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SpookyLizard
Feb 17, 2009


Okay, so I've been playing again trying to use as little quicksave abuse as possible. I just got to attacking the Old Mine for the boblings, with Pacquito, Bennie and Lambert as my main merc. I had been screwing around with the Devshop earlier so my dudes had some superior firepower (G36K's), NVG's, some better body armor/LBE gear, and Lambert, geared towards sniping had a WA2000 with a nightvision sight on. Things go slowly at first, since it is night, and I split my dudes between the two paths, bennie and pacquito to the left, lambert and Kelly to the right, moving forward carefully.

Make contact on the left path, a couple of shots later he's down, and no one seems to have noticed. Bennie and pacquito move down to the end of the path, see some more dudes, engage. Eliminate maybe five or six baddies before someone scores a lucky shot on Bennie and pacquito covers her while she retreats up the path to bandage herself, she passes lambert on the way up as Lambert is moving to the tower to start picking off dudes. Running past that little midway path that connects the two side paths, Bennie gets caught off guard by a dude and catches another bullet. She pulls a grenade from her pocket and flings it down the path, but not very far. I order Kelly to start moving back towards Bennie to cover her, but she gets winged by a dude and takes her sweet time coming back up

She moves back to the path, but I don't realize how high her adrenaline is until i realize she doesn't stand a chance of getting a shot off. I try to have her fire off a burst but before i know it she gets hit in the leg, dropping her rifle and hitting the ground. short on ideas, i have her grab a flashbang off her belt and fling it at the bad dudes. She completely blinds herself and her opponents, but it doesn't stop her from drawing her USP and rapidly firing off a few shots, managing to wing of them. Kelly arrives on the scene and finishes off the dazed enemies, managing to keep Bennie from bleeding out.

I ended up having to clear out the bunker with just Kelly and Lambert since they were the least injured mercs, while Pacquito had taken a pretty serious hit and was around 65% health and pretty shredded body armor while Bennie couldn't actually, y'know, walk. They ended up setting up camp near the entrance area to prevent the enemy from flanking Kelly and Lambert, and ended up taking out three baddies.

moral of the story: not save scumming is fun.

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Iceshade
Sep 15, 2007
Tactical Ignorance

SpookyLizard posted:

Okay, so I've been playing again trying to use as little quicksave abuse as possible. I just got to attacking the Old Mine for the boblings, with Pacquito, Bennie and Lambert as my main merc. I had been screwing around with the Devshop earlier so my dudes had some superior firepower (G36K's), NVG's, some better body armor/LBE gear, and Lambert, geared towards sniping had a WA2000 with a nightvision sight on. Things go slowly at first, since it is night, and I split my dudes between the two paths, bennie and pacquito to the left, lambert and Kelly to the right, moving forward carefully.

Make contact on the left path, a couple of shots later he's down, and no one seems to have noticed. Bennie and pacquito move down to the end of the path, see some more dudes, engage. Eliminate maybe five or six baddies before someone scores a lucky shot on Bennie and pacquito covers her while she retreats up the path to bandage herself, she passes lambert on the way up as Lambert is moving to the tower to start picking off dudes. Running past that little midway path that connects the two side paths, Bennie gets caught off guard by a dude and catches another bullet. She pulls a grenade from her pocket and flings it down the path, but not very far. I order Kelly to start moving back towards Bennie to cover her, but she gets winged by a dude and takes her sweet time coming back up

She moves back to the path, but I don't realize how high her adrenaline is until i realize she doesn't stand a chance of getting a shot off. I try to have her fire off a burst but before i know it she gets hit in the leg, dropping her rifle and hitting the ground. short on ideas, i have her grab a flashbang off her belt and fling it at the bad dudes. She completely blinds herself and her opponents, but it doesn't stop her from drawing her USP and rapidly firing off a few shots, managing to wing of them. Kelly arrives on the scene and finishes off the dazed enemies, managing to keep Bennie from bleeding out.

