Dyson
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Edit settings for fire spreading and vehicle explosions?
Dyson replied to skrunkdk's topic in Modding Related Support
yes plus edit the fireobjects of buildings, the size of the big circles is what catches to other buildings... x -
Audio has been my main focus of the last 3 weeks, as a music production student I'm trying to clean up and find optimum sound formats (bitrate, sample rate and bit depth). I think it's to do with specs, which has been an issue with most already. However certain PCs can handle the game but find the extra stress of rendering the audio in game too much so dont play it properly. I know it sounds like we're just planning a million and one things, but v2.0.4 has been on the cards, we've released a private upgrade for v2 with some new units etc, but I for one am eager to return to the previous version, adding all the new features so both versions are on par, just different locations. If we crack the sound to a perfect format then we'll be re-rendering the audio in that format for you guys too, which will hopefully sort a lot of problems with sirens. Thanks for the feedback on that one though, like I said it is something we are taking seriously at the moment. Dyson x
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I've had zombie games on my mods before, just stick a single guy on map and watch as the chaos unfolds. Never crashed because my spawns are usually edge of map. x
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As CFDDIVE11 said, we've already got the script, got it working. It was my project before my computer flunked out. I still have the script, we're just trying to get it to work in co-operation with the LAs hose connection scripts (which we use) which are far more complicated. This hose connection will not limit supply, it will purely aesthetic. Also another feature we've added in v3 is the ability to hook up to the front and rear connections on the rig. The front connection will serve as the supply connection, with the back and side connections as active hose connections, if this makes sense? Any more questions feel free to ask.. x
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Update Yo guys, after wrestling my PC for some time, came up with a fix to my CTD (which was to do with my PC not a generic issue across all) and have been working away this past week on small edits.Rafael and Hoppah have been busy, tidying the mod up, both in size and bugs. We're closing in on releasing our first installment of Version 3 with map #1 (no set date) but overall I for one am extremely happy with how things are looking. Here's a brief change log in the base of our mod (excluding maps and units etc) Box alarms added, with false alarm calls Engine Scripts to increase the simulation feel of running a firehouse Firehouses now start staffed Ability to into SCBA whilst on route to a call More siren selection Re-added hazmat calls ?We've also put a lot of effort into the map, this being the best possible map we can make this far on our modding skills. A little about the map - Focused on Times Square Features 4 fully operational firehouses, ranging from a 3 unit house to a single unit house. Full Traffic light system Over 40 Traffic/pedestrian paths Designated fire lanes to improve response times (very little getting stuck in traffic, unless you block the roads) ? Simplified spawn points for traffic entering the map, making it easier to shut down whole avenues without causing a tailback, also making it easy to shut down times square in times of Bomb threats or huge fires. Realistic representation, yard by yard of the actual streets in NYC (as close as we could get it) Improved hydrant access Patrol paths Acting Engine/Ladder parking (the ability to call in an off map unit to park in place of a unit out on a long call) Plus so much more! ? I hope this all sounds exciting to you, I've had a great deal of fun testing all this last week. Regarding Spec Issues Ok for the rest of you guys, we are working on the Standard Def release still. We ask that you try to run v3 first, then if you still have no luck, please remain calm. First up we'll be setting up another topic dedicated to solving issues across multiple machines. This is a huge task as it requires hours of bug testing and problem solving, usually for machines we don't own so it's hard for us to know for sure. We'll be posting all of these tips on how to run the mod in this separate topic post release. If this still doesn't work for you, the SD release will follow a few months later. We're still concepting it and planning it, to make sure it will run as predicted and choosing how we want to set it up, e.g. what map and units etc. But more news on that post release. If you made it all the way down to here, thanks for reading. There really was a lot to say, thanks for the continued support. Hope to be playing v3 with y'all soon! Delayed Happy Easter Dyson & Raf The Manhattan Mod Development Team x p.s. thought I'd snap some gameplay shots for you guys, make reading a little less boring haha. These aren't like anything interesting, just the 3 calls I happened to have in my game right this second. Hope it demos how v3 will look anyway... ?Engine 34 on a run for a medical call ?? NYPD reporting to public demonstration, using dogs to disperse the crowds before arresting and moving along people ? Pride of Midtown out on a 10-75 report, turning out to be a false alarm, reseting the box alarm and about to return to quarters.
