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itchboy

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Everything posted by itchboy

  1. We'll have to ask around for who owns what and who can test. Since 2008 we already knew Em4 can't use more than one core CPU wise. GPU wise, we thought there was a "hard limit" on how much VRAM it could use and any more than that would just be nothing to the game. The AMD slowdowns were a further escalation because it went from "Em4 can't use these resources" to "Em4's graphic function calls make new hardware slow down". The problem isn't just unlocking the game memory, but rather the instructions for rendering graphics on that old game engine are no longer compatible with modern tech. The game hit the end of its shelf life in 2015 tbh. The only thing keeping it going is that NVIDIA users can play the game. This won't last very long after 2020. Blame the devs, they should have at least created patches to make the game treat new hardware as if it was the original supported cards.
  2. I made these last week because I felt inspired by your thread. Here's two EM1 stations remade into 3D. Are you able to take these assets and furnish them with textures?
  3. I tested Em4 on my father's laptop which had a 920M...no problems except heating. According to other forums, NVIDIA hardware like high end 1070s and up and 16-20 series cards have the same problem as the AMD ones. It remains to be seen if the 30 series suffers the same issue. Hopefully somebody can share on that. It seems to be some kind of new tech implemented into these cards that makes Em4 run terribly on them. Back in the old days of 2007, I ran Em4 using an ATI Radeon 9200, and it was perfect other than massive lag when shadows were turned on. Things were simpler back then.
  4. Another model on the way. I will use this as the LASD transport van, but it could also work as an ambulance. However, by the 90s, these were already phased out so maybe I won't use it. Or, I could possibly do a preliminary release of the mod, and then release some more assets later on as an addon pack.
  5. This solution was shared to me a few months back and I got no improvement from it, however I was on an Nvidia GT430 at the time. Now I'm on a 1050Ti and I still get no difference, so it seems to be something unique to AMD cards. I never thought of this before. I will be pinning this thread so that other AMD users can see this and try it out. It might be placebo, it might be real. Until we figure out what fastcopy does, only then we can isolate what "task" is making Em4 slow down. A 5700XT absolutely should have no problems running Em4 at 100+ FPS, even on a mid range CPU.
  6. I made these but I have no idea what to do with them. Maybe an OJ chase parody mission or something? Or I could put the Bronco as a POV in Montana? I will be uploading the 1983 LTD. Posted in the wrong thread woops.
  7. The heavy rescue crane is getting a makeover too. It has been edited a bit to match the older 1989 version that was introduced at the time. This is still unfinished and I will be implementing animations to this model. Credit goes to Hoppah and Voodoo_Operator for this model.
  8. I got everything sorted out, thanks for the offer though. I was luckily able to save about 95% of my data minus a few random files and folders + subdirectories being inaccessible on the old drive. Everything else was transferred over, and I ended up making another set of backups. I'm saving up for a third external hard drive to backups. Updates on this mod are going to remain slow, but I do have something to show. The boat trailer and SWAT equipment trailer have been completed and are ingame. I am still trying to make the boat trailer script work though because the terrain doesn't seem to like it. A bunch of vehicles were also textured in. The DNRC Tanker has also been completed.
  9. Sadly no unless you know the webmaster. Websites can't be "forced" to reactivate without the authorization and hardware of the site's owner. If you can get in contact with the person, you might be able to ask about the state of the site. If you have money and are serious, you could outright buy the site, host your own community and be your own webmaster but that takes money and effort most people don't have.
  10. Not to be too hard on you but that thing is quite a bit high poly which would make UV mapping it harder. For the time being, what you have so far is correct. You only need to make a texture for the reel based on the UV map you did.
  11. Its possible the site quietly went defunct like emergencyx.com and a few others. The knowledge and data they had will be missed.
  12. It changes the spread of bullets. When an AI shoots their gun, there is a chance of the bullet not landing on the target and missing. The higher the spread value, the more likely the bullets will miss their target.
  13. I checked and it doesnt seem to do anything based on the scripts. The script itself is useful for anybody trying to do similar vehicles that deploy awnings or modules.
  14. Sadly that cannot be adjusted. In mission maps, it is specific to each mission and in freeplay, it is hardcoded and cannot be adjusted.
  15. <var name="e4_sharpshooter_idletime" value="2." /> <var name="e4_shooter_idletime" value="1." /> <var name="e4_shooter_power" value="300." /> <var name="e4_shooter_range" value="750." /> <var name="e4_shooter_spread" value="9." />
  16. TEC has not been forgotten. Say hello to what is hopefully going to be a Caltrans van. I hope this serves as closure for those of you who weren't satisfied by the original LA mod TEC van. A reskin was cool for 2009 but not for 2020. Original model was a conversion from Driver SF, modified into model year 1996 by me.
  17. You can edit the em4.cfg file to change the weapon fire and damage rate but it will also affect the criminals' firepower. Are you okay with this conflict?
  18. My bad, the parenthesis portion of GetBoundingBoxXYZ only accepts "Actor" variables, not person ones. I will need to see the full code and I'll probably rewrite the whole thing for you if you can send me a "test version" of the mod through private message. If you are interested in adopting Em3 to Em4 as a mod, please let me know. I am willing to provide assistance wherever I can because I have been waiting years for somebody to try. I thought it over for an entire day. Here's another way to find distance. Vector injuredPos = injuredUnderDebris.GetPosition(); Vector debrisPos = debris01.GetPosition(); float distance = Math::dist(injuredPos.x, injuredPos.y, debrisPos.x, debrisPos.y); if (distance > MIN_DEBRIS_DIST) return false; return true;
  19. Here are the first batch of fully completed units. Textures by Phantom with a bit of touch ups by me. I will admit though that none of them have functinal door animations nor do I plan on implementing those into this project.
  20. There is a much more efficient method that doesn't involve Vectors or float values if you are merely looking to get the distance between 2 objects (irrespective of angle or direction): if (debris01.GetBoundingRadiusDistXYToObject(&injuredUnderDebris) > MIN_DEBRIS_DIST) return false; return true;
  21. There exists a tool in the German forums to fix the traffic lights. This thread will be locked because it is eight years old. Please don't post on topics that are years old.
  22. I think he means a "re-created" version of Em1 into Em4, not a mod for Emergency 1. It is possible but it will probably take years with having to remake all the vehicle and building assets, making the maps and then programming every mission to function as it did in the original. Coincidentally, I made a Mack truck cab that is the same as the Emergency 1 Tow truck, but all similarities end there as this is actually intended for somebody else's mod.
  23. There's nothing you can do because the prototypes are encrypted. Why? Because Em4 devs didn't think about us modders. Even worse is that Em3 prototypes COULD be edited in plain text format. They changed it up for reasons we will never know. Right now, I have done some very basic hex editing on prototypes in order to make my "light override script" work and so far the results have been good. I will be posting my findings about those in the future.
  24. Unfortunately I do not plan on adding custom scripts like this to the mod. The only 2 I have planned are single stretcher and functioning police stations for LAPD, sheriff and port police.
  25. Hello. I'm the guy who made the stoplight fix for patrol and sadly, the fix doesnt work for the fire station script. The code I made only works because of a loophole in the Em4 path logic. The return to base command cannot be exploited with that loophole. Vehicles are unfortunately hardcoded to ignore lights if they aren't on a path like in the patrol script.
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