I ended up having to clear out the bunker with just Kelly and Lambert since they were the least injured mercs, while Pacquito had taken a pretty serious hit and was around 65% health and pretty shredded body armor while Bennie couldn't actually, y'know, walk. They ended up setting up camp near the entrance area to prevent the enemy from flanking Kelly and Lambert, and ended up taking out three baddies.

moral of the story: not save scumming is fun.


I tried that a few times, and ended up going back to quick save spamming due to crashes that set my progress back. Maximum saving, minimum loading.

And for shame! Giving yourself all that gear, but no morphine to get Benicia up on her feet.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun


Iceshade posted:

And for shame! Giving yourself all that gear, but no morphine to get Benicia up on her feet.

Yeah!
But let's give him a break. It's pretty easy to forget how usefull drugs are when things go south.

I played without them for quite a while, as a wee little merc.

Sperglord Actual
Nov 27, 2011



I never use drugs.

SpookyLizard
Feb 17, 2009


Oh, i still abuse the gently caress out of quicksave for crashes, but I just don't use quickload that often. I also didn't know that Morphine did that. I'll have to have mercs start carrying some.

Ras
Jun 30, 2012


The Bunnielab Apocalypse v1

http://dl.dropbox.com/u/17796446/Th...alypse%20v1.rar


How to install:

Copy the files in the archive to your game directory, answer Yes when asked to overwrite.

IMPORTANT
This will screw up your current game files, so if you plan to continue playing The Blue Sun Mod 2.0 you need to install these files on another installation. The easiest way to go about that is to just make a copy of your current game folder, rename it and then copy the TBA files there.


How to get the game going:

Start the game as normal, then at the end of the character setup there is a dialog option to "Play The Bunnielab Apocalypse".

Since there are some limitations to the shops, I have included one of my "developer tools", a coin that pays for itself.

There is only one battle at this time, you will have to go through the character creation process each time. This will change in the future when I have some spare time to do some more work on it.

Have fun

R@S

Ras fucked around with this message at Jul 13, 2012 around 17:46

Iceshade
Sep 15, 2007
Tactical Ignorance

SpookyLizard posted:

Oh, i still abuse the gently caress out of quicksave for crashes, but I just don't use quickload that often. I also didn't know that Morphine did that. I'll have to have mercs start carrying some.

http://forums.somethingawful.com/sh...1#post405395592

SpookyLizard
Feb 17, 2009



Will that let them up on their feet even with a crippled leg? Bennie never actually went unconscious or anything, she just got very, very close to dead.

Iceshade
Sep 15, 2007
Tactical Ignorance

SpookyLizard posted:

Will that let them up on their feet even with a crippled leg? Bennie never actually went unconscious or anything, she just got very, very close to dead.

It restores any red body parts. Even crippled legs.

SpookyLizard
Feb 17, 2009


Iceshade posted:

It restores any red body parts. Even crippled legs.

Oh neat. Well that would've made life a whole helluva a lot easier. she still would've barely been the rear guard because of how little health she had left, but still.

bunnielab
May 19, 2005

Ask me about Herbs

Ras posted:

The Bunnielab Apocalypse v1

http://dl.dropbox.com/u/17796446/Th...alypse%20v1.rar


How to install:

Copy the files in the archive to your game directory, answer Yes when asked to overwrite.

IMPORTANT
This will screw up your current game files, so if you plan to continue playing The Blue Sun Mod 2.0 you need to install these files on another installation. The easiest way to go about that is to just make a copy of your current game folder, rename it and then copy the TBA files there.


How to get the game going:

Start the game as normal, then at the end of the character setup there is a dialog option to "Play The Bunnielab Apocalypse".

Since there are some limitations to the shops, I have included one of my "developer tools", a coin that pays for itself.

There is only one battle at this time, you will have to go through the character creation process each time. This will change in the future when I have some spare time to do some more work on it.

Have fun

R@S

Holy poo poo this is amazing, thank you so much.

The store is kinda wonky, it seems like the selection is different every time and there seems to not be duplicates of most of the items.

bunnielab
May 19, 2005

Ask me about Herbs

Ok, I am having issues with the bot.inv editor. It loads up fine, but at some point while selecting gear the program flashed to a black (or dark green with black stripes) screen and locks there. What ever music or radio I have running still plays and it seems the computer isnt locked but even ctrl-alt-del will not work and I have to do a hard restart. Any ideas?

