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EM4life

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Posts posted by EM4life

  1. In essence; these folks are making a mod they want to play. The mod they want to play may be fun for everyone to enjoy, not just the mod makers, so they want to release it for all to enjoy. Unfortunately, some people enjoy others' work a little too much and my try to steal all, part, or claim this is their work. When people steal your work, you feel bad, and when you feel bad, you don't want to share your work. Demanding that you get to play their mod also makes them feel bad, because it makes them feel like people only like them for the things they give away, not for what they make.

     

    Have empathy; enjoy what is given to you, and treat those who give, nicely.

     

     

    "Explain like I'm five."

    • Upvote 1
  2. I think you should lock and sticky this for all to read when setting up any new forum topic. Maybe reorganize some of the current topics we have to be more fitting with this guideline, a forum system for site-wide labeling perhaps. I know that the LA Mod sub-forums are a bit of a mess as there are only "unreleased" and "approved" sections and the main forum is a free-for-all. Maybe having these more clearly distinguished rules and guidelines will help police members from creating topics they cannot label appropriately.

  3. Yeah it'd most likely be the recording that was your culprit.  I know when I used to record even with my better computer, recordings caused the performance to take a decent hit while it was running in the background.  I used FRAPS when I had to record, so I am sure there are better programs by now available to do it, but mine hurt on performance causing a bit of lag when it was recording, though in my case it did not totally crash it.  Perhaps if the lag got bad enough it could wreck a script or something.

    It seems like Nvidia ShadowPlay has no degradation of frames and runs without a performance hit, but Fraps has always been OK to record EM4 with, even with big mods. I have a modest gaming PC, and it's no Titan, but it plays pretty good. The NYC Mod has always been a more bare-bones set-up and isn't nearly as intensive as most, my mod certainly doesn't make things faster, but it's for the looks.

  4. I've crashed a couple of times on the NYC mod with your lights, but I don't think it's your lights, it's more the fact that I have an Intel graphics card. I do get a good 30-60 mins before I crash though lol.

    It may have more to do more with driver support more or less. But, getting a real graphics card will definitely help.

  5. Version 2.1.2 released!

     

    After being busy for months on end with work, school, more work, and everything else life entails, I've finally been able to provide an update. It finally fixes the St. Lukes Ambulance and those pesky invisible wheels. Hpowever, I was unable to fix the old Highway CVPI's highway bars, they just dont want to be fixed. I'll try to find a fix in the future, or someone could poke around and fix it themselves and tell us how to do it. I hope this small update makes an already great mod to an amazing mod even greater. Here's to the hopeful release of NYC 2.0.

     

    Changelog:

    -NYPD Taurus and Explorer Wheels Fixed
    -NYPD Charger Riser Lights Added
    -NYPD Roll Back's Texture Fixed 
    - EMS  St. Lukes' Ambulance Fixed (For real this time.)
     
    Download:            -Emergency-Planet download: http://forum.emergency-planet.com/files/file/527-e4lm-nyc-2013/ 
                                                -MEGA download: https://mega.co.nz/#!jc5lHQDD!RK8Z5yVNwyAzxegdtfQIQ77lKPezWtJ3WJMc1fX4G60
     
    0iNd6vh.jpg
     
    Stay tuned for the future.
  6. I come back from my vacation (read "holiday") only to find that the mods I've played all these years have been sullied by those who wish to destroy the good names they stood for. I certainly won't say I'm the first to be disappointed to see discourse strewn about in what I considered a very respected and professional community, I had feared one day that GTA modding style tactics would be employed but I didn't think we were the kind of people to purpotrate that. I've only been involved in the most rudimentary of "modding", in that I simply alter what already exists, but anyone with common sense can describe what theft is. Interestingly enough, we aren't the internet police, and those who "break the rules" are simply told to right their wrongs and/or leave, but it doesn't fix, or improve, the community we all inhabit. These people build their reputations on trust, something you'd need to have to be considered a contributor to this community. I hope that we can get through these trials and come out better than we were. Thanks again to the continued support, contributions, and, above all, dedication these people have given to us, with no expectation of return.

     

    Whatever comes of this, be-it mod or no mod, never settle.

  7. His modification will likely be incompatible until/unless he updates it.  While we are re-using many of the original vehicles from the released modification, his latest version from my understanding includes new vehicles which will no longer function with the new version, along with all the new additions which he does not have at this time.  If not for his additions of new vehicles I would say it would probably work, but adding new vehicles into our new modification requires additional work as opposed to the original release.

