theparanoid Posted February 7, 2015 Report Share Posted February 7, 2015 Intel HD graphics.it very likely that your issue. This mod those not run on intelHD. At least on my laptop which has both an IntelHD and GTX970m it only runs if i ensure the game is running on GTX70m. Quote Link to comment Share on other sites More sharing options...
WildcatsMike Posted February 7, 2015 Report Share Posted February 7, 2015 Intel HD graphics. Dang, Intel HD graphics. Emergency 4 really doesn't like them. Sorry bro Quote Link to comment Share on other sites More sharing options...
cops Posted February 8, 2015 Report Share Posted February 8, 2015 Here are the spots where the cars are placed on the road and the cars just keep getting backed up behind one another...Also there is a cop car without wheels as well here you got the solution: page 118, post #2356http://forum.emergency-planet.com/topic/16909-montana-mod-20-20-beta-released-dl-link-on-first-post/page-118 Quote Link to comment Share on other sites More sharing options...
TACRfan Posted February 8, 2015 Report Share Posted February 8, 2015 The AMR paramedics do not have the option to put down a patient once carrying them, its not major its just a command but i thought i should let you know before the patch so you can include it as some people may not know how to add commands to units Quote Link to comment Share on other sites More sharing options...
fattboi94 Posted February 10, 2015 Report Share Posted February 10, 2015 This Mod has to be the most realistic of them all. I like how when you call for an engine, the FF's actually show up in their PEV's, change into their duty gear and roll out. Also the water limit on engines. So simple, but yet awesome. I have literately been playing for 45 mins, and it has surpass LA Mod on my favorite list. There are some bugs, but I expected that from a Beta. The cars that block traffic aren't really a problem. I just shoot them until it catches fire, extinguish it then tow it. Pretty simple fix until the actual fix. But in all, ill give this a 4/5. Once a simple update to fix bugs, ill be fine. Quote Link to comment Share on other sites More sharing options...
Enterpriese E Posted February 10, 2015 Report Share Posted February 10, 2015 This mod is nice. The new vehicles are lovely and the map is fantastic There's a bug with the flare's, if you try to remove them it says "too large statement". Don't know if it was said, but 133 sites are too much to read xD Keep this great work up.Greets from Germany Quote Link to comment Share on other sites More sharing options...
AZNALUBMA Posted February 10, 2015 Report Share Posted February 10, 2015 The patch will be out soon, probably in a number of days. Itchboy and I have finished up most of the big fixes and now I'm going through and spot-checking, as well as going through the bug reports one more time to verify everything's taken care of. Note: Some people with lower-end computers may still experience CTDs and lag due to the number of high-poly models and complexity of the lights, props, and map. That's gonna be great Quote Link to comment Share on other sites More sharing options...
TACRfan Posted February 10, 2015 Report Share Posted February 10, 2015 Will the sheriff swat van be available in the patch? Quote Link to comment Share on other sites More sharing options...
Jeremiah Trane Posted February 10, 2015 Report Share Posted February 10, 2015 This Mod has to be the most realistic of them all. I like how when you call for an engine, the FF's actually show up in their PEV's, change into their duty gear and roll out. Also the water limit on engines. So simple, but yet awesome. I have literately been playing for 45 mins, and it has surpass LA Mod on my favorite list. There are some bugs, but I expected that from a Beta. The cars that block traffic aren't really a problem. I just shoot them until it catches fire, extinguish it then tow it. Pretty simple fix until the actual fix. But in all, ill give this a 4/5. Once a simple update to fix bugs, ill be fine. I wish there was a way to make the water last long in the trucks instead of only using it for a lil bit and it goes empty on ya Quote Link to comment Share on other sites More sharing options...
itchboy Posted February 10, 2015 Report Share Posted February 10, 2015 I wish there was a way to make the water last long in the trucks instead of only using it for a lil bit and it goes empty on yaYou can edit the WaterSupply script to make the capacity of the tanks to be higher, or to make the water used by firefighters to be lower. I won't explain how. Quote Link to comment Share on other sites More sharing options...
fattboi94 Posted February 10, 2015 Report Share Posted February 10, 2015 I wish there was a way to make the water last long in the trucks instead of only using it for a lil bit and it goes empty on yaYou could look at the scene for hydrants, if you don't see any call a water tanker. The water tanker has a huge amount of water in it. So its going to last longer, (thats what she said), by last longer I mean the water in the engines. Quote Link to comment Share on other sites More sharing options...
Jeremiah Trane Posted February 10, 2015 Report Share Posted February 10, 2015 Found another spot on where traffic gets hung up, the traffic moves once ya get a cop their, but once they make that turn, they seem to get stuck, its right where that white van is in the picture here Is there also a way to turn off certain calls to go to??? Like that accident scene seems to always pop up...I know there was a way to edit the calls in the files section but I dont know where to find them and what ones to delete so they dont come back up as a call Quote Link to comment Share on other sites More sharing options...
bama1234 Posted February 10, 2015 Author Report Share Posted February 10, 2015 We're aware of all the traffic bugs and they will be fixed in 2.0.1. Please refrain from posting pictures of them. Quote Link to comment Share on other sites More sharing options...
Jeremiah Trane Posted February 11, 2015 Report Share Posted February 11, 2015 Sorry, I didnt know that they knew about this....All I was doing was trying to help to make sure they keep this mod an awesome one...Thats all.... Keep up the good work Quote Link to comment Share on other sites More sharing options...
TheCHcuky Posted February 12, 2015 Report Share Posted February 12, 2015 Quick question. Will the standard map be used for multiplayer, or you using the free-mode made map for MP? Quote Link to comment Share on other sites More sharing options...