Ras
Jun 30, 2012


bunnielab posted:

Ok, I am having issues with the bot.inv editor. It loads up fine, but at some point while selecting gear the program flashed to a black (or dark green with black stripes) screen and locks there. What ever music or radio I have running still plays and it seems the computer isnt locked but even ctrl-alt-del will not work and I have to do a hard restart. Any ideas?

Are you running the editor in Windowed mode when it happens, like I explained here:
http://forums.somethingawful.com/sh...1#post405482427

And yes, the shops are limited, it's why I added the gold coin, to give you a second chance to find some clips and other stuff that doesn't get added. The selection of the shops are hard coded, even if all the items have a 100% chance of appearing, only about 50% of them will turn up.

I might be able to do some jerry-rigging in the code, adding each individual item to a container or something, then load that up instead of a shop. But then I would have to have a set number of each item, which might not suit everybody. I'll look into it for a later version though.

The way it is now, you are dependent on luck and are forced to use what's available. It kind of makes you use some gear you normally wouldn't, and you'd still have some really good stuff for some of the mercs.

I have decided to change the code a bit, having 5 encounters in a row instead of just one. I have the code already, just need to add the other 4 bot groups in the code. You will have the gold coin to update your team inventories between fights, and you'll have to use the Killbook to select and load the next battle. I think 5 is enough, playing any more in one sitting will probably end up in a CtD anyways.

I'll release the updated version when I get home from work in a few hours, just need to do some testing first.

EDIT:
And here it is, 5 encounters in a row. If you don't want to make new inventories for all of them and just use the one from Bot_1.inv, copy and rename it to Bot_2.inv,Bot_3.inv and so on.

http://dl.dropbox.com/u/17796446/Th...alypse%20v2.rar

Ras fucked around with this message at Jul 14, 2012 around 12:44

Iceshade
Sep 15, 2007
Tactical Ignorance

You know what I find could be interesting?

Something like Evolution of Weapons, but more of an Arena style to it.

You start the "campaign", and you are stripped off your weapons. You get a random weapon with some clips and ammo, and you'll have to make due with that one. Could be anything from a pistol to a sniper rifle. I'm not too sure how to balance it yet; it's just an idea.

Is it possible to remove a merc's shoulders/main slot without deleting any other gear? Re-equipping for every fight would be a bit of a hassle.

bunnielab
May 19, 2005

Ask me about Herbs

Ras posted:

Are you running the editor in Windowed mode when it happens, like I explained here:
http://forums.somethingawful.com/sh...1#post405482427

And yes, the shops are limited, it's why I added the gold coin, to give you a second chance to find some clips and other stuff that doesn't get added. The selection of the shops are hard coded, even if all the items have a 100% chance of appearing, only about 50% of them will turn up.

I might be able to do some jerry-rigging in the code, adding each individual item to a container or something, then load that up instead of a shop. But then I would have to have a set number of each item, which might not suit everybody. I'll look into it for a later version though.

The way it is now, you are dependent on luck and are forced to use what's available. It kind of makes you use some gear you normally wouldn't, and you'd still have some really good stuff for some of the mercs.

I have decided to change the code a bit, having 5 encounters in a row instead of just one. I have the code already, just need to add the other 4 bot groups in the code. You will have the gold coin to update your team inventories between fights, and you'll have to use the Killbook to select and load the next battle. I think 5 is enough, playing any more in one sitting will probably end up in a CtD anyways.

I'll release the updated version when I get home from work in a few hours, just need to do some testing first.

EDIT:
And here it is, 5 encounters in a row. If you don't want to make new inventories for all of them and just use the one from Bot_1.inv, copy and rename it to Bot_2.inv,Bot_3.inv and so on.

http://dl.dropbox.com/u/17796446/Th...alypse%20v2.rar

Actually I now think it is an issue with my video card. Which is kinda annoying.

What does the gold coin do, I am not understanding you?

Also, the bot editor, do I need to alter every variant or can I go and delete the variants I don't want out of the bot_1.inv file?