    Great, and here I am trying to fix these damn cars and they won't even function like normal. Should I just give up and return to [god's gift to man] EM3?  :machkaputt:

  8. I'll go back and take a look at all of my files to make sure there's no missing files. After the patch I made sure the ambulance would always work, but I have no clue why the new units would be missing wheels.

     

    Make sure you've updated to the v2.1.1 patch, that should fix the ambulance at least.

  9. Just out of wonder.  did you want us to put the new ambulance into the units file and everything like that or did you forget to add a file in.  I have downloaded it twice and realized that was the problem.

     

    looks great from your video :D

    Nope, completely my fault. That's what we in the business call "screwing up".

     

    All download links now link to a version with that fixed.

  10. Released: Version 2.1.1 2013

     

    It's back and slightly better than ever!

     

    This is what I'm calling "The End" of this newly named version of E4LM for the NYC Mod. I've decided there's no more features that warrant being added to this mod and I'm sending it off with one last update. This has been a long time coming, it took me forever just to get all the files together for this release. I've fixed some stuff, tweaked some things, and added a few more units. It's the best version I've made yet. But, part of the reason I'm finished with this version, is because of all the changes I made. I even changed the decade of the mod. All those blue lights, they altered who the mod originally was. I'm not sure I'm happy with how it turned out, but I'm sure a lot of people are. So, with that, this is it for this version, though I may add compatibility with NYC 2.0 once it comes out. Stay tuned for announcements.

     

    Change Log:

     -NYPD textures updates

     -NYPD amber lights improved

     -NYPD New Flatbed skin/lights
     -NYPD New HWY Explorer (Ford Police Interceptor Utility)
     -NYPD New Taurus (Ford Police Interceptor)
     -NYPD ESU RAC new LEDs
     -FDNY amber lights improved
     -FDNY bugs Fixed
     -EMS   New St. Lukes' ambulance
     -Fixed bug where St. Lukes' Ambulance wouldn't show up in SP

     

     

    Download:        EM-Planet download: http://forum.emergency-planet.com/files/file/527-e4lm-nyc-2013/ 
                                   Mega download: https://mega.co.nz/#!iBYXURbA!MzUlsbqILdi0QEpcKKkKjRhbi9IVpSuzitjf48ALfcA
     
  11. It's always difficult to balance features and usability. (scripts vs bugs) The goal is always a bug free product. Keep your goals realistic and innovate where you can.

     

    If you stretch your goals too far, you end up with more features but more bugs; some mods never fix these bugs simply to keep the "feature" in.

  12. Another note; I see you've added FDNY vehicles such as: Collapse Rescue, [what I assume is] Tactical Communications Command, and a third Hazmat unit. From what you've said "every unit serves a purpose", I can assume every unit does jobs others cannot. 

     

    But, I was wondering if NYPD units, such as the ESU Ford/Mack/Expedition(s) or the RMP unmarked vs HWY unmarked would be changed at all.

     

     

     

    P.S. Will Counter-Terrorism be more present? I didn't see much other than the NYPD Hummer and "Bomb Disposal" unit [or is that Radiation Detection?].

     

    P.P.S. I just noticed what looks like a[n ESU] tanker truck, care to explain that?

    ny_nyc_nypd_esu_3173-1.jpg

  13. No Tiller in mod. 0/10 Would not play.

     

    Then you won't be playing it, does not hurt our feelings sorry to break it to you.  The tiller mechanics as they currently work simply put, Don't work at all.  Placement to actually use the tiller as it is intended to work (to get into buildings) is extremely problematic, the trailer which is a tiller has absolutely no physics and handles only from the cab, these issues make it unrealistic and more problematic than it is worth.   I'll make a deal with you, make a proper functioning tiller that not only deploys correctly to permit proper entry into upper levels every time, as well as acts with proper physics and behaves like a true tiller and it will be added.. Short of that, feel free to spite yourself and not play the mod because of a vehicle that does not work correctly not being present.  lol... 

     

    Was intended as a joke, yes. I noticed your tower and made a slight at the hook & ladder's absence.

     

    Personally, I liked the way the tiller in the LA Mod operated. However, if it wasn't up to spec. I have no grievences.

     

     

    (11/10 Best jokes require explanations.)

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