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ironcitycats

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Everything posted by ironcitycats

  1. I know I'm adding to the endless spam in this post, but just wanted to say V2 is sweeeeeet! Runs so much smoother and cleaner. Love the new equipment and the paramedic/stretcher script too. Thanks guys for V2, excellent stuff.
  2. Hey Wkboy714, I'm in the editor now and that just rotates the VO. I tried using RMB and LMB in different combinations while holding CTRL or ALT or SHIFT and I still couldn't get it to move the entire VO. I downloaded the Editor Manual from the forum, but it doesn't say either. It does tell you how to move prototypes, but not VOs. There's got to be a way to do it, I would think?
  3. I'm working with LA Mod 2.0 4x4 and some personal changes. Right now I'm in the editor and trying to see if it's possible to copy a Virtual Object, in particular a VO for EMS unit parking spot. When I bring up the VO menu, I see there is a clone button. So I picked the VO that I want to copy and hit clone. It makes a new VO, but places it in the same exact spot as the original. This is fine, but I also can't figure out how to move the VO now. If you hit the move button on the VO menu, it just allows you to move the points of the VO around. Anyone know of a way to be able to just move the whole entire VO around the map? Also if anyone knows about Virtual Objects, do they have to all be perfectly rectangular? I've been finding it hard to make a VO with 90 degree angles and didn't know if that was even important. For instance if a unit that uses a particular VO is actually larger than the VO, what would happen? Thanks to anyone that might be able to help.
  4. Awesome job guys! I've only had the chance to play for an hour and a half, but.... A couple of things I really love are: 1. The FDNY vehicle details and lighting. 2. Addition of detectives, captains, etc. (even if it's eye-candy, it puts a more realistic touch on the mod) 3. The map details are excellent and very relevant to NYC. The atmosphere of the map gives it a very busy feeling. The other NYC submod was good, but looked more like it took place in Europe. 4. Newer calls. 5. Multiple different sirens are nice. Maybe it's just ear-candy, but I like it. Couple issues for me: 1. Can't seem to control traffic too well. I feel like there's a way you can do it, but I don't know how. Putting an officer in front of traffic just makes more jams behind him, creating a small domino effect. 2. This is just personal, but felt like maybe too many high-rises.. maybe it's just taking a little while to get used to adjusting the camera angle alot to get tall buildings out of the way. I had no trouble with CTD except when exiting Freeplay which doesn't even matter to me. No problems with install either. I feel sorry you guys now have to deal with some folk who apparently don't understand torrents and/or ZIP files.... they're loss. Look forward to ya'lls new mod or additional updates/content. Take care.
  5. When loading or saving the Freeplay map in the Editor, I noticed there are 2 maps both labeled as "Freeplay" along with a bunch of other maps. Does anyone know why or what they do? Was hoping they might be identical, that way I could use one as a backup in case I screw up the map I'm working on..... Thanks for any help.
  6. Good luck guys, sounds like it would be a fun game and a little different change of pace (I'm assuming this concept is more of a First-Person type game)..... Either way, if you produced a game close to the concept described above, I'd totally buy it.
  7. No kidding Rettungstier! @ Dominik31 - When are you releasing your mod? Do you have an eta? Can we see some screenshots?
  8. Hey Nathan, the new setup looks great. I just had one question.... When you said "Note: The mod currently has all police missions off!" Does that mean in freeplay you won't get calls for shoplifting, riots, shooters, etc. etc. ? If so, did you just disable the freeplay police events in the specs folder, or did you eliminate them altogether? Thanks and good luck getting it released!
  9. Were you guys able to fix the physics of the tiller compared to the one in LAmod? I still used it anyways, but I remember it would sometimes have trouble turning or get stuck awkwardly in LA station 1. Either way, I'm glad yall are including it.
