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bama1234

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Posts posted by bama1234

  1. Are you going to post a change list? or is it too much? Just curious.

     

    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. 

  2. Let me know if you'd like me to light up your units ;)

     

    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!

  3. 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.

  4. I gotcha, no worries- Won't happen again. 

     

    I've been tinkering with this mod even more since my last comment though, I fixed up the last of the traffic lights, added a shooting range for the PD, decreased traffic a bit, fixed some lights, added a campsite/gang area in the forrest and added some new calls.  :happy:

    Like I said if Bama is okay with it I'll launch it on Mega and put up a link so people can play a little easier until the official patch is created. 

     

    Sent you a PM to discuss this 

  5. 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.

  6. No offense but I couldn't understand a word of that.

     

    From my decoding im guessing you are asking if, while hooked up to a hydrant, you can move a fire appliance around still. As far as I know, this is not possible/not needed.

     

    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

  7. Haven't tried it yet but I'd imagine it can be added directly and exported...so long as you don't touch the bones.

     

    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. 

  8. you get a 14-days trial license upon submitting your computer ID in ZModeler account. Thus, you can try everything on your own for free.

     

    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?

  9. Unfortunately for me it will be playable when I get a more powerful system without Intel HD graphics lol. But definitely looking forward to playing it. Just a question Bama, regarding the vehicle scaling, would you attempt to upscale all the smaller vehicles so they aren't strangely small compared to the newer vehicles?

     

    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. 

  10. Does anyone have a problem where they call BCSO from the HQ and the game crashes 

     

    This will be fixed in the patch.

     

    This is looking amazing. Fantastic work with the textures, and I love they layout of the map. Kind of gives you that country feeling. Let me know when your close to finishing, would love to make a season out of this w/ perms :)

     

    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. 

     

    Its a Honda Civic I think, I'm sure that's what it said in the editor lol.

     

    It is indeed, an undercover civic for the sheriff department. Will be playable in the patch

  11. Can anyone point me the right direction where I can edit the freeplay settings and have all the maps start out at night time instead of day time ?

     

    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. 

  12. I feel as if the battalion-chief car (it's a Ford I believe) is huge in comparison to the ambo and the police Crown-Vics. It's as big as the ambulance, isn't it?

    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. 

    Mmmm pump action shotgun! Can you aim it like the MP5, M4 etc? But I think I will have to wait until I get a new system :( I don't think my intel HD 4000 graphics are going to cope lol. Also bama you remember my private edit of Montana 1.2? I have used some of the equipment from v2.0 like the ALPR trunk for the CVPI and the bits from your US police equipment pack and I may have borrowed the BCFD paint scheme for the EMS/FD thanks ;)

    Oh also just a quick question, I can't remember if this was already answered but have the vehicles in V2.0 been scaled up? As they look out of proportion when next to the older vehicles... Or is it just me? 

    Intel graphics definitely won't cut it, unfortunately. :/ In regards to your scale question see my reply above

     

    You add every feature to the game I have ever dreamed of. Thanks for keeping us up to date and showing us those screens once in a while.

    My guess is the black/white paintsheme on the new policecar will replace the actual MonidaPass Police paintsheme. Am I right or is this a new agency?

    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.

  13. 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).

    DH8ca1d.jpg

  14. Bama

    Sorry to bother so much about my non working mod/pc... But I just cant accept that I cant play this awesome awaited mod while I can play every other mod very well. Is there anything I could change in the mod files to make the mod "improve" (stop crashing). Anything at all could help. I will download razor game booster soon and will check if it helps.

    Either this mod has something different that the other mods don't or its just too awesome for my pc. (I say this in a good way xD)

     

    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. 

     

     

    I am not a PC buff so if someone could help me translate VRAM: AMD HD6490M GDD R5 512MB

    Intel Core i7 2675QM ATI Mobility Radeon Premium Graphics

    Any help please!

     

    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
  15. Well its very unfortunate that I cant play this mod. Ive been waiting weeks desperately to play this but aparrently I cant :(

     

    maybe I am able to play in the next patch, I really hope

     

    Afraid the patch isn't going to help in your case, if you're running integrated graphics. 

  16. I just played the mod and I it freezes after like 30 seconds ... :( Is this a bug or just my pc? 

     

    My pc runs em4 on low setting perfectly. Same for every other mod. I have no issues on other mods.

     

    My pc:

    Asus notebook K52F/K62F Series

    Intel® Pentium ® CPU       P6200  @ 2.13 Ghz   2.13 Ghz

    Installed Memory (RAM): 4.00 GB (3.79GB usable)

    64 bit

     

    What other mods have you tried, and whats your GPU? Pentium processor is a big no-no for running video games which demand resources. 

  17. Could there be a rar/zip/7zip version or something other than the mod installer file please. I like some of the above could not install it on the two copies of 911 I have on this desktop. Even after an hour of trying solutions like clearing the cache I couldn't fix it. Worked fine back at my parents house, just not here. Thank you for the work. I'm really looking forward to the patch. 

     

    Are you talking about the mod itself, or the patch Cops released? Because installing the mod is as simple as copying and pasting the folder into the directory

  18. Hey bama you know the taser? Like when it should tase someone what it does is that my man goes like right to the suspect but he dossent hot the taser but it acts like an pepperspray any others have it like this??

     

    Yeah I've had that issue too. Fixing it for the patch.

     

    For those of you asking for an update on the patch: It's still in progress, about 70% done. Should release within a week or so. 

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