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Miercolini

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Posts posted by Miercolini

  1. Is there anyway I could make the camera controls W, A, S, D  rather than the arrow keys? It just feels much more natural now that I play other PC games. 

    Its fairly simple, just need to edit the keys.xml in the specs folder.

     

    <keys>
          <binding key="Mouse0.Button0" action="LeftClick" />
          <binding key="Mouse0.Button1" action="RightClick" />
          <binding key="Keyboard0.PgUp" action="TiltCamDown" />
          <binding key="Keyboard0.PgDown" action="TiltCamUp" />
          <binding key="Keyboard0.D" action="Right" />
          <binding key="Keyboard0.A" action="Left" />
          <binding key="Keyboard0.W" action="Up" />
          <binding key="Keyboard0.S" action="Down" />
          <binding key="Keyboard0.Home" action="Entry" />
          <binding key="Keyboard0.NP+" action="ZoomIn" />
          <binding key="Keyboard0.NP-" action="ZoomOut" />
          <binding key="Keyboard0.N" action="JumpToSquad" />
          <binding key="Keyboard0.Enter" action="CenterCamZ" />
          <binding key="Keyboard0.Return" action="CenterCamZ" />
          <binding key="Keyboard0.LCtrl" action="ToggleRotate" />
          <binding key="Keyboard0.RCtrl" action="ToggleRotate" />
          <binding key="Keyboard0.NP0" action="SendHome" />
          <binding key="Keyboard0.1" action="SpeedOne" />
          <binding key="Keyboard0.2" action="SpeedTwo" />
          <binding key="Keyboard0.3" action="SpeedThree" />
          <binding key="Keyboard0.NP1" action="GroupOne" />
          <binding key="Keyboard0.NP2" action="GroupTwo" />
          <binding key="Keyboard0.NP3" action="GroupThree" />
          <binding key="Keyboard0.NP4" action="GroupFour" />
          <binding key="Keyboard0.NP5" action="GroupFive" />
          <binding key="Keyboard0.NP6" action="GroupSix" />
          <binding key="Keyboard0.7" action="OnKey7" />
          <binding key="Keyboard0.8" action="OnKey8" />
          <binding key="Keyboard0.9" action="OnKey9" />
          <binding key="Keyboard0.0" action="OnKey0" />
          <binding key="Keyboard0.M" action="JumpToIdleSquad" />
          <binding key="Keyboard0.Space" action="OnVoice" />
          <binding key="Keyboard0.Tab" action="SwitchObjectives" />
          <binding key="Keyboard0.F1" action="SwitchBaseFireDept" />
          <binding key="Keyboard0.F2" action="SwitchBasePolice" />
          <binding key="Keyboard0.F3" action="SwitchBaseAmbulance" />
          <binding key="Keyboard0.F4" action="SwitchBaseTHW" />
          <binding key="Keyboard0.NP4" action="Kill" />
          <binding key="Keyboard0.NP5" action="Burn" />
          <binding key="Keyboard0.B" action="ToggleBL" />
          <binding key="Keyboard0.P" action="SwitchPause" />
          <binding key="Mouse0.Z0+" action="ScrollUp" />
          <binding key="Mouse0.Z0-" action="ScrollDown" />
          <binding key="Keyboard0.F5" action="SaveGame" />
          <binding key="Keyboard0.F9" action="LoadGame" />
          <binding key="Keyboard0.T" action="Chat" />
    </keys>
  2. Hey guys, first off nice job with the Brooklyn mod it is really fun. I just was wondering what ever happened to the new Manhattan Mod that you guys were working on.

    If your referring to the Upper East Side, the updated V2, its still in the works. It just has been postponed obviously until the Brooklyn update is done so that many of the features/new vehicles can be incorporated into it.

  3. If you can let me know if they actually park there, or if it's just drop-off and all the paperwork that entails before they go back out to either their depots or the corner I'd appreciate it, lets me know what options are viable for their placement on the map.

    From what I know, and managed to look up, the stations ambulances are dispatched from street corners, take patients to the the hospital, and then proceed to back to the street corner or to the station to to restock. From what I get, the FDNY EMS spreads itself out over areas not cover by hospitals that run their own ambulances Ex: St Lukes. That is  why when St. Vincent's closed they needed to get a new ems station to support the westside . Couple things I found:

     

    The proposed facility replaces the staff and ambulance units that were stationed at St. Vincent’s Hospital, which closed in 2010. EMS operates from the subject site using a strategy known as “dynamic deployment.” The ambulance units leave the facility in a non-emergency response capacity, and travel to pre-designated street corner locations, where they wait for emergency calls. When the ambulance is dispatched from the street corner, they pick up the patient and take them to the hospital. From there, the ambulance will either return to its street corner to wait for another call, or return to the EMS facility, where the workers will restock the ambulance. Eight ambulance units operate from this site, with a total of 21 eight-hour tours. 

    http://archive.citylaw.org/wp-content/uploads/sites/31/cpc/2012/7.16.12/120177PCM.pdf

