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itchboy

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Posts posted by itchboy

  1. Hey Itchboy when is the end of voting for this month ? 

    31th of August. I plan on modifying the rules to make the submission date bi-annual, so that means twice a month.

    I am doing this so that I can complete the submissions faster, and therefore, the mod comes out faster.

  2. Started at 11 am, finished at 4 am, pulled a all nighter. Fastest I've ever done, this is what 4,5 years of lighting does to you, you just get used to it and speeds up productivity. Thank you though, I'm proud of it, it's the best to date.

    17 hours?! How did you NOT feel sleepy?

    A question: Are the Ford Police Interceptors you are referring to the ones by EA and me?

  3. 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 :cool:

    Could you elaborate on what you mean by partly? Are you able to get ingame?

    What did you do specifically? This information could help other modders experienceing the same issues.

  4. Just a little update for the New Jersey Mod. I started to take a small interest in the mod and came up with this WIP!  Tow of Maywood NJ

    Factiices city. 

    A little hint. Press Ctrl Shift F1 to get rid of the red text on objects, and the green and blue markers.

  5. Here's my entry, Ford F150 fictional Park Ranger vehicle. What do you think?

    It looks great. Although it doesnt follow the themes I provided in the first page so it can't be included in the poll. My apologies if this hurts you or anything. :sorrysign:

    BUT....I'll include it in the variety pack. Just send it over to me.

    Everyone should send in their skins. This is gonna be one big variety pack....I hope.

    To everyone who has posted their skins in this thread:

    Please PM your skins to me so that I can begin compiling them.

    Also....I will releasing a patch for my Ambulance Pack soon.

  6.  

    This rule Isn't showed in post #502, when olmyster posted his screens.

     

    Photos show what the skin looks like on the vehicle in game is useful, but you don't need the all background vehicles and objects for show what the skin looks like.

    I'll admit it was a terrible mistake I forgot to include that detail. I think I'll let him pass.

    I've included his submission into the poll.

  7. Ford F350 Utility 'Road Ranger Incident Response' service vehicle  :cool: 

    attachicon.gifPicture7.png

    attachicon.gifPicture8.png

    attachicon.gifPicture9.png

    Thank you so much for your contribution.....but I am sorry to tell you that this skin is inellegible for winning because you already submitted your news van skin. Instead, just send it over to me so I can include it in the separate community skin pack.

    Because the rule wasnt up yet, you get a free pass. Sorry if this bothered you.

     

    The best way to find common commuter buses is to google search for the larger city city buses/metro buses.  Try like houston city bus, houston metro bus, washington dc city bus, orlando city bus, baltimore city bus, miami metro bus, etc... That will give you an idea of what kind of buses they have out there.

    This one shows up alot in cities, idk what it is or who makes it unfortunately buses are not my forte.  I believe it is a New Flyer D40LF (the year range is what I don't know I've found them from 2005ish-2010+)

     

    For a road service truck perhaps try AAA roadside service trucks.

     

    Well the AAA trucks are completely un-specific, some are fords some are chevies, some are vans, from what I've seen in the northeastern US... So really the picture is more a representation of the paint scheme than the actual truck, that one in particular is from South Carolina.  The New Flyer D40LF varients are used in a great deal of cities (including LA), I've seen them via google used in all regions of the USA, probrably because it ran for such a long duration is why it is such a common bus.

    Thank you so much for helping me with this Mikey.

    ATTENTION:

    I have updated the rules and moved them to the frontpage for better visibilty. Check it out and let me know what you think.

  8. What do you mean by road service car? Highway maintenance or some sort of towing service?

    Something similar to the one used in the highway tunnel crash mission

    But with complete doors

     

    Toyota prius Local Police City Gava, Barcelona Spain

    I'm really sorry if this offends you, but I cannot include that submission in the contest because it isn't an American themed skin. It is still good though and looks accurate to the original.

  9. TAXI!!!!!

    Announcing the civil special replacement pack to replace the vanilla civil special cars.

    A little announcement:
    I want to have a little contest. Post textures from the vehicles in my pack the roles listed below and the community will vote for who's skin they like best.

    Skins may be fictional or nonfictional. Just try to remove any location specific things if it is a fictional skin (so that it maintains the generic theme of the car pack)

    Winners get their skin included in the mod. Everyone else gets their textures put up on a separate file for everyone to download. Basically, the incentive to win is that your skin will be the default one used in the car pack.

    Sounds reasonable? If not, let me know.

    EDIT:
    Rules now at front page
    . Special thanks to Emergency6299 for helping me sort out the rules.

     

    The Limosine will be done by me using Ubisoft's Lincoln Town Car model.

    I will probably model one of these to replace the polar truck.


    I am not sure whether I should replace the monster trucks, since they only prominently make an appearance in Mission 4.

