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Dyson

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Everything posted by Dyson

  1. Alright you have 10 years of experience, thats cool, but regardless of the amount of time, I know this game inside out, so I was hoping to lend a hand to help out if possible, there's no need to give comments that 'I can't even answer this', so yeah when I get chance as I said I was gonna download and see for myself. I'm not saying there may be a black and white answer, but there's certainly ways to stop it happening that don't include forking out for a new PC. And you haven't really found a fix, buying a new super computer isn't a fix, that's just avoiding the problem, there's lots of people who still have the issue. x
  2. Best not bother then eh? Yeah, keep the snide comments to yourself, I'm trying to help. As I've not played this mod yet I'll download it and see what I make of the issue, I have my doubts if its spec related but I'll be sure to find out x
  3. No idea, that's the basis of speculation, nothing substantial to go off. x
  4. I'm not saying it will or wont, I'm just saying paths is one of the basic functions of the game, so to have path issues in just one mod is unlikely to be down to specs, more likely down to a simple map mistake, that's all I'm saying. x
  5. yeah looks like a path issue to me, computer speed wont affect ped paths, the specs required for this game are really low, so you'd need to have a ridiculous pc to have issues with things that are part of the base game, if I get a chance I'll take a look at the map, there's likely some form of path issue, or something to do with blocking the path x
  6. Shall do man, great job with it!
  7. You properly mapped the SUV skin! Any chance I could get the v3o back off you from that? I kept telling Raf the skin wasnt mapped on correctly but he never adjusted it. Great job! x
  8. One at a time in the editor, replace every car door, every wheel, every vehicle model. Otherwise all the scripts wont work if you just copy the other prototypes and that's just as long a task. In short then, it's not really anything worth doing. x
  9. Could you link me up to your photo or repost it? Does everyone have this issue? x
  10. The TGA is just the floor texture not a whole map, you'd need to import it using the editor terrain tab, but then you'd have to create a whole map on top of it. x
  11. The vehicles in the dispatch menu are arranged by the number next to their folder name in the units folder. As for the barricade script no idea, seems to all be correctly written. x
  12. I haven't really been following this thread but I've heard of this ped issue, what appears to be the problem? I've never heard of specs affecting ped paths or spawns, sounds more like a map issue. But if someone can explain it a little more I'll see if I know of any kind of fix. x
  13. Well this project is for now suspended pending completion of mods and a re-evaluation of whether we want to do it. But yes using names logos etc is all copyrighted correct, it's something we would need to look into, however depending on how we went about releasing it depends on whether we could get away with it. x
  14. The parking is correctly scripted and correctly set out on map, the engine just wont park the vehicle up nicely for us, we had the same issue in v3 so we just advise not parking the cpcs etc or doing it manually. x
  15. Yeah these are all things we're looking into, especially the mission script idea. But more news on that later for now we're focusing on freeplay.
  16. Thanks guys, glad you all like the designs. We updated our facebook and twitter with the same design.. https://twitter.com/ManhattanMod http://www.emergency-planet.com/ManhattanModification @Hoppah, haha none of us modelled for it, just a random picture off flickr. Was so goddam hard to find a decent picture! Here's the original..
  17. Version three release poster. We're changing some deigns and themes around ready for release in the summer. Obviously a specific date will be announced but for now that's our predicted completion.
  18. Well to have like we did with units returning to 3 seperate (or more) stations is easily do-aable, just edit the ToFirestation script, but to have 3 or more fully functional houses, with individual control panels and spawns on loadup, as hoppah did for us recently, is where it gets tricky, editing the FireStationstart script. The best bet is to just familiarize yourself with the scripts in question and then you can begin making adjustments to accept 3 possible spawn points etc. If none of this made any sense I'd suggest leaving it, you'd need atleast a basic understanding of hoppah's scripts to begin messing around with them. x
  19. It's intel graphics cards. Yes I agree handsup was a bit blunt, but here's 3 different replies from 3 different topics, none of which are the main mod topic... http://forum.emergency-planet.com/index.php?/topic/17296-manhattan-freeplay-problem/page__hl__+intel%20+graphic#entry245461 http://forum.emergency-planet.com/index.php?/topic/17238-manhattan-mod-crash/page__hl__+intel%20+graphic#entry244161 http://forum.emergency-planet.com/index.php?/topic/16967-manhattan-mod-help/page__hl__+intel%20+graphic#entry240187 Plus on page one of our main topic... http://forum.emergency-planet.com/index.php?/topic/12549-manhattan-modification-v300-in-progressprevious-versions-released/#entry178854 So there, yes it's intel, I'm happy to repeat myself, but to have a go at handsup is uncalled for, so please read a little before jumping to conclusions. x
  20. It's a long an complex script adjustment, I began creating a 3rd FS for our mod, but hoppah eventually came and wrote us a complete new one with 4. So yeah like cops said, anything is possible x
  21. New topic isn't really needed. And te reiterate again... Do you have intel/nvidia graphics? A super computer isn't required, in fact pretty low specs can run the mod, it's just about crappy graphics cards.
  22. yeah it's a hybrid of two maps from Em4, no TGA was ever released. In fact only a few TGAs ever have been released.. x
  23. No need to convert, ps opens TGAs without any fuss, can also save into TGA too x
  24. you wanna be editing the corona map in photoshop, it's not something I've ever looked into though. I've edited time gradients and stuff but never coronas x
  25. Not doable, the versions aren't cross interactive. You'd have to just play v1. However we hope you'll prefer v3 map over all others. If you're still not satisfied a v1 'extreme version' using all the new models and scripts (from v2) into v1, speak to raf on the MERU as it was one of the many MERU exclusives. x
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