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MikeyPI

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Everything posted by MikeyPI

  1. I have an intel chipset along with my R9 dedicated, both show the game perfectly fine so it is possible for certain intel chipsets to run the game as-intended... Cheaper intel integerated chipsets seem to be the ones that have the issues more often than the better (newer) ones. CRFD you'll have two possibles: 1). when you installed the mod (believe you said manhattan) you may have installed that incorrectly and it screwed things up.. But more likely, the video card drivers you've got are more likely to be behind it... Try changing your machine to "high performance" instead of default or power saver, this should by default opt to use the higher performance video card over the integrated chipset, thus making the game run forced on the nvidia. As to your logfile it will be under the installation directory, a file called "logfile.txt". You can simply copy it and post it here, just make sure you use the code tags to enclose it.. DX Diag is dependent on your operating system on how to get there, but you need to goto "run" and type in dxdiag and press enter... Once that process is done press the save all information button and again copy it here, just use the code tags to enclose it.
  2. If you believe they are inactive there really is no reason to ask if they are dead. One of the topics you did this in the author posted 3 days prior to your post. Authors of these mods do this as a hobby, if they have the free time they pursue them, some lose interest completely and do not complete the projects. The only way to tell if a mod is really dead or not is for the author to post that it is no longer being worked on, which rarely happens, instead most the time they just do not get updated and slowly are forgotten. Unless someone comes along and revives them asking if it's dead... It is far better to just wait patiently as opposed to asking things such as is this dead? As a modder if someone came into my topic and asked if it was dead I would certainly not take that kindly. Learn to be patient, if they update the topic then it's still going, if they don't then go under the belief it probably isnt active anymore, if it isnt active anymore it is not hurting you any by following it, even if it isnt updated.
  3. I am totally indifferent as to which one gets represented, which is why I've posed the question to the end-users. To me they both serve the purpose that we intend for them, they both on this instance at least look the part (compared to many of the older smaller marine units NY had) and ultimately as far as building them goes they're about the same effort for either one. So for me I really don't mind which one ends up in it, but since I have to put the time into making whichever one it is, I want to make sure whichever one gets put in is the one more people would rather see since in this case the old and the new pretty much are twins in how they'll function for game play. The only difference to me is the time in which they ordered them, but as I've said since it is only the marine units, it shouldn't detract too much having newer boats as opposed to cars where one new one would throw off the rest of them, the boats are kinda isolated in their use so it doesnt matter as much in that role.
  4. There isnt a reason to ask if a mod is dead in every topic, frankly the concept of stating "dead" or "is this dead" makes no sense... If a mod is dead you're not helping by asking these types of questions, nor of the author hasnt updated in a time will they see someone posting this and think "gee perhaps I should update".. Asking if a mod is dead is antagonistic and something really that serves no purpose, don't bump topics asking such questions.
  5. Marine 1 (343) is Massive, it does not have a place in the mod. Realize the scale of that vessel compared to the "bravest" or "kane". The vessel pictured with the 343 is a roughly 33 foot long vessel, as you can see the size difference is too massive to even consider it for the map. The largest vessel we will be adding is either the bravest or kane, we will not be doing something the scale of 343 since it would have navigation problems and frankly be oversized for the map. The largest deck gun on the "bravest" appears to be present on the 343 10 times just for an idea of scaling differences.
  6. Ultimately I have enough source imagery to make either vessel work for the game, but the "bravest" vessel has better (higher res) pictures, just a fact of the thing being newer means newer better cameras on it compared to the older one. Which is why I've opted to let this one go to the end-user. One of our other marine boats slightly exceeds our timeline but there are worse things if only the marine vessels do this. Just happened that the newer marine vessel was more purpose-built compared to the old one it replaced, which was more or less just a civilian vessel painted for the role instead of actually looking and being capable of the role it plays. With bravest vs kane they ultimately will serve the purpose just fine whichever way it happens to go from a visual standpoint and function standpoint, but since both vessels are a time-investment to recreate them I figured I'd let the end users pick which one they'd rather see included instead of me making the call myself since they really are a toss-up in my eyes in regard to actual use in the gameplay aspect. On these two it's more preference for the vessel designs than actual layout, ultimately it isnt which one I prefer but which one you guys want to see included in the mod. Whichever one wins more votes is the one that will end up recreated for the mod. I just hope it isnt a close vote in the end lol.