Ras
Jun 30, 2012


Iceshade posted:

Is it possible to remove a merc's shoulders/main slot without deleting any other gear? Re-equipping for every fight would be a bit of a hassle.
You have a few coinstants you could work with in the code that would remove all items from the inventories in those groups. So yea, it would be possible to remove all weapons or ammo from inventories and leave other stuff.


bunnielab posted:

Actually I now think it is an issue with my video card. Which is kinda annoying.
Your description of the graphics bug resembles something a few others have encounter while playing the game. It had to do with their screen resolution, it's why I asked about running it in Windowed mode.

bunnielab posted:

What does the gold coin do, I am not understanding you?
When outside battle, RMB click on the coin and select "Go Shopping".

bunnielab posted:

Also, the bot editor, do I need to alter every variant or can I go and delete the variants I don't want out of the bot_1.inv file?
Go ahead and delete any variant you don't use, it will not cause any problems.

bunnielab
May 19, 2005

Ask me about Herbs

Ras posted:

Go ahead and delete any variant you don't use, it will not cause any problems.

Is there a way to keep multiple bot_#.inv files? If so how to you point the game at them?

For real dude, that you so much, this is amazing.

SpookyLizard
Feb 17, 2009


Also, is there a list of shortcuts for inventory management and stuff? I know that I can shift+click to sell stuff or put it into my merc's inventory from the ground, and ctrl+click to put it into the trunk. Is there a shortcut to put stuff into the cabin? Or one to buy items?

Ras
Jun 30, 2012


bunnielab posted:

Is there a way to keep multiple bot_#.inv files? If so how to you point the game at them?

For real dude, that you so much, this is amazing.
In TBA v2 there are 5 Bot_#.inv files, those are the only one used in that version. Since I only added 5 encounters in the script I thought that would be enough. But you can rename ones you don't want to use, and name the back when you want them again. I recommend adding a description in the name so you can easily identify them. Just make sure that Bot_1.inv to Bot_5.inv always are located in the folder or the game will CtD at startup.

In the next version I'll include the INV file for the player, that way you can use the editor to add stuff you don't want to risk not getting in the shop.

************

SpookyLizard, I don't think so, on all accounts, sorry.

Ras fucked around with this message at Jul 14, 2012 around 19:34

SpookyLizard
Feb 17, 2009


Ras posted:

In TBA v2 there are 5 Bot_#.inv files, those are the only one used in that version. Since I only added 5 encounters in the script I thought that would be enough. But you can rename ones you don't want to use, and name the back when you want them again. I recommend adding a description in the name so you can easily identify them. Just make sure that Bot_1.inv to Bot_5.inv always are located in the folder or the game will CtD at startup.

In the next version I'll include the INV file for the player, that way you can use the editor to add stuff you don't want to risk not getting in the shop.

************

SpookyLizard, I don't think so, on all accounts, sorry.

That sucks. I was hoping to have someway to go shopping and stuff and have it being easier to purchase mags and ammo in bulk.

Sperglord Actual
Nov 27, 2011



An Itty-Bitty Update

Mostly to remind you that the Winchester still owns.



Owning some bandits right here.



Remember: if you can hear them, you can hurt them!



.45 LC does not stop for vegetation.



See this guy? Owned right in his ugly mug.




Maybe the Garand owns too, just a little bit.



Benny wants in on that owning.







A package from Stefan Uribe came in while I was off doing Evolution of Weapons. How many orders does he get for select-fire Desert Eagles?



Next up: Ricardo Q and his dirty crew.

SpookyLizard
Feb 17, 2009


I love that gun. So much. I ordered one off hand I was amazed when I realized that wasn't a bug and that I could autofire .44 mag into people.

GLC
Feb 21, 2001


I appear to have hit a bug in Blue Sun Mod 2.0, where Vittori de Castigo (and consequently everyone in Ciudad-de-Oro) turns aggo when I try to talk to him. Is there a way to reset my standing or something to avoid having to restart?

