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itchboy

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Everything posted by itchboy

  1. I would like to remind you to add credits to your screenshots. Name the people who made the models, textures, etc.
  2. Be sure you patch the game to 1.3 if you already have not.
  3. This is clearly a dead topic. Topic bumping is against the rules. I will be giving you a warning point as well for asking release dates here: http://www.emergency-planet.com/profile/4733-emc-unit/?status=13819&type=status
  4. Asking for release dates is against site rules. Be more careful next time.
  5. One of the things we have planned for the upcoming version is the missionscript which would enable us to have a new set of callouts that are distinct from the original Em4 ones. I have to make a decision though. There are 2 possible setups that can be done but we cannot have both. Setup one would be this. It features a lot of sub objectives such as "investigate theft", "collect evidence", "send arson unit", etc that would need to be completed by the player before the call is considered completed. It is limited to only one callout at a time because of the lack of space in the objectives menu, and because the number of script checks would be too much for multiple callouts. This would be favorable for you if you're into RP'ing or taking your time with the mod. Examples of mods using this system: US Army Mod, Wegberg Mod, CPH Airport, Wuppertal Mod, the original NYC mod from 2006 Setup two would allow for multiple callouts at a time similar to the original Em4 setup. There will still be new calls but the tasks you need to do to complete them are just the same as the original Em4 setup. You'd simply extinguish fires, transport the injured, tow wrecks. This setup will not have any sub objectives that the player needs to do because the GUI spaces will be filled with the entries for each callout. This script would also require a different type of 'check' different from setup one because of having to handle many more objects, vehicles, persons and so on ingame. Mods using this system: ERS Berlin, cancelled NYC 2 mod, this mission script from the German forums From a modder perspective, option two would make the mod arrive faster than option one. Option two as well would be more stable because I have far fewer things running in the background to check each element. Option one would require the existence of a check for fires, another for injured persons, another for questioning individuals, another for arresting suspects, and another for transporting vehicles, and more for any other elements I wish to include. I also have to tie in checks for a lot of game actions such as entering vehicles so that the game recognizes for instance that a vehicle has been car-jacked by a suspect, or that a suspect has started an arson fire. Each setup has its pros and cons so there's no real 'better' option between the two. I am also experimenting with a few ways to prevent the theft of the mod's scripts and content. I believe it would be of use to other mods who wish to protect their content from misuse.
  6. http://www.emergency-planet.com/topic/12463-im-going-to-stop-modding/?page=2#comment-170094 Its within this page.
  7. Mintcake69 has requested that the transport officer pedestrian be credited to him. I would also like to remind the mod author to add credits to all other images as well.
  8. I dont know the specifics of that mod, but you need to encode the correct vehicles and virtual objects into the scripts and then add each condition for every vehicle. Next thing to do would be to fix the vehicle's collisions so it can actually park correctly.
  9. Could be the 'maxIdleDuration' being too high. Another thing is the comments within the xml file have accidentally corrupted the rest of the file. Idk what happened to the layout but it seems to have been messed with.
  10. Such a thing does exist. In the Winterberg mod, it is on the bottom left part of the screen that shows the statuses of vehicles ingame. Its a very complex process with how they did it, but the drawback is that the function only works on their mod. It works with single player and MP and can also be linked to a third party 'FMS' tool that is used in multiplayer situations. It would take an unreasonable amount of time to port it over to other mods. Other German made mods also have their own version of this dispatch system and some even have radio statuses that function as they would IRL. Everyone else on the other hand uses a non functioning CAD that has to be manually edited to match entries. Usually it is an MS Excel or Google docs that can be edited every time a dispatch happens. Usually the people using these are clans with 4 people max ingame and a fifth on the VoIP channel doing the dispatching. Such a setup in single There are no developers willing to do such a major undertaking. There just aren't many programmers in this community who can do it to begin with.
  11. Its possible to combine scripts. Its easy enough assigning the command to whatever unit you want. The difficult part is going into each script and modifying it so that it 'accepts' the prototypes for whatever mod you are importing the code into.
