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bama1234

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Everything posted by bama1234

  1. Not sure yet, but planning on it Yes 75%
  2. This is not necessarily final, but as it stands there are 2 engines and a brush truck. The textures are 100% new. None recycled from EM4 or LA mod. Some buildings are recycled from EM4 and LA mod, but re-textured. Many building models were purchased from TurboSquid, and several are brand new made by me. 95% of all road signs are brand new, by me. Likely 50% of all other props are brand new. So in total, the map is probably about 75% brand new.
  3. Thanks! I was going for more of a rural/county feel. It is based off a Pierce Arrow XT.
  4. It is, just an updated skin. Lights are going to be blue and red now, too. It's actually right in-between. But if I had a gun to my head, I'd say it's more of an orange.
  5. Here is what the new county fire department's textures will look like:
  6. The paramedic and supervisor units are going to act as their own POVS, they'll either be parked at houses on-map or arrive on-map ready to go, haven't decided which yet. It is done, but I'm holding off on releasing new media for a while. You will see it eventually, though.
  7. I know the volunteer department closest to me IRL does in fact have a paramedic response car. But regardless, I feel it's a necessary asset to have, because for certain medical calls (stroke, etc) you can't wait several minutes to get POV to the station to pick up an ambulance or wait for the paid department to show up. A quick-response vehicle is needed.
  8. Right now the vollie department is sitting at two engines, a paramedic car, a supervisor car, and a brush truck. There isn't room for a tanker, as the department only has two engine bays. I may add a tanker to the county department, though.
  9. If everything goes as planned, yes.
  10. Your skins look good, I would recommend making the state trooper a much darker blue, though. IRL they are a deeper blue.
  11. There are several steps. 1. In the editor, create new prototypes in the TEC folder for your units. From there, choose models for them and edit their traits. 2. In the desktop, create new folders in ":Mod:>Units" for each new unit, and from there edit the unit.xml file and big.dds/etc. files 3. Go into :Mod:>Specs and edit freeplaybase.xml to add the new units in 4. Go into :Mod:>Lang>en> and edit infotexts and portraits to include the new units Hope this helps
  12. I had managed to run the map fine with all the command scripts still there, the initial CTD was fixed by removing the fp_parameters file... Between that and the current CTD situation, the only things changed were those paths and streets. It doesn't make any sense to me either. But I'm doing like you said, and adding things one by one to try to figure out what exactly is causing it
  13. I've narrowed down the problem location.. it's inside Scripts somewhere. So it must be a script. But it cant be the freeplay scripts, because I threw them out for now. I'm still baffled, because I didn't change any scripts...
  14. Well not necessarily. The only extra unit I was planning on adding is the state trooper, and I would need a sign for Idaho either way.
  15. Only a few model files, which I tried also reverting even though its unlikely they were the problem.. still no luck. I'm baffled
  16. I tried that... replaced the .e4m file with a previous working version and I'm still crashing. So it must be something outside of the map.
  17. Bump, new issue - map is crashing to desktop again when loaded in-game...only things I changed was adding a few new streets and editing a path. Getting this at the end of the logfile: "!WARNING: global listener object is still registered! Unregister listener before destroying object!" Anyone know what that means?
  18. Maybe I'll hold a poll to see what the name should be, Beaverhead County Mod would be more accurate but Montana Mod sounds more all-encompassing... I'm also planning on adding an Idaho State Trooper though (it's called Monida Pass for a reason - Montana/Idaho = Monida), so it's not just Montana, technically...
  19. Update: Map texture is ~75% done, map objects is ~50% done and setup is about ~30% but that will be the quickest to finish. All units for vollie dept. are finished, just need to be adjusted and lit. The county fire units are getting reworked textures with a different color scheme - and I've decided there's really no point in keeping the fictional "Chester County" name, since the town on the map is named after a real location. All the county units are being designated for the Beaverhead County as of this update. To add to that, the CCPD is being eliminated, in name, from this update, and CCSD entirely. The CCPD units are becoming BCSD units, they will keep a similar livery with some color changes All the units are also being re-scaled to look more accurate next to persons. This means fire engines are much larger now. TL;DR: Chester County --> Beaverhead County with some fictional aspects; CCPD is now BCSD; All vehicles scaled to more realistic car:person ratio There will be an EMS supervisor, part of the county fire department, the only official for the volunteer department will be the chief. No captain for vollie dept. It's likely not a problem with the file, as plenty of others have downloaded it with no problems... double check the way you're installing it, it's not exactly the most clean install
  20. Good to hear confirmation that the editor isn't limited to map-making.
  21. I removed the fp_challenge and fp_freeplay files from Scripts > Mission until I get everything else ironed out, and that allows me to play the map ingame
  22. I fixed the issue partly. The files causing the problem were the ones you mentioned, I believe. But from here I should be able to get it done. And don't worry, I've got a backup scheduled to run every night to an external hdd
  23. There's so many potential links, I don't know where to begin. I may just create a completely new "mod" folder and move things over one by one.
  24. Logfile: https://mega.co.nz/#!qtowBahR!QmzwAA0L7dN6f9j7VLMq-jqxbCZQbAKNWz5bS-E-Kn4 None of the parameter .xmls have been changed except for freeplaybase to add new units
  25. I've never done a built-from-scratch freeplay map until now, and I'm having some trouble. I adjusted most of the parameters in Map Properties, including boundaries, starting cam position, etc. I threw in a Path and a Street to test a road out. I have no VOs or triggers or anything else added yet. So I saved the new map over the old freeplay map (so its now replaced freeplay.e4m), but I get a crash to desktop when I load it in-game. This was built on the LA mod foundation so it has all those scripts and what not... Can anyone tell me exactly what I need to transfer over from the old LA mod freeplay map to my new map, at the very least, in order to just get it into a testing phase? Thanks.
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