  10. Honestly, I personally don't care where the textures, buildings come from. The previews and vids I've seen on their website look great, and obviously this forum @ 249 pages long is a testament to how much the community is excited for this. Look at how many other people (and no offense to them) start mods or submods, maybe show a new skin or new unit and then never hear from them again. I played LA mod for about 2 years before I got a little bored. I think this project is going to keep me busy for another 2 years with new units, a new map, new commands and functions and an all-around new style of gameplay since it's taking place in NYC. Anyways, good stuff Dyson and Rafael. Have a great weekend.
  11. As much as I like what I've seen, and would like to play MP and SP with both functioning correctly, they should never have announced a release date. A lot of the people on these forums are like sharks swimming around waiting for a piece of bait. You gave them the bait and now they're not gonna go away. Kind of sucks, because I feel like it diverts alot of their time away from the product.
  12. Thanks for the reply Dyson and team.... Good to hear you have kept the patrol function in-game. I've tried editing/rerouting the patrols in LA Mod, but found it kind of tough. Couldn't find many help topics either. I personally like to have 2 units patrol a path and 1 more on standby in the area. I've found that if you get 2 police units in very close proximity and set them to patrol, wait 2-5 seconds until they start patrolling and then put the redirect lights on the first car. The 2nd car should change direction and patrol the path in reverse order. Kind of helps eliminate a lot of back-ups at intersections and it keeps the patrol cars in somewhat different areas of their sector. Even better to hear that you're adding a MERV and NYPD Command Post.... I really feel like the longer I have to wait for your mod, the more cooler stuff you add in the meantime, which makes it all worth it in the end.
  13. Hey Dyson and Raf, Mod is really looking good from screenshots and your website. I was wondering about the paths set up for police cars to patrol.... It seems like in the LA Mod, there are 3 paths. 1 path covers the entire western 1/2 of the map (around FS1 and right by police station), another path covers the entire northeastern portion of the map (north of the walmart and south of hospital) and the 3rd path covers the entire southeastern part (around FS2 and southern gas station and neighborhoods). Maybe it's just me, but I liked that setup alot because I could almost look at police patrols divided into 3 sectors. Was just curious to see if you have paths setup the same way for NYPD to use? I know it's a new map, which is awesome in and of itself... Of course, if you don't have the patrol function available then this question is null. Thanks and good luck putting the finishing touches on the mod. I hope people aren't totally bent out of shape about the mod being a little later than excepted. I for one, would rather have a working mod than a semi-finished mod. Have a good weekend folks!
  14. Good morning, Was hoping someone could offer some advice on some game alterations I was making. I typically play with the 4x4 Submod. I also have Hoppah's latest LA Mod version installed too. My problem is when playing the 4x4 Submod, there are only 6 different car accident events that actually happen in game. I was getting tired of seeing the same events so I browsed the forum for help and decided to change some of the freeplay parameters. I increased the car accident event frequency, but all it did was make the same 6 car crashes happen more often. So I started the editor, loaded the 4x4 mod and loaded its map. After looking at the map, I noticed there were about 12 different car accident events across the map. They are all labeled with unique "Ccar_" and "Ccard_". I don't quite see the connection between why the map in the editor shows at least 10 different car crash locations, but in-game I only get to see 6 of them???? I've played the 4x4 submod long enough to know for fact that I just randomly missed the other 4-6 car crashes. So I'm wondering why the other accidents are coming up in game? Anyone know where the actually car crashes (Ccar_11, Ccard_11, CCarp_11, etc.etc.) are connected to the mod?? Any help is appreciated!!!!!
  15. Looks really detailed and interesting to say the least..... Curious about the traffic though....I see you have a fire lane in a lot of the screenshots you've taken. In-game will that lane be reserved strictly for FDNY or all emergency vehicles or any type of vehicle? Other than the fire lane, from what you've played, how does traffic flow? I know when I play LA mod, I get a good bit of traffic jams in the usual spots due to a patroling police car running red lights and traffic stacking up behind it. Really like the NYC brownstone buildings I saw in an earlier screen. Looks very realistic. Thanks guys.