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Well technically I fixed my crappy ATI interface, thanks to AMD's crappy downloads section and installers not working. But that's all rather off topic. x
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Actually, improved graphics would reduce the strain, the engine is being overtaxed by mods so much that it requires extra CPU. A better engine, less tax on CPU, same with graphics. x
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Well for a start, using NYC/FDNY/Manhattan/Brooklyn/NYPD etc are all trademarks under the City of New York, which is why games rarely reference NYC by name. The game developers would be paying through the teeth to use logos, names, locations and acronyms. So a fictitious area or keeping with the European idea would be the way they'd go. x
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Suspending all my modding for the foreseeable future, the Manhattan Mod however continues at pace, any PMs will be responded to ... eventually. x
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yeah me being busy is also taking a toll, but its to do with my graphics driver, AMD's updater managed to give me BSOD and I'm missing vital control options for my driver so until I can resolve the issue I'm out for now. And my work is done to a reasonable standard, but as you may have figured I'm always aiming for perfection so to leave something only at a reasonable standard isn't what I wanted, but it'll have to do, I'm sure Raf will do his upmost with what I've left. x
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Now.. This is the point where I'm not a moderator but I'd strongly recommend them to intervene and warn that continuing this will result in a warning. As I'm not a moderator I'll just say, this is my topic and whomever continues this will get a detrimental shake of the head and sigh from me. You've been warned! I've stated all I have to update in my last post, so let's just ignore all in between and move on. x
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Back on topic. I've pretty much done with v3, I worked on the map for several months, it's almost how I'd want it, I also had several new scripts I had at testing stage, but since my computer no longer runs the mod, AMD killing me with ridiculous support for my drivers, I'm leaving v3 to Raf and hoppah to look over and release when they believe it's ready. I'm still staying on the Em4 modding world but until v3 is released and we can discuss what to do from there my presence is purely as an oversight rather than an active input on the mod from here on out. x
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You dont actually need to rename the file, if you go to the pack/unpack option and find the containing folder of the file (although png wont pack and still function) and just type out the name. For example just type Example.dds after the directory name. They wont show up on v3os show up but this method does work as it confirms compression If I may have just told Hoppah something about Em4 he didn't already know I may just collapse haha x
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Woah, thats pretty cool man! Awesome job
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2 and 3 are both hard coded into the engine, however you can overwrite this using scripts, as the fbi sniper does in Hoppah's script. For your stabilise question, you're gonna need to edit the script, however the parameters that control health reduction after being downed are not something I know, if you can figure out what parameters you need to name in the script it'd be relatively simple to do, but that applies with pretty much anything. So in short, it's doable and a good idea, but I for one wouldn't know what to script for it to work, try checking out similar scripts from other mods see what parameters they name. Sorry I wasn't 100% helpful but hope this cleared it up a bit x
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Haha, yeah Youtube is paying for my groceries at the moment whilst I'm at Uni. Pretty useful, but as for other modding projects that's just down to limited time,got lots of assignments to do so not much free time. x
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Regarding your suggestions (all taken on board) Here's our reply to each - 1. Fire apparatus on start up- the Firestation commands are one of the most complex, I managed to get midtown and Hells Kitchen to start up pre-start, but it affected other things with 65. In short, it's beyond my skill set to fully script 4 working firehouses, so yeah you're gonna need to manual fill in all versions. 2. EMS bag, that was something we had been told, they were available to pick up from each firehouse prior to going on an EMS run, but now every Engine Co has an EMS bag on board. 3. The ratio of fire to EMS has been tweaked, but Em4 still prefers to dish out the EMS runs over fires, which I suppose is more realistic but yeah I agree it is annoying. 4. The fire system implemented is more as a precaution. In v2 only one maybe 2 buildings would burn per fire. Now let me explain, not only is this more realistic as it's rare to see a 4th alarm in the middle of the city engulfing like a full block (which em4 would). But also, Em4's engine works of maps with large space between buildings, so the chance of catching fire is low-medium. However because in the style of NYC there's 9x the buildings and all closer together, they're all actively part of the "fire-chain" which would see one building burn and systematically set the entire map alight within say getting units set up to battle the blaze. So again in short, I'm afraid it's gotta stay like that or the game wont be playable. 5. Interchanging squad, well we work of realistic principle, all the units on map are as close as possible to their real location. So Rescue 1 makes it onto the map, but S18 is miles further off map. So no, that wont be implemented for other reasons to do with MP too, but yeah. I hope this explained a lot. I feel I've seemed to kinda just divert your feedback rather than actually actively implement it, for which I appologize, but as I said most of what you've pointed out has either been done or isn't possible Thanks anyway, stuff like that is always appreciated from members! Dyson x p.s. my current status regarding the mod - I can no longer work on the mod as my laptop cannot run the mod anymore. I too find this worrying as my specs are in the mid to high end. However Raf wants to finish the version and release it to anyone with good specs, so think of this as like a GTA IV style project, if you don't have a real good pc (8gb of RAM and a good Graphics setup) then you're just not going to be able to play. You may think well why work on something that most people cant play, well to be fair, we've put months of work into this, almost a year. I'm still concepting a low quality version, but strapped for time with University. But I can assure you, this map in v3 is the best we will ever create for realism, so I hope you all the best in being able to play it!
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Thanks for the comment, yeah path finding is a real b*tch sometimes, especially on this map. But yeah the map is aimed to be the closest we could possibly get to the real thing. I second the voices, scared me first time I heard it just after I woke this morning haha! x
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Show here your documentary/repo about editor/ingame call outs
Dyson replied to cops's topic in [EN] Off Topic
Not so much a repo, just a pic from some stuff I'm working on. For anyone who watches Southland like me, altering the LA mod to be an LAPD/Southland kinda personal mod. -
Yeah, you an always edit them yourself under /specs/materials - all the fire objects are linked to the airport escalator material for convenience. As for auto sirens, I'm affraid thats not something we'll be adding back in, a lot of staging for stuff or attempting to park happens in v3 especially on side streets near a 10-75 so constant manoeuvring would see sirens going a bit weird. Plus the auto sirens do not work with our current siren setups unfortunately.
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Thanks for the feedback, it's hard to gage what people want in terms of gameplay. I just went for what felt the most reflective of NYC, so few fires mainly EMS runs. The fires going out so quick was a mistake, I judged wrong the burn duration, we did fix this for the MERU players but did not release publicly. One thing I've always preferred about the gameplay in this mod to most others was the fure control. Yes there are a lot of little things other mods do a lot better, but I think we cracked the fire spreading. In reality very rarely would a whole block engulf in flames within 20 seconds like em4's engine would have. Especially in NYC the entire map's buildings are all within range that one fire could burn the entire place down and this would happen before we changed it. Hope this justifies and explains gameplay decisions made by the team. x
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Fair enough yeah, I was thinking maybe just some generic ones like a PD and 2 FS and I'll work around them. But your call x