    I am not so sure with replacing any of the airport service vehicles. Can anyone please find me a good reference if you want me to do them.

    I will be modelling replacement buses. Can someone give me reference pictures of common buses in North America?

  10. With the experience of my EM4 modding, and my friends foray into coding, I'd say "Welcome to programming in general".

    True. Programming in general typically has you using a compiler that checks for mistakes in syntax. If the mistakes are considered logical (meaning the program runs but does not do what you want it to), then it is up to you too find the error via the use of a debugger or by eye.

    EM4's problem is that there is no way to check if the script that one has created is correct. You would need to go ingame and wait a minute or more depending on filesize. MikeyPI's idea is correct and it is one that I personally use just because it is so much faster than waiting 10 minutes to load a mod.

    Hopefully EM5 either rectifies this by having a built in script tester, or by removing load times all together.

  11. Here ya go:

    enum ActorType{	ACTOR_UNKNOWN,	ACTOR_FLOOR,	ACTOR_OBJECT,	ACTOR_HOUSE,	ACTOR_VEHICLE,	ACTOR_PERSON,	ACTOR_LIQUID,	ACTOR_VIRTUAL,	ACTOR_FIREOBJECT,	ACTOR_PATH,	ACTOR_FORCEFIELD,	ACTOR_FORCEVOLUME,	ACTOR_TRIGGER,	ACTOR_STREET,	ACTOR_OPEN_HOUSE,	ACTOR_SPAWNPOINT,	ACTOR_DETAILPOLYGON,	ACTOR_WAITINGPOINT,	ACTOR_AMBIENTPOLYGON,	ACTOR_BRIDGEINSTALLPOINT,	ACTOR_STOPPINGPOINT};
  12. So thinking about everything, I've decided to replace the unload action with a (replace loaded rollback for empty) script, and then have something like 5 to 10 wrecked vehicles that spawn in the VO randomly. The only problem is that I don't have any experience with randomness in scripting, and I haven't seen any examples of it.. Does anyone know an example of howto create randomness in a script?

    From Hoppah's search house script:

     

    const int MAX_POOL = 15;const char *CivilPool[MAX_POOL];object DummySearchHouse : CommandScript{ 	DummySearchHouse() 	{		CivilPool[0] = "mod:Prototypes/Persons/Civil/civilman01_white.e4p";		CivilPool[1] = "mod:Prototypes/Persons/Civil/civilminister01.e4p";		CivilPool[2] = "mod:Prototypes/Persons/Civil/dealer01.e4p";		CivilPool[3] = "mod:Prototypes/Persons/Civil/dealer02.e4p";		CivilPool[4] = "mod:Prototypes/Persons/Civil/civilwoman06_yellow.e4p";		CivilPool[5] = "mod:Prototypes/Persons/Civil/civilman01_red.e4p";		CivilPool[6] = "mod:Prototypes/Persons/Civil/civilman02_silver.e4p";		CivilPool[7] = "mod:Prototypes/Persons/Civil/civilmanold01.e4p";		CivilPool[8] = "mod:Prototypes/Persons/Civil/civilmanold02.e4p";		CivilPool[9] = "mod:Prototypes/Persons/Civil/civilwoman03_blue.e4p";		CivilPool[10] = "mod:Prototypes/Persons/Civil/civilwoman01_yellow.e4p";		CivilPool[11] = "mod:Prototypes/Persons/Civil/civilwoman05.e4p";		CivilPool[12] = "mod:Prototypes/Persons/Civil/civilwomanold01.e4p";		CivilPool[13] = "mod:Prototypes/Persons/Civil/civilboy02_green.e4p";		CivilPool[14] = "mod:Prototypes/Persons/Civil/civilgirl02_blue.e4p"; 	}

    I think this is called an array in C programming. Dont know for sure, but this is basically a selectable pool of persons.

    It is activated by this:

    Person t = Game::CreatePerson(CivilPool[RandomPerson], "Unnamed");

    CivilPool is the name of the group

    RandomPerson is any number from 1 to 15

  13.  

    Bullocks.. Just typed a lengthy answer, wifi drops and tapatalk refuses to post. I'll from a PC tomorrow..

     

     

    --------------

     

    Alright, let's try again. 

     

    I'll definitely have a look at the US Army mod, see if that's of any help for me, thanks for the tip.

     

    It is indeed freeplay, yes. Unfortunately, I never played the original freeplay map, only modded ones, so I'm not quite familiar with it, and not quite sure which garage doors you mean.

     

    I've probably been doing something weird if it's that easy, because it just won't work. I've copied parts of your VcmdOpenGates (and close) scripts, and changed them so they should work for me, but the FOR parameter or whatever it's called, never get's caled. It's something like this: for(i = 0; i < gate->GetNumObjects; i++);

    If I'm able to read this correct, this states that there is in fact no gate?