Ras
Jun 30, 2012


GLC posted:

I appear to have hit a bug in Blue Sun Mod 2.0, where Vittori de Castigo (and consequently everyone in Ciudad-de-Oro) turns aggo when I try to talk to him. Is there a way to reset my standing or something to avoid having to restart?
This is a well know vanilla bug having to do with your allies accidentally hitting some civvies. You can buy back neutrality from Calderon, and in BSM you can do the same with Billy-Bob. The trick is to get the dialog option to show, which in most cases means you need to go hostile with the faction first, then talk to the neutrality seller. It costs 50000$, if you don't have that kind of money, take a loan at the bank in Puerto Viejo.


And "It's alive!", you had me worried there for a while Sperglord, good job that one.

Sperglord Actual
Nov 27, 2011



Ras posted:

And "It's alive!", you had me worried there for a while Sperglord, good job that one.

Ain't getting rid of me that easily.

Another update

This time the final Querano showdown happens in daylight. It makes the AI more proactive about murdering virtual mans.




This is much more exciting, isn't it?




Christina uses her Evolution-honed skills to pin down Amorales' anarchists from a distance.




Paquito joins the police in flanking them.





Then it's time to start avenging the family of Pablo Rodriguez.





What he does is his business, and his business is what he does, but does he do his business in the street?



Having some trouble with recoil there, Benny?



I forget, is the number of bandit buddies randomized or tied to player level? This guy usually has more than two guards.



No... No, you can't get away!




The Boblings' gold has been stolen by Jingoes. Are you a bad enough merc to rescue the gold?



Benny crawls forward with that stupidly long .44 Taurus. She makes four one-hit kills before withdrawing without a scratch.




...Then beats Wee Bob at quickdrawing for good measure.







Hark! A Jingo ambush comes.





THROUGH THE GATES OF HELL



AS WE MAKE OUR WAY TO HEAVEN



IN THE JINGO MINES



pewpewpewpewpewpewpewpewpew








pew



boom








A Jingo with a SPAS tried to ambush Benny from behind a column. He didn't try hard enough.



The last man standing dropped his grenade without pulling the pin.

SpookyLizard
Feb 17, 2009


Did you really clear out the entire bunker using nothing but pistols? Goddamn.

Sperglord Actual
Nov 27, 2011



It was a lot easier than I expected.

SpookyLizard
Feb 17, 2009


Sperglord Actual posted:

It was a lot easier than I expected.

To be honest, most areas are surpringsly easy if you get in the right rhythm. Especially tight in areas like the bunker. I wish there more of those.

bunnielab
May 19, 2005

Ask me about Herbs

SpookyLizard posted:

To be honest, most areas are surpringsly easy if you get in the right rhythm. Especially tight in areas like the bunker. I wish there more of those.

Me too, it was so fun as soon as I finished it I reloaded and did it a second time.

The steam sale distracted me for a while, glad to see this thread is still kicking. I do wonder if there is a way (or a reason) to move it to Games? It seems like there are a ton of people there who really like "difficult" games.

SpookyLizard
Feb 17, 2009


I do the mission rescuing bennie repeatedly and with as little dudes as possible. I just did it with Pacquito and Kurt with just a couple of XM-177E2's. One of the dudes upstairs ended up fumbling with a grenade that ending up killing two dudes up there. Pacquito went up the stairs first, and sitting the survivor, wounded and stunned he took a snap shot at him. His gun jammed. I had him disengage the primary and switch to his secondary. One jacketed hollow point round of .45 ACP was enough to put the bandit down for good. He kicked rear end, ended up killing five dudes with a single magazine.

Sperglord Actual
Nov 27, 2011



The 8/8 update

It's a beautiful day in Algeira and people are dying.



Why are you dying, people?



Who is the tall dark stranger there?



The one with the gun and the bug-eyed stare?



Benny wants to play too.




MORE SCUM!



Apply directly to the forehead.



unf



*chik-chuk*



Paquito [REDACTED].



ZOOM



ENHANCE



ZOOM



ENHANCE



ZOOM



ENHANCE



Slaughter sisters hard at work.



"Alas, I am slain!"



Payback time.






Benny wiped out the first wave single-handed, but she needed some help with the reinforcements.







Eighteenth century tactics prove suboptimal, forcing a retreat. Christina takes up the slack.