  16. Hi Dyson and Rafael.....Just wanted to ask a question about personnel. I know my question is really regarding eye-candy, but was curious if you might have any other types of NYPD uniformed / plainclothes officers in the game? Been playing LA Mod for years and police pretty much have the LAPD officer and SWAT officer. Luckily the AUSubmod brought along the ATF, FBI and Border Patrol agents for a nice change of scenery and variety. Obviously the latter pretty much all have the same function, just different uniforms. Kind of hoping to see regular NYPD officers, plainclothes detectives in unmarked patrol cars and maybe even a superior uniformed officer to act somewhat like a EMS or FDNY captain. Either way, just seeing an FDNY and NYPD uniformed personnel will be enough for me. I think they have pretty good uniforms compared to LA and look forward to your mod. Enjoy the weekend.
  17. Thanks guys for your response. So far for me it's been a lot of trial and error. I've had to uninstall and reinstall the LA mod numerous times now just because I've screwed up scripts etc.etc. so bad. Now I just copy the files before editing them and keep them separate. It's very time-consuming to me, but when I'm finally able to load a mod with the vehicle load-out that I prefer, then it's all worth it. I imagine you guys feel the same way when you produce a mod that has real NYPD/FDNY vehicles. Hey couple more quick questions and my apologies if you've already answered it. The FDNY models looks ridiculous. Was wondering about the NYPD though. I saw on your website photo galleries a marked CV and ESU truck, but didn't see many more NYPD vehicles. Do you guys both favor the fire department operations in the game as opposed to police/medical? What is RMP? Can I assume there's going to be a precinct with parking for a certain # of NYPD cars?
  18. Hey Dyson and Rafael, I have a question about the mod. I know I gave you guys heat about the previews and the endless posts from people saying "looks awesome". So I completely understand if you don't want to answer my question, but here goes.... What kind of classes, education, training etc.etc. do you have to make all of this. I've been altering scripts a little bit with help from some tutorials and can follow directions fairly well on how to modify in-game events and such. But I'm just curious about what it takes to do what you guys do. I can't possibly imagine you just taught yourself, but if that's the case then kudos to you. Are you guys in graphic design or computer programming? Some of the stuff just seems way over my head.... Either way I think what you guys do is respectable seen as you don't get paid. If I had money, I'd contribute on your site.
  19. I hear you Shadylasse. I like your approach to the way you are developing your mod. Personally, I'd rather have it be released as a big surprise much like the NY Mod was. So many folks in this community have ideas for new mods, start a topic, maybe post a few pics........and maybe 3-5% of them actually get released. There are 3 things I take from this: 1. People don't know how to properly start and finish a project. 2. Modding is probably ridiculously hard and perhaps harder than most mod creators anticipate. 3. People like the attention. I check the forums everyday for news/updates. Dyson's mod looks awesome and I can't wait to see it, when or if it comes out. But if you look at their forum topic, it's essentially 168 pages of completely useless comments/questions. Maybe 40 pages alone are people asking for release dates. Another 40 pages of "looks so cool". 40 more pages of ridiculous requests from the community. Do I feel like I need to be kept up-to-date on how their PCs are doing? No. Do I need to know when they're going to start working on the mod again? Not really. Do I think the pics that they've released look fantastic? Absolutely. I only wish I could build my own mod. But at the end of they day, it's your mod. You have no obligation to "fans" to release pictures. You don't need to gather goodwill from the community by giving us updates on what you're working on. You'll get all the goodwill your team needs by just releasing a flawless product. P.S. I think from a psychological standpoint, the more a mod creator gives updates etc., the more the community is going to ask for release dates. Give people an inch and they'll take a foot. That aggravates the ish out of me, especially since ya'll are essentially doing this for free. P.P.S. That Rescue 1 is lookin good.
  20. Thanks Goog. Great models. Just read your previous comment about Light Submods. I don't think I had any installed, unless the 4x4 submod is a Light Submod, but I noticed after I copied the files over and played it, it seemed to have changed some of the 4x4 submod. For instance, there is no police parking in the back of the building, only the main fire station has a ladder and it looks like it reverted back to the AUS units. Not really a big deal, but my question is, do you consider it easy to add and subtract the different units to the mod? Is it as easy as just copying over the units that I want in the mod, or more involved than that. Anyways, thanks again for the new units!
