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Ace612

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Posts posted by Ace612

  1. Like I said previously, the cut off point for my mod is 2014-2015 vehicles. The Explorer, Taurus and Charger stay as is. I will not bend over backwards to have to update my mod for every single new vehicle that comes along, otherwise I will never be finished.

    The Explorer in question may be a test rig, you can't be too sure either about the specifics of that unit based on pictures alone.

    Actually, you're right. I don't know anything. In fact, I had intentions of doing a public release for this within the next year or two, but now that I realize that I have no knowledge of what I'm modding, I think I'll just keep this thing private forever. /s

    You got us all scared with that last paragraph. And yeah, I'm yet to find any modeller with so much attention to detail as you, if that's of interest :D

    As for the 2016 vehicles - ofc you shouldn't redo half of the mod just because of new yearly vehicle lineup update. Especially if most of them are so f-ugly (I'm looking atcha', Charger. Oh no! I shouldn't have! Now my eyes are never going to heal!). Although, IMO, new Ford Interceptor lineup does look better (I not much of a fan of the pervious one, so that may be a factor). Again, that doesn't mean anything in regard of units in mod, just thoughts in general.

  2. Eh, most gaming series now turn into cash-grab, and I never understood the "... Simulator 20XX" thing. I mean, they were basically same games, with a little bit of altered content. At the same time probably the most successful simulator - ETS2 - was released once and only gets updates and DLCs time to time (and here DLCs are either adding a big chunk of content or are purely cosmetic items probably created by the art dept while tech dept was creating patches). And Emergency unfortunately seems to follow this "20XX" thing.

    Also, about the aforementioned GTA V - it was released once (for the old gen) and then second time(for the PS4/XBONE and PC), no paid DLCs, just updates. i mean, they are talking about future story DLC, but it's even better - they don't push out the same game in different envelope, and the base game definitely has content worth of it's price.

    TL;DR - don't buy EM2016, it just encourages the publishers(and sometimes developers) to do the yearly game thing.

  3. Hahaha funny enough that is the name of the SAMP server that I play on lol. Well played ;)

     

    Its not as bad that what it used to be, the ports and most of the other places are none collision zones now. But you do get the odd immature person trying to spoil it for everyone else by causing crashes etc on purpose.

    Funny coincidence

    Rule 39: There is no such thing as coincidence

    I've been there, too, lol

    Oh yeah, and you need to get to the port first :D

    This happens in NL Port all the time:

    6lgGpkBl.jpg

     

  4. Good job on that Magnum, it is something unique
     

    Interesting. First time seeing my converted Magnum being used as a police vehicle. Kinda surprised it hadn't been done up until this point.

    Yeah, when I was going over ideas before starting my mod, one of them was making a San Francisco based mod
    sfpd185.jpg
    But then i though it'd be nice to leave California for the mods that already focus on it

  5. So, here's an update:
    Wildland firefighting crews to be featured in the mod (from left to right):
    US Forest Service - Paramedic-trained personnel (blue hardhats) and "standart" firefighters (yellow hardhats) with the Tactical Water Tender
    National Park Service - "standart" firefighters/NPS personnel in turnout gear (red hardhats) and Paramedic-trained rangers (blue hardhat) with Ranger vehicle (no FF vehicles to showcase yet)
    Oregon Dept. of Forestry - only "standart" firefighters with ODF Engine/Utility (Upper lights to be added)
    ye8pMJZ.png
    Credits:
    Personnel:
    Base personnel models - EM4
    Base hardhats - LA Mod
    Edit and combination, texture - Ace612

    ODF Engine:
    Freightliner Cab - Voodoo_operator (LA Mod)
    Custom rear model, texture by Ace612
    Wheels by itchboy

    Everything else credited in previous posts

  6. I have a question - would a folder setup mimicking, for example, LA one, considered an own structure? As my project at the development has things like this:
    gjRT7AK.png
    Also, if the mod partially uses the setup of, for example, itchboy's car pack? Like if the additional unit based of his Chevrolet Silverado is added under /vehicles/Chevrolet/Silverado/*vehiclename*
     

  7. Looks great overall. I know you said you won't gonna change anything, but to me it looks like it's a little bit to high. Length and width are okay, but as Vojta's photo pointed out, it should be lower, up to the point that the lowest part of the side window is as low as the lowest part of the windshield. I might have explained it badly, so PM me if you need the details on what I mean.

