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Chris07

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Everything posted by Chris07

  1. Running in a virtual machine on the Windows 10 Preview I can say the following: - It does install without issue - It does launch - Base game freeplay does load and is playable - Editor launches - No CTD Conclusion: It does work.
  2. I can answer that question. Give me about 20 minutes while I put Windows 10 in a virtual machine and see if EM4 runs, lol.
  3. That's it. He has every right to do as he wishes. It's not an unseen practice.
  4. Scripting will be a series in itself. It is a very high demand skill which few possess. It's very straight forward and less of an art so that's a guarantee. Adding in vehicles is super easy so that might be the first video I play around with. 3D modeling is something I would rate myself as Intermediate at. I would be more than able to teach a "cut & paste" style of creation (which seems to be the most common method used). Creating vehicles from the ground up is a skill I personally struggle with. I mean I can create simple things but cars with lots of contours are not something I'm particularly talented at.
  5. I've always been a big fan of video tutorials. Perhaps it's just the way I'm wired, but I learn best by watching others, and I feel like I'm not alone. I've been considering making a series of tutorial videos on various aspects of mod making. If I was to throw a series together, what sort of tutorials would you like to see? Published Videos Quick Tips - Short videos that share tips and tricks to make modding a little bit easier. https://www.youtube.com/watch?v=Gdwgl1obnqk - Quick Tip #1 - Make your editor Run As Administrator Essential Modding Skills Tutorials - A set for full length tutorials showing you step-by-step (and mostly unabridged) how to perform the most basic tasks needed to create a mod from scratch. https://www.youtube.com/watch?v=U6p5XtcG9Vc - Adding Vehicles Part 1 https://www.youtube.com/watch?v=o7iYkwc_57M - Adding Vehicles Part 2 Why am I doing all this? Well it took me 2 years of messing around to become (self-proclaimed) proficient at mod making. In this day and age, there seems to be a serious stagnation in creativity in the EM4 community. The reason, I believe, is partially because of the steep learning curve required to create new custom content. With these videos I hope to give people the tools to think outside the box and create something NEW for Emergency 4. LA Submods are cool and all, but I think we can make something better.... What harm can come from providing a collection of knowledge in a quick easy to digest format? None that I can see.
  6. Saving creating animations in ZModeler for EM4 requires ZModeler3. You would need to save the animations as a .vmo and attach it to the model in the editor.
  7. We went with the slightly older "rotary" light set-up. We liked that one better as neither of us were fans of the new scheme. I believe 2007 era utilized a flat LED design for the lights.
  8. Assuming the vehicle is stationary when you are making the sound you can use Audio::PlaySample3D(const char *File_, const Vector &Pos_, bool looping_ = false);/*Example use to Play the sound and loop it*/Vehicle v(Caller);int soundID = Audio::PlaySample3D("mod:Audio/Path/To/AudioFile.wav",v.GetPosition(), true);/*To Stop playing the sound:*/Audio::StopSample(soundID);/*If the Vehicle is moving you need to constantly call the following method to keep the sound aligned with the vehicle:*/Audio::UpdatePos(soundID, v.GetPosition(), true);/*Volume can be modified by:*/Audio::SetVolume(soundID, float volume_level);It's all pretty much the same implementation as sirens.
  9. There are a few problems I see. After a quick glance I've noticed that you reuse the same ambulance prototype in different constants. If you want an ambulance to be considered different, it needs to have its own uniquely names prototype: LAToFireStation.script const char OBJ_AMBULANCE01[] = "mod:Prototypes/Vehicles/01Ambulance/AMBULANCE1.e4p";const char OBJ_AMBULANCE02[] = "mod:Prototypes/Vehicles/01Ambulance/AMBULANCE1.e4p";const char OBJ_AMBULANCE03[] = "mod:Prototypes/Vehicles/01Ambulance/AMBULANCE1.e4p";As far as the game engine is concerned, AMBULANCE01, AMBULANCE02, and AMBULANCE03 are the same thing. The script uses the prototype to differentiate between vehicles: if(StrCompare(m.GetPrototypeFileName(), OBJ_AMBULANCE01) == 0)When returning to station, it's always going to trip on the first if statement, meaning if you send ambulance03 back to station, it's always going to go OBJ_AMBULANCE01's spot, since OBJ_AMBULANCE03's prototype is the same as OBJ_AMBULANCE01. This is going to cause problems with most implementations. I'd fix that first and see if that fixes the issue. There's probably more to fix but LA Mod based parking scripts are really hard to read, especially with no code formatting
  10. Because they don't. AMR holds three large areas of LA County...McCormick holds two. Might want to double check your facts
  11. If you have a good side shot of it with the text fairly straight in front of the camera you can crop it down to just around the text and use http://www.whatfontis.com/ Be sure to select that you only want to search free alternative fonts and not commercial fonts...unless you want to pay $35+ for a font set. While the free fonts may not be exactly the same, I'm usually able to pick one out that's pretty darn close. The web app there narrows down the list for you and you just have to pick out the one you feel is closest. It's a great tool....especially when there's no one with a degree in Calligraphy within a thousand miles of this site!