     

    ----------------

     

    And just like I thought, the log file is clear. I used the following gate:

    LA Mod

    mod:Prototype/Objects/Fences/industryfence03

    Industry Fence 03 Animated

     

    Could this particular gate be causing this?

     

    ----------------------

     

    PS. I've checked the US army mod script, but that's a bit above me I'm afraid.

    I get how the below script works, but when trying to integrate it into my own script, it just does nothing. I think it has something to do with the parameter "Trigger", it's like the game doesn't know what it is when I'm playing the LA Mod (which I'm modding for), and when looking in the missionscript from the US Army mod, it doesn't look like it gets defined somewhere

    	void OnTrigger(const char *Trigger, Actor *Collider)	{		switch(Trigger)		{			case "gate" :				{					if (Collider->GetType() == ACTOR_PERSON || Collider->GetType() == ACTOR_VEHICLE)					{						if (mBarrier.IsValid() && !mBarrier.IsCurrentAnimation("open"))						{							if (Collider->GetType() == ACTOR_VEHICLE)								Vehicle v(Collider);							if (Collider->GetType() == ACTOR_PERSON)								Person v(Collider);							if(v.IsCurrentAction("EActionMove") || v.IsCurrentAction("EActionFindPath"))								mBarrier.SetAnimation("open");							mBarrier.PushActionWait(ACTION_NEWLIST, 10.f);							mBarrier.PushActionSwitchAnim(ACTION_APPEND, "close");						}					}				}			break;

    The US Army mod relies on a mission script. There are many script functions in missionscripts (like the void OnTrigger() function), but unfortunately due to EM4's programming, it CANNOT be put into EM4 freeplay. You would have to make a script that constantly runs itself again and again every 1 - 5 seconds.

    IMO, the best way to go around this is to simply make a script that opens or closes the gate, and that script can be called/invoked whenever a vehicle wants to enter or exit the station. Creating a script that constantly runs in the background is quite a CPU eating process (especially for people with shitty PC's like me)

    A way more complicated option is to completely recreate freeplay into campaign. It would take MASSIVE balls and skills to do that and not to mention a lot of time, but in the end, it will probably be the greatest scripting innovation to ever come to EM4. Moreso if it were customizeable and events could be added and parameters be changed. Whoever could do this would be a god amongst men.

  14. My 2 cents. Glad to see they finally have gotten to this point with a completely redefined emergency game. I just hope everyone here realizes that its going to be a LONG time before it is up to par with Emergency 4, mods and all. All scripts, buildings, sounds, commands, vehicles etc that were made by the first nodders in EM4 are going to have be relearned and redone for EM5. Don't expect to load up EM5 and be playing LA Mod anytime soon. Things will be different and things will take time. Be ready to be playing default EM5 for a while. Making new maps shouldn't be difficult but when it comes to reshaping the game into an american mod or making new vehicles, its gonna be a while. :(

    Yeah..I also noticed at around 9 minutes the firetruck went right through the doctors car.

    A few things I've noticed also...

    • The flying camera scenes on the intro are similar to the ones from EM2012 and the 2 games after that.
    • The helicopter flyby is a reference to the TEC helicopters in the EM4 tutorial.
    • @ 1:23....an airship?! Cool!!!
    • The vehicle move command appears to rely on rectangles on the road instead of letting us choose a point in the road like EM4
    • Vehicle lighting system seems good. Wont judge it though till we get to see the editor
    • Equipment doors on firetruck open up as soon as crew disembarks. Same with doctors car.
    • Firefighter actually has to remove the person from the wrecked car
    • I actually laughed when the firetruck turned around in place....

      Overall, looks very promising!

    Regarding what raf said, I certainly agree that it will take time for us to learn how to make EM5 as good as modded EM4 because as it stands now, stock EM5 is gameplay wise as good as stock EM4.

    Reshaping the mod wouldnt take much time if what they say about the map editor is true. Vehicles and objects would be the challenge though seeing as how we would need to HEAVILLY modify most existing content for it to work in EM5. At least the models in mods like the RCMP, Manhattan and Brooklyn mods are detailed enough for them to be put into the game without causing a noticeable gap in quality compared to the content in EM5.

    From what I can see, to convert vehicles, we probably need to make the vehicles alpha mapping, specular mapping and bump mapping (apart from getting the 3d model into the game). This is just basic texture work that most modders can probably do. This appears to be a necessary step seing as how other RTS games of this genre rely on those maps to make their vehicles appear more detailed then they actually are since newer gen games use pixel shader effects.

    Person skins would all have to be created from scratch seeing as how the new game uses different, more detailed models than EM4.

    Objects would be similar to vehicles I guess, seing as how they are only background items.

    Houses would be different though because we would need to model their interiors and walls for them to be functional in EM5.

    I wont hold my breath with scripting because we dont actually know yet how the new scripting language works.

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