  8. I agree with Newfoundking. I really like the mod because of its nice and good placed fire stations, the cool 2-option light system and also the police station. In this case there has been put more effort in this mod then just reskins. They lights are also new. Its a very good submod but defently a submod in my opinion.

    Yeah, I'd say it's submod, too.

    What they also done great is optimizing it for multiplayer experience - not many mods do that nowadays. I mean, it's quite hard to find a balance between unique gameplay features and things that will work in MP, and the HC team was pretty good at it.

  9. I'd go with upscaling the texture and replacing certain part with more high-detailed ones. For the Charger that'd be headlights, taillights and (optionally) wheels. You would need to redraw all of the "main body" part, though. I did it with LA Mod's Chevy Caprice and it ended up pretty well.
     

  10. Hey guys, im thinking of some more police vehicles for thee mod. What would you like to see? You can request some vehicles! Just mind tat itchboys vehicles are not avaiable/usable. 

    I'd say not ADDING the vehicles, but REPLACING some of the patrol Chargers with them. I mean, Chargers are nice, but some variety would be great, too.

    As for the models - maybe a CVPI? It is the most common cop car, after all. Maybe even the '06-'08 Charger instead of '13 one. If you want something more unique and interesting - take the civilian Caprice (the LA Mod's nineties one), slap on a lightbar, maybe a pushbar, and you'll get a nice classic cop car. Also, merging existing models is a nice way to start learning modelling.

  11. •_•)

    ( •_•)>⌐■-■ 

    (⌐■_■)

    YEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH!!!!!!

     

    attachicon.gifEm4Deluxe 2015-08-25 22-26-11-43.png

     

    attachicon.gifEm4Deluxe 2015-08-25 23-33-32-56.png

     

    attachicon.gifEm4Deluxe 2015-08-25 23-24-32-24.png

     

    attachicon.gifEm4Deluxe 2015-08-25 23-25-38-87.png

     

    Em4Deluxe_2015-08-25_23-29-14-48.png

     

    Credits: Hoppah?, EmC-Unit.

    OMG! Is that Lt. Caine? Is that? Is that? Horatio, I love you! (no homo :D)

    Great work.

    Will there be a script to equip a second pair of sunglasses? :D

    2glasses.jpg

  12. Ok so I've got some suggestions/ questions:

    I believe that the dog section have nooses attached to poles, so is it possible for u to capture the dog, create a dog section station and then put the dog attached to the noose into the car and take it to dog police station?

    What about on the alarm computer, there are options, for instance you could label a button BA crew and then you would two fire fighters dress into kit and then BA, one in normal clothes drive and the officer be the BAE?? Just a thought, then you could do it for a normal crew or rtc etc.

    Griffo

    There was an "Arrest dog" script inSanta Catarina(?) modification. I believe it's the closest you can get to "capturing" it. Now if it could be assigned as a separate command to a specific animal control unit personnel...

  13. I had an idea for a call maybe something like "United States Forestry Service Personnel missing" how possible is that to make?

    Well, any medical call in the woods themselves would be similar to a SnR call, as trees should make it hard to pinpoint the victim's location. Although it will still be called out as a medical call. Masking one kind of med call as a "missing person" wouldn't work, either, as med calls happen to random civilians around the map, and missing person in front of a hospital would look strange :D

    As for making a separate new freeplay event without missionscript - that is considered hard, I believe.

  14. That's true, no one will be happy with whichever decision is made. Maybe there should be a big vote to see what people think about categorizing mods/submods etc.

    but like you said its up to the mods/adamins.

    While I believe submods and full-blown mods would be great to... segregate? I have no idea how they will be distinguished. I mean, how many new features/models etc. must be implemented in a project in order to categorize it as a "mod" and not a "submod"? In order to move up from "concept" to "mod" category, you must have a playable build, which is a completely fine way of determining the stage of development, but how will it go for "mod" and "submod"? As long as admins/community are able to figure it out, I'm completely on board with the idea.

    P.S. Beware, lightheadness:

    *raises tactical shield to cover from thrown excrement*

    P.P.S."Make mods, not war" - and then, US Army Mod appearead, which made mod?.. war?.. war mod?.. ugh, screw it, gonna go play it a bit more.

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