  12. Someone didn't put a space between "return" and "false" in the script file. Open up LAMP5.script and search for "Returnfalse" and replace it with "return false".
  13. Go to the top menu...Modifications -> Los Angeles Mod v2.1 Then the screen will freeze for a minute then you should be able to pull out the vehicles and personnel. If you want to edit the map go to Map -> Load Map then browse to the Maps folder and select the map you want to edit (probably freeplay.e4m). It will again freeze for a few seconds then the map should be loaded and available to edit.
  14. http://forum.emergency-planet.com/topic/19399-911-first-responders-editor-missing/?p=278511 The editor is not a separate file, it is the same as the game with an extra command at the end.
  15. What are your PC specs? Graphics Card? RAM?
  16. Eventually. Most likely in a 2.1 release since that's a big feature.
  17. It's been awhile, but I put together a little maintenance + minor feature release today. While there is not too much different, I thinks its a decent update given the few hours it took to put it all together. Unfortunately many hours were wasted trying to make apartment buildings enterable, so I couldn't get more done. There is more to come, so please post any suggestions and bugs! Changes since v2.0.4 Bug Fix: Station 82 (Upper Right) units no longer take a stupid detour to the back of their station when responding to calls. While sending station 82 units to the far right end of the hospital property may still produce this issue, it is overall rate of occurrence is vastly reduced. Bug Fix: Emergency vehicles can no longer enter the park from the northern pedestrian walk way. Optimization: A gate has been added to the west side of the park to allow emergency vehicles to easily enter the park. Optimization: A small area of the park has been cleared of debris to that it could be used as a Helicopter landing zone for those times you want to role play a bit. Addition: Narco's light pack/coronas are now bundled with the mod. Manual installation of the light pack is no longer required. Addition: Paramedics and EMS Supervisors can now change into High Visibility jackets for use on traffic accidents or other hazardous conditions. (Blue helmets coming soon!) Addition: New Flight Medic personnel added. Flight medics have same abilities as regular paramedics, however they have a completely different skin. This puts us at v2.0.5 There are a few outstanding bugs I want to tackle so stay tuned for the next release. As always there is no ETA. I do have plans on creating a "Special Edition" version of this mod which replaces the tiller-based Quint with a ladder truck and removes the Heavy Rescue Crane. If you notice any bugs please post them here so I can look into them. Download is available on the first page.
  18. http://youtu.be/yQ59vHSFfZA
  19. Well the game makers decided to use gzip with a non-standard (custom) header. While gzip should work on a file of any size, I bet the problem with larger v3o files is with this custom header. As with anything its a trade off. Loading Time vs File Size. The increase in loading time (for someone with a relatively strong computer) is minimal, but the file size savings are significant. I do agree however that it's really no longer needed. With internet speeds being what they are today, the few MBs you'll save on the mod size only add a few seconds to the download.
  20. They're not "locked" in the true sense of the word. They are simply compressed (GZipped) to lower their file size. In order to open those files they have to be decompressed using the editor's "Unpack" option. Unfortunately the "Pack/Unpack" tool in the editor only recognizes .v3o files so you would have to change the extension of your .dds file to a .v3o, unpack it in the editor, then change it back to a .dds. It's quite a cumbersome process and I give major props to the person who unpacked every single texture.
  21. Not to mention that there are quite a few critical mechanisms which were built into EM4 that EM5 doesn't have...enterable buildings being one of the biggest. It would take a lot of time just to bring base EM5 up to the level of functionality that base EM4 had.
  22. How is tank water level data stored for each individual engine in the limited water supply script?
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