  12. Try to fix that little texture bleeding issue on the ambulance box. Having clean looking textures go a long way to helping sell the authenticity of the unit you are doing.
  13. Boston mod's a bit heavy I'm afraid. Its a submod of the NYCERU mods that dont particularly run well. I have tested mods on a similarly spec'd laptop and a desktop from 2003 (which would be on the same level as said laptop) and the only mods that run reliably are those that are from 2010 and earlier.
  14. Mod topic has been re-opened by owner request. Hopefully things work out the second time.
  15. It should do well for stock Em4 and low spec mods like the original LA, but not so much for the heavier mods such like the Mayberry series mods, or RTS Bieberfelde. The game itself will launch as long as your drivers are updated and the game is set to 'single core' every time you run it.
  16. Yes. We're redoing em to be the same scale as what most other mods use. No point in having larger scale vehicles if they're inconsistent like the orig mod's vehicles. The large scaling also made AI pathfinding and going around obstacles quite difficult for some vehicles.
  17. Ive been given permission to post announcements while Bama is away. He should be able to give his take on it soon. This is whats going on with the Montana mod as of now: A new version is being worked on. This post is intended to give more detail to what bama said on page 1 of this thread. It will be slow and take time, but it will be done eventually. There will be no announced release date. The existing agencies in the mod will be dumped in favor of their real life counterparts. The last month on my part has been spent finding out what the vehicles in each agency are, understanding how each agency functions. The above posts regarding that truck are just one of dozens of pieces of information I've had to sift through. Mod wise, I have been setting up the foundation of the mod by creating all the needed folders, prototypes and units files before the assets are even created. This is being done so that the mod can be tested immediately as I am able to knock out each vehicle. The biggest change to the upcoming version of the mod will be the inclusion of these real-world accurate vehicles, along with proper implementation of the dispatcher and battalion chief scripts that were incorrectly set up 2 years ago. We are also floating ideas of having the river on the map being used as a water source, and portable pond functionality for the tankers, that way the player does not need 10 tankers to fight a forest fire. It also potentially means that we do not need to make 10 unique tanker models just so that fires can be fought. Bugfixes have been done to the mod such as functionalities that would 'bleed' into each other like the ability to get a taser and traffic cone at the same time, causing the police officer to bug out. The performance issues have been sorted out for the most part, but we found out that the original playable units were causing a noticeable drag on performance which is why the decision was made to scrap them entirely. Ill make another post at a later time to explain what was done to optimize the mod's assets. Another change is the setup of the on map VFD station. Gone is the 2nd engine which will be replaced by a tanker. We found that having the tanker made the first engine much more usable and flexible in what it could do. We have no intention on adding anything to the on map VFD. In fact, it was actually suggested that the VFD station be removed in order to simulate the real Monida area, but some of these fictional elements will still remain in the mod. No changes will be done to the FP map apart from adding in the default Em4 events that were missing such as defective traffic lights & rail crossings along with the rabid dog callout.
  18. Em5 model porting isnt so hard according to someone who told me what they did. Overall, the only issue with Em4 and Em5 models is not just the conversion process. Its actually the level of detail of the Em4 models vs the default Em5 ones. Then there's the dozen different texutre layers you need to add over top like the alpha mapping, and the bump maps, then add to that you need to make a burned out version of the same model, thats where the issue lies.
  19. Which brings us to the Em5 debate. 16T really dropped the ball there IMO given the overall lack of transitioning to that game. Add to that how its inaccesible to many low-spec users means its pretty much wiped out a third of potential modders. Add to that the proliferation of other games in the emergency category (such as LSPDFR) and you can understand where people are going.
  20. Modders have either all grown up and are no longer interested in modding (because work and family is more important) or just lost interest with the game, period. The second point is that is that new people are not willing to take the time to learn how to mod anymore. Overall, a few projects still remain, but just like Montana mod, it will be very slow going because of how much we have to deal with IRL.
  21. Looks like it could be that or the FLD112. Either way, thanks for the info.
  22. It would be in your best interest to use English when presenting your mod. Most people here do not understand Italian and are unlikely to give this project attention if they do not know what it is about.
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