"They call me Headshot Hope."

Ceros_X
Aug 6, 2006

US Marine


Like the line of bodies in that last post, loving sweet.

Sperglord Actual
Nov 27, 2011



BRRRRROTHERRRRRS! IT'S BEEN TOO LOOOOONG!

I screwed up, lost a bunch of progress and got distracted... But now we're back on the road!

You may remember that Comrade Huh offers a selection of sniper rifles as a quest reward. Last time we took the M82.



Jose el Gato and his precious camera. We never did find out what was on that camera.




A reminder: pump shotguns with flechettes own.





From the hip or from the shoulder, you're only safe behind a boulder!



Now we come again to Comrade Huh's long list of informant assassinations. All together now, boys!







This is our first trip to Olvega in the pro-government run - we haven't met Tanya at all.



The rebels don't give a poo poo about our alignment yet, nor about the ruckus in their streets. This informant did park himself in a nice quiet corner...








The third bandit from Santa Maria won't escape either.




pew



unf









The Rk 95 is a pretty cool gun.



The next informant is in El Vertigo. *yawn*





I think it's about time to do the Krauf mission and inherit his truck. The car's trunk is getting cramped.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun


No joke, I almost removed this from my bookmarks today.

I really like flechettes in this game. I noticed a thing, you do reload from a big brick of ammo. Isn't it faster to use counted bricks? I dimly remember so.

Anyway, neat to see this going again!

Sperglord Actual
Nov 27, 2011



Reloading from a pocket full of loose shells is fast enough that I haven't bothered trying to go faster. Topping off the mag takes almost no time at all.

SpookyLizard
Feb 17, 2009


I think that using a loose collection of rounds is faster than using the bricks. The game has fallen from the top of my list only because I've had my tactical shootin' needs to be satisified by XCOM, although now I want some horrible hybrid where you run around, stealing lasguns from government troops and using them to shoot up banditos and xenos alike.

Forums Terrorist
Dec 8, 2011


So I got the urge to try playing this again and it turns out the BSM install files have been taken down. Anyone know where else I could get them?

Sperglord Actual
Nov 27, 2011



Taken down for copyright infringement..?

I still have the 1.9 installer ISO and the 2.0 beta RARs, but that's 800+ megabytes all told. Not sure where I could host them.

(New update coming once Imgur stops being a dingus.)

bunnielab
May 19, 2005

Ask me about Herbs

That is weird.

I haven't played at all sense this summer but will fire it up soon.

I love this game so very much but damm I wish it was more stable.

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Sperglord Actual
Nov 27, 2011



Dingus status: revoked. Updates posted: fifty.

Uprange, Downrange









The 'Record' function has been discussed before, but I normally don't use it. This occasion was an exception, since one thing it's really good for is moving all your squaddies at once without them bumping into each other and standing around in the open.



It's pretty simple: click the button and start plotting out your commands. The game will move the selected merc forwards, without animation, as a preview.







As a general reminder, it's almost always better to fight at night when you need to keep friendly NPCs alive.






I normally hate the convoy mission, as many do, but it went really well this time. I was able to save both the guide and the dealer, and the only injuries sustained were from a single grenade at the outset.




Then it's onward to Cali-Cantinos for the last of the easy hit jobs.



Heading back, Team Hennessey Hope is ambushed by Immortal Badasses. Voltaire's remark upon the Holy Roman Empire comes to mind.




The team's loadout gets a shakeup before the next job:





The Krauf mission goes as expected. Rob Yu spots the ambush leader coming in the dark and drops him with two rounds.



His buddies react accordingly.







brakka brakka brakka





Another day, another hit. Last time I ended up just killing everyone.





Dude visits lady, lady gives dude poisoned booze, dude dies. Not surprisingly, his guards go aggro.



...But we expected that.





This is very much a HAHA gently caress YOU mission, mostly because of the large group of enemies who spawn behind you armed with a bushel of grenades.



Paquito has a pill for that.




MUZZLE FLASH IN THE HEDGERthwap



Kelly does an end-around, pinning the last guards in a crossfire. Just another day at the office.



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