     

    According to FDNY, EMS vehicles typically are dispatched from street corner waiting sites throughout the area they cover, rather than from an EMS location. After delivering a patient to a medical facility they return to the station for cleaning and reprovisioning. It is important to minimize travel time between the station and the waiting sites, and between the area medical facilities and the station, because vehicles are not available for service during these periods. With the closing of St. Vincent’s Hospital, which had provided ambulances as part of the City’s emergency medical response system, in May 2010, all of the EMS stations in Manhattan were located on the eastside. This made the identification of a westside location an acute necessity.

    http://www.nysvara.org/news/2012/june/120603b.pdf

     

    FDNY EMS unit location chart:

    http://www.uemso.com/pdf/UnitCharts.pdf

  4. NYC I'm guessing because of the density and traffic issues has their EMS separate in their own stations, outside of that I am not exactly sure of the intricacies of how the NYC emt services work, whether they sit at hospitals to wait for calls, patrol in a sense, I'm simply not informed well enough to know about that area.

    There are scattered EMS stations around the city , although they are usually subpar to actual FDNY stations. Majority of ambulances are posted on a street corner and wait around for calls.
  5.  

    Everyone has opinions and everyone is entitled to them, but I myself don't feel like the game has any support for people outside of the German community, so why should I care to support/endorse a product that has nothing going into it to appeal to me? As you said the German community has up to 5 developers helping you guys out, we have none that even grace us with a presence to attempt to give us a shot, so they apparently don't value the consumer outside of Germany from my viewpoint.

    Can't agree more with what you've said, even EM4 that I bought way back in the day had a Editor Manuel PDF in English, it wasn't the best but it was a starting point at least.

     

    I was young, like most of us here, and had a lot of free time to create something that requires a lot of labour and attention. Emergency 4 at the time was well understood and it was easier for anybody to start making a mod because of support groups readily available to address any conflicts with solutions.

    All of the great modders of Emergency 4 are adults now and I can imagine that they can't allocate the same commitment to create something from scratch for EM5. It's a catalyst. I made the very first "mod" for EM5 and already I barely have anybody downloading it. It declined over the weeks, because the game is er basic and has no replayability. This does not motivate me at all. Sure I might spend a lot of time in the editor creating different light packages, but I feel compelled not to release it because there's nobody displaying interest in it.

     

    I think this is a bigger factor that people forget with all this, life moves on an the people like Raf, Marius, Dyson that I met on this game as a teenager, we are now 20s, in school, starting careers and life. This is probably the same with many others who have been here for longer. Yea we love the game still but obviously there are more priorities and asking  to mod for a game that offers no support to us, is as you said not motivating at all. Although modding EM5 is nice, as a hobby I find enough satisfaction in EM4 to stick with it.

  6. Sounds good. I'd thought it would be more realistic if these were available, since the NYPD has something against Crown Vics all of the sudden. :(

     

    Great mod so far. Been playing it a lot recently, had a blast. :)

     

    I don't care what the statistics say, the NYPD Crown Vic is one of the most beautiful things i've ever seen. :P

    Well unfortunately Ford has stopped production of the Crown Victoria which is why many departments are buying the Taurus and Explorers, but then what Flnn said about the Fusions. Its all about deals who can meet the specifications and produce it the cheapest, which is why you saw the FDNY buying Ferrara ladders and the new engines by KME. I believe Seagrave owns Arielscope which is why this stick to buying the tower ladders from them.

  7. The lights on the Monida Pass Crown Vic are amazing! 

     

     

    How did you fix the mini map? It confuses me with the LA one. 

    22. Creating the radar map
    The following is required:
    - Screenshot from the Editor
    - Image processing program
    The screenshots are prepared as follows:
    1. Start Editor
    2. Load Map
    3. Hide/Show (left bottom):
    • Set everything as “Hide” (except F1, F4 and Ceilings)
    • Switch off the lights (bottom centre) using “Lights Off”
    4. “Shift” + “Enter” (to set the time as 12 hrs)
    5. Edit -> “Map Properties” -> Light Texture: Set “Timegradient.tga”, set the
    “Object Shadow Intensity” as 20 and the “Terrain Shadow Intensity” as 40.
    Click on OK.
    6. Open the console (F10 function key), enter “set r_clipfar 99999” and
    confirm with the Enter key. Close the console again using F10.
    7. Press “Pause” to reach the Freeflycam-mode and to bring the camera into
    correct position (far beyond the Map)
    8. Prepare the screenshot (using the Print key)
    9. Insert the screenshot in the image processing program
    10. In the Editor, exit the Freefly-mode again using “Pause”
    11. Open the console (F10 function key), enter “set r_clipfar 32000” and
    confirm with the Enter key. Close the console again using F10.
    In the image processing program:
    The screenshot must first be adjusted perspectively from the top exactly as per the
    boundaries of the floor texture. This is normally done using a “Free transformation”
    function. The brightness/contrast of the screenshot must also be increased to +20
    /+20 (these values must be adjusted slightly if necessary). The “Saturation” must
    then be set as –60. The result should more or less appear as follows:
    Emergency 4 – editor manual
    page 44 of 45
    The texture should be scaled down maximum by dimensions of either 210 Pixel in
    width or 150 Pixel in height (proportions must be adhered to in this case). The
    “Sharpness” filter is then applied. The working area of the image (with black 0/0/0 as
    the background colour) must then be set as 210 x 150 with the anchor at the centre.
    Black horizontal or vertical stripes emerge at the margins. The working area of the
    image should now be increased again to 256 x 256 Pixel with the anchor at the top
    left side.
    The result thus appears as follows:
    The image is now saved in the DXT1 DDS-format (without Alpha/ without MIPmaps)
    and is filed in the directory of the relevant E4M-file. The file name should be the same
    as the map name.
     