  21. Just installed and runs really well. Love the upgrades. I have LA Mod + AUS + 4x4 submod, and ran into no problems. The only thing I couldn't find and it might have been scrapped by the mod creators is the all-white, flat-top CHP unit. I'm going to play with it some more. Great job guys on the updated units!
  22. Hey guys, just wanted to express how much I love your mod. It's definitely a much needed change of scenery. Just had a few questions about the mod and/or NYC emergency services. 1. Tower ladder looks awesome. Do you know if FDNY runs any light trucks kind of like the LA county squad or LEV? Or is that function performed in real life by your in-game Squad truck? If FDNY uses light trucks, do you think we might see them in the future? 2. I like how different NYPD units all have different functions. It adds realism and makes you think about how you allocate resources. Is there a way I can select a group of units and assign a "hotkey" to them? Almost like a way to assemble a task force I guess. I was thinking if there was a way, I could select an NYPD car, Unmarked unit and a highway unit and assign them a hotkey. That way if a medium to large size call occurs, I can dispatch the whole task force to cover traffic, arrest suspects etc.? Forgive me if this is common knowledge already.... Anywho, great job on the mod. I really appreciate you guys putting in work on this mod, especially when I don't have to pay for it. The models look superb and it runs real clean on my PC. Thanks much!
  23. I hope you guys working on the mod don't think I'm criticizing their work, because I'm not. I've been on Dyson's youtube page and have read every page in this thread. I just think 143 pages of "what do you guys think" is a bit over the top. I'm sorry 144 now that I've stirred up this hornet's nest. I sincerely (and I mean it) hope this gets released. If I was a rich man, I would've already sent Hoppah some money just to say thanks for such an awesome project he started with the LA Mod. The same would go for anyone who's created a mod that I was able to enjoy. Keep putting up screens and asking people if they like it, if that's what gives you an adrenaline rush. You know what gives me an adrenaline rush ????????? Mods that actually get released. : ) P.S. I played 2.3 a little while back. I liked the change of scenery and FDNY/NYPD equipment. Too buggy to play for more than 30 minutes though. P.P.S. Dyson and Rafael both sound like they are young. I could be wrong, but this is what people call "constructive criticism". When you grow up and enter the real world, you will then know what I'm talking about. Or you could stomp your feet and cry. Makes no difference to me. I probably won't check back in for a little while, but by all means please don't hesitate to call me names and/or ban me. But seriously, good luck with the mod.
  24. Aitor, I HAVE NEVER ASKED FOR UPDATES, ETAS, OR RELEASE DATES. So let me clear the air on that. Count how many "WIP" mods/submods have started with pics/screens/models and never, ever get released. That's a fact, not opinion. Furthermore, I'd be the first to say that this looks great. But at the end of the day, I'm definitely not holding my breath for its release. Even Rafael just admitted he loves the attention from the fans. Personally, if I was making a mod, I'd be doing it for my own entertainment. But I'd also share it with the community too. I am fully aware that no one in the community gets paid to create mods. I think it's very noble that people do this on their own time and share it. Please don't get it twisted Dyson and Rafael, you guys are doing something I could never do. But at the same time, this will all probably be a pipe dream. People have life problems, go to school, get sick, start their careers or have careers. So yeah, 143 pages is way too much sucking up for me. Thanks for taking my side VooDoo, glad to hear someone sees the big picture. Perhaps if you spent more time on the maps/models and less time on updates, suggestions, polls and compliment-fishing, then maybe the mod would be finished by now. That's just me speaking from an efficient and productive viewpoint. P.S. Dyson, I have seen every WIP mod and their "achievements" but it's all for naught if you can't enjoy it in the game. Looking at screens, models, maps, or uber-cool mod-support banners just doesn't cut it for me. Anywho, don't mind me. It's just my opinion and I know a ton of people will be mad at me. But I had to make say something.
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