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bama1234

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Everything posted by bama1234

  1. I just realized the folders aren't properly placed inside the download packaged. The folder currently named Mods is supposed to be named Montana 2.0.1. I'll be fixing this and replacing the DL link as soon as possible
  2. lapdlafd is right about calling the CAS ambulance. Please don't post bugs in this thread. Use the bug report form.
  3. 2.0.1. released & first post updated with new media. Link: https://mega.co.nz/#!Kxx3wYzB!xIBYezS3OPY5ULdZVgvu-hvYjB54XKE5NYqAfE2pReE
  4. I will indeed, I've been keeping track of changes. There are still a couple things that won't be fixed quite yet, like the rotors on the new helos lacking animations, just because I haven't figured out / haven't got around to doing that yet. But all gameplay-critical bugs, along with lights, units, and wheels, have been fixed.
  5. Shoot me a PM bud. Update for everyone: I've added all missing units, lights, etc. and am currently going through the list of bugs and knocking out the final few small bugs and touchups. Expect the patch/final version this weekend!
  6. That should work. It has better specs than my PC.
  7. We're aware of all the traffic bugs and they will be fixed in 2.0.1. Please refrain from posting pictures of them.
  8. The patch will be out soon, probably in a number of days. Itchboy and I have finished up most of the big fixes and now I'm going through and spot-checking, as well as going through the bug reports one more time to verify everything's taken care of. Note: Some people with lower-end computers may still experience CTDs and lag due to the number of high-poly models and complexity of the lights, props, and map.
  9. Sent you a PM to discuss this
  10. For those of you who have Zmodeler 3, is it possible to attach new objects to persons and assign them to an anchor point, and then export to .v3o and not have to go through all the steps in Hoppah's tutorial? Or are those outside steps still necessary? If so, if someone could explain how, I would appreciate it. I can't get the attach function to work correctly. Edit: Got part of it to work. Only appears to be able to attach to anchor / pelvis, though. Can't get attachments to the head to work.
  11. I think what he's referring to is the way that trucks will sometimes stop at a hydrant, let someone off to connect the truck to the hydrant, and then the truck will drive down the street to the fire, letting the hose spool out of the back as it goes. I'm not sure how common of a practice that is, I've only seen it in a movie. Correct me if I'm wrong
  12. When I try attaching the object to the person model, of course it creates the same problems as it would if it were Zmod2, because it's not anchored to a bone / anchor. I can see the different anchor points on the person in Zmod3, but I can't figure out how to attach the new object to an individual anchor point. No anchor points show up in the Attach List.
  13. Thanks, I purchased a 1-month license to test things out for a little longer. Question for anyone, can updated .VMO and correct .v3o files be exported after adding new objects to person models, or do we still have to use Hoppah's painful method of editing each .v3o text file to add the vertices?
  14. Edit > Terrain > Import Texture > freeplay.tga, save as freeplay.eft and it will update the texture
  15. Thank you, that's all I needed to hear. I'll be getting it as soon as possible then
  16. I thought I read somewhere that Zmod3 loads the person models as they should appear in game as opposed to their janky appearance in Zmod2. Is that true? That's basically the only reason I would pay for Zmod3.
  17. Nah, if anything I'll scale the bigger ones down, since there's fewer of them. I think I'll leave it for now though. It would mean re-lighting them, and unless Flnn wants to take the time to do that, it's not a priority.
  18. This will be fixed in the patch. Thank you! The textures were the primary focus with the map. Glad you like it. We should be finishing up within the next couple of weeks. It is indeed, an undercover civic for the sheriff department. Will be playable in the patch
  19. In your EM5 directory, go to Data> em5> content> sequence > timeofday. Open "timeofday_default.json" with notepad and about ten lines down there's a "BeginTime: 0". I changed it to 12 and it started at night time. I'm assuming it runs from 0-24.
  20. It is. But compared to persons, it's accurately sized. Originally the plan was to scale all vehicles up, but it didn't work out as planned due to the fact that we'd have to re-do lights and childs on almost every vehicle. Intel graphics definitely won't cut it, unfortunately. :/ In regards to your scale question see my reply above Technically in the game world, it would in the future, but as of right now it's just an additional patrol car and the other paint schemes won't change.
  21. Patch is still in progress. Still fixing bugs and adding new features. Was testing some new features and got a shooter call in the middle of downtown. Can you spot what's new in this screen? (Minus the different color scheme around the minimap, that's a personal touch).
  22. The patch will address some minor performance issues, but that probably won't help your case. If you're running Intel HD graphics that's not good enough. Reason being is this mod uses some high-poly count models, a very detailed freeplay map, and high file size textures (although the textures have been somewhat scaled down in the patch). This requires a good deal of RAM, VRAM, and processing power. Intel i7 is good. Might need more video RAM. How does the mod perform on your PC? ALSO: Here are the recommended/minimum specs to run the mod at a steady 20-30 FPS: - Modern (i3,i5,i7) Intel & equivalent AMD Quad Core processor or better- 4GB RAM or more; 8 recommended- Nvidia GTX 480 / GT480M, ATI equivalent, or better
  23. Afraid the patch isn't going to help in your case, if you're running integrated graphics.
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