0x00400000 0x006378BE

E6.exe 0x00400000 0x006BD7C5

E6.exe 0x00400000 0x004CE494

E6.exe 0x00400000 0x006BE670

E6.exe 0x00400000 0x004CF892

E6.exe 0x00400000 0x004CFB56

E6.exe 0x00400000 0x004CFB8E

E6.exe 0x00400000 0x005DD430

E6.exe 0x00400000 0x005DE32E

E6.exe 0x00400000 0x005DE6C3

E6.exe 0x00400000 0x005EA5CB

E6.exe 0x00400000 0x005E2A73

ntdll.dll 0x775D0000 0x77603CA3

ntdll.dll 0x775D0000 0x77612135

E6.exe 0x00400000 0x006C52B5

E6.exe 0x00400000 0x006BFA22

E6.exe 0x00400000 0x006BF8B6

> Crash dump successfully saved to Log\2011_07_17_12_56.dmp
02:13.907 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination.
Reply With Quote
  #717  
Old 07-18-2011, 08:19 AM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

@IceShade
Not to worry, I actually have the sounds for most of the weapons, even the Walter MPL. I just haven't had the time to convert them into a format the game can handle(16bit mono). But I'll get it done for the next release, promise. Geroj has already added new sounds for some of the grenades and the weapons he made, and I agree that it increases the fun when playing the game for the hundreds time.

@ebbelpoo
Your problem is related to the Reloaded maps and the new objects on them. The E6 engine cant handle the physics of explosions near them and that causes a CtD. On the Airfield map it's the chain-link fence that causes a CtD and on the Radio hill I'm not sure what. The only thing you can do is stay away from certain areas when fighting and not use grenades.

In your case I recommend a withdrawal of your troops from the hill top and fight on the slopes or below them, that should make it possible to continue your game.
Reply With Quote
  #718  
Old 07-18-2011, 11:21 PM
IceShade IceShade is offline
Approved Member
 
Join Date: Jul 2010
Posts: 114
Default

Ahhh, that's excellent news.

Ostfront would have sounds for:

- G43
- K98k
- MP40
- MG-34
- Luger

- Mosin variants
- PPSh-41
- TT-33

If you're still missing some..
Reply With Quote
  #719  
Old 07-20-2011, 04:25 AM
ebbelpoo ebbelpoo is offline
Registered Member
 
Join Date: Jun 2011
Posts: 2
Default

Thanks for the help R@S. I got through it with many quick saves and no nades. And of course a lot of foul language.

Oh I almost forgot to ask you O great modder! How about a 6.8 ACR?

Last edited by ebbelpoo; 07-20-2011 at 04:42 AM.
Reply With Quote
  #720  
Old 07-20-2011, 12:58 PM
killerx243 killerx243 is offline
Registered Member
 
Join Date: Jun 2011
Posts: 6
Default

I've recently come across a quest breaking bug in the Bennie and Clive mission. I get the package and when I go to deliver it Bennie says nothing at first, the only thing in the dialogue is click to continue then her speech is in a constant loop. You ask about a person she talks about herself, ask about the problem she talks about herself, tell her you have to leave and she talks about herself. Then when she's done talking about herself it starts back at where the only thing is click to continue. Another thing I noticed is that the package went from being the Desert Eagle and a box of ammo to just the Desert Eagle, was this on purpose because with only 8 bullets Bennie isn't very useful.

Please fix, I can't bring myself to keep the gun and not try to help

EDIT: I am running 1.8, don't see how I forgot that the first time. It isn't a huge deal to me, I'm only a little sad cause I don't get to blow up a bunch of guards.

Last edited by killerx243; 07-21-2011 at 12:08 PM.
Reply With Quote
Reply


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 07:46 PM.


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