Chris1990 Posted February 12, 2015 Report Share Posted February 12, 2015 Quick question. Will the standard map be used for multiplayer, or you using the free-mode made map for MP? as they have said time and time before the FREE PLAY map. Look before asking!Sent from my KFSOWI using Tapatalk Quote Link to comment Share on other sites More sharing options...
TheCHcuky Posted February 12, 2015 Report Share Posted February 12, 2015 as they have said time and time before the FREE PLAY map. Look before asking!Sent from my KFSOWI using Tapatalk Since when is it a rule about asking legit questions about a mod? There is 134 pages about this topic and the main post didn't have my question in it. I checked a few pages after and didn't see it therefor I asked the question. Simple. Thank you however for answering my question. Quote Link to comment Share on other sites More sharing options...
Olympus1492 Posted February 13, 2015 Report Share Posted February 13, 2015 I think that the rule, if there is in fact an official rule about asking questions, ought to be worded in a way whereas to state that unless the author of the original post makes a list of FAQ's in the original post, members should be able to ask anything they need to short of questioning the release date. What's the point of having a mod thread if questions can't be asked? Quote Link to comment Share on other sites More sharing options...
fattboi94 Posted February 13, 2015 Report Share Posted February 13, 2015 Now I don't know if anyone else posted this or even if this is the right place to post it, but it would be awesome if that instead of the PEV''s coming from off the map, they can come from their home on map. I was playing another mod, where it uses the LA Freeplay map, but the PEV's where at a house and they had lights and sirens to fit with the rural theme of Volunteer Depts. Now to be clear this is a suggestion. Its would make the game ever more cooler, if that's a word)!!! Quote Link to comment Share on other sites More sharing options...
Olympus1492 Posted February 13, 2015 Report Share Posted February 13, 2015 Now I don't know if anyone else posted this or even if this is the right place to post it, but it would be awesome if that instead of the PEV''s coming from off the map, they can come from their home on map. I was playing another mod, where it uses the LA Freeplay map, but the PEV's where at a house and they had lights and sirens to fit with the rural theme of Volunteer Depts. Now to be clear this is a suggestion. Its would make the game ever more cooler, if that's a word)!!! That would be cool indeed. The only issue I could see with that is nearly one third of the residential zones (houses) on the map would be responding to a fire, and it'd definitely make someone frustrated if a volunteer's house caught fire and they ended up hauling down to the station along with their whole city block and then all the way back I'd imagine. I know it was mentioned previously, but I think it'd be even more effective to have just one volunteer make their way to the station, get in their turn out gear and make their way to the scene while the others went directly to the scene in the POV's. Obviously the POV's would need some more controls available such as exiting/entering the vehicle and they'd need to carry their turnout gear with them. Theoretically it wouldn't be too hard to accomplish. Quote Link to comment Share on other sites More sharing options...
Olympus1492 Posted February 13, 2015 Report Share Posted February 13, 2015 Found another spot on where traffic gets hung up, the traffic moves once ya get a cop their, but once they make that turn, they seem to get stuck, its right where that white van is in the picture here Is there also a way to turn off certain calls to go to??? Like that accident scene seems to always pop up...I know there was a way to edit the calls in the files section but I dont know where to find them and what ones to delete so they dont come back up as a callThe easiest solution I devised for fixing that traffic bug specifically was by moving the trigger area away from that side of the roadway so it only covered the left side (Left side being the oriented so that your camera is facing the front of the white Toyota Camry). It's pretty simple to do if you know your way around the editor. Feel free to send me a PM if you'd like some guidance in fixing it until the real patch is released. And yes, you can edit the calls you get very easily. Open the mod's folder (C Drive/Program Files x86/Sixteen Tons Entertainment/Emergency 4/Mods/Montana Mod 2.0 Beta) then open the "specs" folder. You should find an XML file titled "endless_freeplay_perams" or something to that effect. Open it with Notepad or Notepad++ (Better, in my opinion), and then you'll be able to edit the call frequencies, starting time in the game, points you get for completing calls and most importantly you'll be bale to disable certain calls by changing the boolean at the top of every call statement to "0" instead of "1", disabling the call. Full tutorial here. Quote Link to comment Share on other sites More sharing options...
Jeremiah Trane Posted February 13, 2015 Report Share Posted February 13, 2015 The easiest solution I devised for fixing that traffic bug specifically was by moving the trigger area away from that side of the roadway so it only covered the left side (Left side being the oriented so that your camera is facing the front of the white Toyota Camry). It's pretty simple to do if you know your way around the editor. Feel free to send me a PM if you'd like some guidance in fixing it until the real patch is released. And yes, you can edit the calls you get very easily. Open the mod's folder (C Drive/Program Files x86/Sixteen Tons Entertainment/Emergency 4/Mods/Montana Mod 2.0 Beta) then open the "specs" folder. You should find an XML file titled "endless_freeplay_perams" or something to that effect. Open it with Notepad or Notepad++ (Better, in my opinion), and then you'll be able to edit the call frequencies, starting time in the game, points you get for completing calls and most importantly you'll be bale to disable certain calls by changing the boolean at the top of every call statement to "0" instead of "1", disabling the call. Full tutorial here. What file is it??? There are a lot to choose from Quote Link to comment Share on other sites More sharing options...
JANJUA Posted February 13, 2015 Report Share Posted February 13, 2015 What file is it??? There are a lot to choose fromIt's the 9th file down from the top Quote Link to comment Share on other sites More sharing options...
Olympus1492 Posted February 13, 2015 Report Share Posted February 13, 2015 What file is it??? There are a lot to choose from fp_params_endless.xml Quote Link to comment Share on other sites More sharing options...
C.F.D Posted February 13, 2015 Report Share Posted February 13, 2015 Let me know if you'd like me to light up your units Quote Link to comment Share on other sites More sharing options...