    -EM4 editor manuel, page 44
  8. Nice job, fun playing it. Besides the bugs everyone else mentioned, the new mini-map picture and the keys.xml so you can use AWSD keys to move around. Both quick fixes.

     

    Edit: Also, it seems like when you put a guy up on the ladder, he sprays water, but is missing the spay command so I can't turn him to spray what I want.

  9. Of course there are bugs, and performance needs a bit of work. Vehicles tend to get stuck, and clip through the ground/end up in the water at some points, which I hope they will fix on the next patch. But it's playable.

    The thing is the "but its playable" in my opinion isn't really an acceptable standard for a published and paid for game like Emergency 5, you can say that about modifications maybe but they are made from others such as myself who do it as a hobby and are free. I don't feel that just because they are a smaller company than most, that it is an excuse for releasing a product that has some major issues. Mikey basically sums up my thoughts on the game in his post http://forum.emergency-planet.com/topic/19763-emergency-and-its-future/#entry285459 

  10. Lol right. 

     

    Even before that how do you create a mod or a project so that when you do find out how to import a model .. how do you get it to others!!!???

    I believe it may not be a added function yet just based off of people saying they have seen editor files/folders labeled as "TODO". Also, remember that two person working in the editor, so far I have seen it only say offline with no foreseeable way of connecting to other yet. I have found this directory though

    Untitled.jpg

  11. I also think it matters on what you need to Mod it, will it still be .V30 files, if so, can you use ZMod 2 or will you have to upgrade to ZMod 3, which will cost you.

    I read somewhere, probably during that overview of the editor, that the stuff will be in .MESH. That said I believe there is a option in Zmod, or one of them, to export in that type. I would say the major doubts that remain with the future EM5 modding is to what extent it will be moddable. There is no word on anything about scripting or making new scripts which is a very important part of the the emergency game modding. Its going to be a wait and see with it and it will be a lot of trial and error. I remember seeing a post somewhere about modding questions where it said tillers in EM4 is not possible. Well Hoppah did that one. Same with things such as tower ladders working etc etc. It won't be quick progress unless everything is able to be ported, which I doubt

  12. Had 2 bugs and a CTD occur today while playing, all recorded on video:

    First bug is at 35:36, where I discover that Rescue 2 is missing it's skin, even though I had seen it earlier in working order. Second bug is 35:50, where I discover that the MS4000Normal and Critical sirens no longer work for EMS units. CTD does give an error, but I think the CTD was caused by me putting 4 EMS units together w/ lights on, as well as E222/R2/B37 in the screen peripherals.

    My expert opinion would be that it they aren't bugs but more of a performance issue. What makes me believe this is that the things you have described, siren randomly not working, and the problem with the rigs not appearing are, based on my experience, caused by performance issues with the mod. Also right before the video ended I saw the texture turning black and the map messing up, another sign of a performance problem. Would like to know what your computer specs are

  13. I would like to suggest either in this mod or the Upper East Side Mod can you include the first responding Engine and Ladder Truck that went to the World Trade Center Engine 1 and Ladder 7! Would be nice to see in game!

    Sorry, they are more of a downtown Manhattan unit, so far down that they are not even in V3 which is Midtown. The Upper East Side is the area to the East of Central Park above midtown. However, Manhattan mod version 1 has many of these dowtown units including Duane Street firehouse as well as 10 house and the Engine 9/Ladder Chinatown Dragon Fighters and a few others, so V1 extreme might be something you should try if you computer is able to play it.

     

    Manhattan Modification v1 (RELEASED 2012)

              Download link V1.1.1 Extreme: https://mega.co.nz/#...JM81vWNvs1u5VsI

  14. Well, I suggest to add the redirect-script to the mod. ;)

     

    Is there any way to get a redirect command to find the next nearest path, no matter the direction? If a redirect command could make a car switch lanes or even move to a cross street at an intersection, it could work with how things are set up in these mods.

    As Dyson stated this will not be added in. It honestly just makes more of a mess than it does good. I've posted some of my tips to dealing with traffic without redirecting. It takes some practice but in NYCERU we have done 2-3 hour long games with all the big incidents and still manage to keep the traffic going. It might get jammed time to time but it works its way out

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