Dyson
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Everything posted by Dyson
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Probably my bad, just see if anyone else reports it did you say it wasnt the UN staff? Someone posted an alternative link a few pages backtry that On a lighter note, just real bored at 3 in the morning so I decided to search NY submod in google, I was amazed to find people on french/german/spanish/polish forums, made me smileadded with the 1,200 downloads, so here's to you people that have believed in this small mod from the start http://www.emergency-espana.com/noticias/83-nueva-version-del-ny-submod.html some spanish blog about the NY submod haha
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The prison is accessable, I send paramedics all the time The ladder texture is something on your end, as for the charger and some other things, they are disabled in game, in the editor I have them ready to work on.. so yeah
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the SWAT issue I dunno about, unless your on about the ones at the UN building? As for missions I am finishing them off still
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I would be, but my computer is too slow to run GTA, so I just admire their work and play vigilante on gta 4 for xbox but yes well spotted, there are plenty more
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If you are using deluxe change the name of the freeplay.e4m to dfreeplay.e4m and no the patch will not be being released, or atleast not at the moment
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Right I believe I've sorted almost all the bugs except for the rapid deployment for e216 (still no idea about that) but the next stage, I plan to renew all skins and models over a long period, adding details etc and just improving textures, in that time hopefully Bama123 will have finished his models and then I can take a look at reece's models and B2Bomber's ESU and begin UVing them Also I'm going to be adding extra 'voices' as mentioned, already have with a few, you may have noticed some when you arrest people etc, but yeah that's where I'm at As for the tape, having some issues with it myself so I'll leave the patch for now, just don't use the tape @Xplorer the rescue 1 getting stuck was because the gate was named something like fs_gate05a when the VO was named gate04a just in case that applies to your issue dyson x
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yeah I was mainly working on the singleplayer haha but yeah am still working on MP yeah I was mainly working on the singleplayer haha but yeah am still working on MP
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haha at the moment its just simple returrn to station removal for all the extra units but I'll see what else I can do P.S does anyone know how to make someone say something specific in freeplay when interviewed, I created the speech in the lang then applied it to the traits of the person in the editor, but then they can't be interviewed in game dyson x
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Finally got my head round scripts, I think I've disabled all the extra VOs from both FS so the engines/ambulance will return to station if there is no room, so no script errors, also the batt car now functions like the engines entering and exiting the FS ~(something I hadn't been able to do before) also working on trying to get the vehicles to reverse in, managed it with one but no luck with the rest yet and finally managed to fix the getting stuck issue, not sure how but it all works fine now So this is what I mean by new version Dyson x PS beta testers I will be using you to test soon, Also I'll upload the 2.3.1 patch for the tape and PAPD later today
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Well the answer is yes, but also on the next version, theres no point in applying all the script changes and VO changes, then having to then construct it to a new map, so I am doing both
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I just explained that, I am aiming towards a stable version, but theres no point in spending 2/3 months focusing on 2.3 making it stable then release the christmas edition in the middle of March, and now I think I've sussed the scripting, just changed engine 216 to spawn with 4 ff rather than 2 and 2 paramedics, also managed to add a return to station like the engines to the batt chief SUV, hopefully this explains why I am going on to a new version with a new map. Also bama123 is back and currently working on some new models Dyson x PS oops I'll change that haha @heyjoojoo thanks I think I'm addicted now, I don't even play the game, I just love coming up with ideas such as front re-entrance and then learning how to achieve it
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true pulled an all nighter last night on the new version, concentrating mainly on firehouse issues etc, and because by the time I had fixed all the issues the christmas idea will be out of date, the 2.3 will lways stay a beta and 2.4 will have as many bug fixes as I have managed, plus the new w00d map and some new units. Sticking with 2.3b the patch for the PAPD and tape fix I'll upload tonight 2.3.1 Sorry if it all seems rather confusing, I'm just aiming to constantly improve the submod as much as possible Dyson x