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Grim_Wizard

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Grim_Wizard last won the day on February 19

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About Grim_Wizard

  • Birthday December 7

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  1. I don't see why not. I haven't downloaded it but the database is stable, anything on the site should install correctly. The only program that can read e4mod files is Emergency 4 editor and modinstaller, so if it's an e4mod file its purpose is to be loaded by the mod installer.
  2. Yes. The mod installer doesn't install .zip .rar .7z etc. It installs .e4mod files.
  3. I downloaded and verified that the file from the server is not corrupted and that it installs correctly. 1.) Delete the associated folder in your mods folder. It should be London_Mod_v1.3 if it's not there skip this step 2.) Redownload the mod 3.) Extract the file you downloaded, in windows right click and select extract all 4.) Open modinstaller, if you are using the steam version select this in the launch options. 5.) Select install package 6.) Navigate to your downloads, open the London_Mod_v1.3 mod and select the file that ends in .e4mod and select okay 7.) Once it successfully installs load the game 8.) Load mods as you would normally. If I recall correctly to get the custom map you have to select non deluxe freeplay.
  4. Yeah, growing up sucks. I have mods that are scripted and worked on, I just don't have time. I mean I've been playing this series for over 20 years now, the core fanbase of the game has been alienated, forums in general are dead all around the internet. Just life man.
  5. Most of the missions were actually taken from Emergency 2, or at least scaled down from that game. Still Emergency DS and the older Emergency Android/iPad game were actually really good! The older mobile game was an extension of the Emergency DS game.
  6. Wrap it up folks, this one is a loss.
  7. It's been about two weeks and I wish there was a lot I could show you, but unfortunately work on the mod has been slow due to my work schedule. It's looking like January will be jam packed with work days as well unfortunately. That being said we have made some progress! It's just not screenshot worthy progress. Currently the town of Schlafenberg has a fully staffed fire station! At the start of the game you are given several firefighting vehicles and firefighters to compliment them! There are also two ambulances that spawn at the hospital, as well as an emergency doctor's vehicle! The police force also has two patrol cars, a patrol van, and an armed response unit that spawns on the map. The engineer's depot currently has an engineer that spawns. Fire units can also return to the fire station, and soon all units will be able to return to their perspective stations! A few map details have been added, including a road to the beachfront. It still needs a proper street to be attached to it. Some of the sidewalks still need to be aligned properly and a few houses need walkways and driveways. There are also some pathing issues to work out. I have also focused on creating custom audio for a lot of the town in an attempt to make the town feel more "alive". This includes the gas station, the fire station, the church, and the fast food shop. I am hopeful that before the new year I will be able to upload an updated alpha version of the mod. Enjoy the holidays ahead all!
  8. I believe it sent, I had to reverse look up your user and tag from a bot. If you don't see it it's Panzerschlag #8425
  9. I was also interested if your program would decompile EFTs from the 20xx series, however it looks like it causes an overflow when trying to parse the EFTs of 20xx. I am aware of some ways to circumvent a lot of the protection from mods that 20xx had, and NewFoundKing and myself were able to able to insert and load models about 8-10 years ago, but it was very difficult, convoluted, and required a copy of the game's engine. Chris07 and myself both have a vested/piqued interest in the implications of your project and what it could mean for the future of Emergency 4 and its modability. Would you be interested in talking about it over discord?
  10. I fixed the issue. This mission folder had a spelling mistake in it
  11. Disregard, I was testing on EM3 files I pulled off of an old external HDD that were almost completely corrupted, causing the program to hang. Tested it out on a fresh install and everything was good.
  12. I played around with it, you can extract a targa out of the EFT file more or less. Mixed results with EM3. But EM4 maps seem to work okay.
  13. They both print to the log file, and my other scripts register the debug information to the logfile with System::LogFile
  14. There was always a lack of scripters in the community, fewer still people who could compile projects outside of the confines of the game itself. The only one I can remember is the EM4 script generator. Also the EFT format has remained uncracked for 16 years, as it was used in Emergency 3, if you had waited a month and 5 days it would have been 17
  15. Hey all, I'm working on a custom freeplay script to spawn vehicles. I have looked around and found that several mods use fp.freeplay.script to spawn vehicles and turn door occlusion off. When the game starts the script should execute two debug lines into the log file bool OnLoad() { start(); System::SetEnv("e4_doocclusion", 0); Process::Kill(); return true; System::LogFile("At least the script file loaded"); } void start() { GameObjectList spawnerList("SCSpawner"); GameObject spawner = spawnerList.GetObject(0); Game::ExecuteCommand("SpawnVehicles", &spawner); System::LogFile("It's working dingus"); }; When executing SpawnVehicles an additional debug line is logged. SpawnVehicles works fine on its own, however I can tell that the script is not being executed as there is no debug line in the logfile. I have looked around, but I cannot figure out if I have to link the script file in the editor or do any additional work. I have also looked through the spec xmls to make sure that I'm not missing a file path and couldn't find anything. Any help?
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