  7. You use windows 8/10, chances are an update failed along the way causing it to get stuck in this boot loop, depending on who made your pc requires different steps.. But your ultimate goal is to try to "refresh" your computer (not a full-blown system restore) and see if that fixes whichever of the system files got broken from whatever you updated/did. You will lose your installed apps in this process, but not the physical files installed on the hdd, so it's a good option if it's stuck in the boot-loop bs. Check around for your specific pc (namely the manuf. of the thing) and find out what keystrokes you have to do to force the system into the diagnostics options so you can perform a refresh of the system and hopefully fix the broken windows files.
  8. Well just an update and a poll which I'm going to let run it's course for at least half the month, maybe the whole month. We've gotten to the largest fire boat we're going to represent and are left at an impasse. The options are a vessel that from what I could find was put into service in around 2011 which makes it beyond our cap date for the mod's timeline (Marine 6 "Bravest") or alternatively the vessel which was present during our mod's timeline "Kevin C. Kane" which is within the timeline since apparently "Bravest" replaced it, but the problem is sourcing imagery for this vessel. So ultimately we're going to toss this problem to the users to pick which one they want, "Bravest" is newer than our cap-date so it would be the newest thing in the mod, and slightly out of place with the rest of the units, but there is more available imagery to make that vessel happen, compared to "Kevin C. Kane" which is within our timeline very nicely, but lacks great source imagery from what I've found of it. So with the older vessel there will have to be some guesswork, ultimately either vessel will function/serve the same purpose for the mod in what we intend to do with it, so I leave it up to the end-users to decide if they want the accurate (to our time) older vessel, or the newer vessel even though it is beyond when we've cut off the timeline of our mod. Up to you guys to pick, either way I'll make the vessel. In the case of other additions of marine units we've done they push the timeline as well but the vessels that are newer tend to be better fits for the way the game works. In this instance it can be either the older one or the newer one and still do the job, so up to you.
  9. Once something becomes a DDS your only option is to go through and repair the quality loss manually unless you happen to have the original texture backed up somewhere. With other formats as itch mentioned (though he left out bmp) they don't see the compression loss on the actual texture, only from what the game does real-time as an effort to adjust performance of the game. The original texture when left in alternative format to DDS remains as it was originally unless you resize it. As a rule though, up-scaling a texture has no impact what so ever on quality of it, at least until you go through and enhance it after an up-scaling. If a texture starts out as 256x and is raised to 1024, it is larger but just as blurred as the original one is.. The truth is that it is quite easy to down-scale a texture if you so desire to improve performance, but doing the reverse pretty much leaves you starting over replacing details that were lost when it was scaled down by the original authors, so if you're going to scale up on a texture be prepared to invest a great bit of time in restoring the detail to the texture that was lost in the original scale. Even though both dds and jpeg have compression capabilities, when set to 0% compression on jpeg it retains the original quality when converting to that format, dds even when set to 0% compression tends to lose some quality in the process of the conversion to that format, on top of not having much effect on file size. Alternative format options including bmp and png do not have the quality losses, but bmp is by far the largest format that I have experienced, thus I use png instead, it doesnt screw up the quality of the end-product in the formatting and is a relatively decent balance when it comes to file size. As to the author of the topic, please try to keep your posts together, you had 3 in a row, one was content update so that one we'd let slide, but the other two were question-oriented and could have been done in the same post, in the future use the edit button found on the bottom right of your post for things like that.
  10. 1). Because you had two pending posts, so one of them was approved, not both since they were both for the same topic... In an effort to prevent a double posting from you it was not approved, but you triple posted anyway. 2). See TOS this isnt something that is allowed either to be asking of the modding groups. 3). Again not something that is permitted under TOS. Welcome to the forums, I strongly advise you to read the TOS before you proceed further since within 3 posts you've created you've managed 3 different violations here. If you want to add content to a post there is an edit function found in the bottom right of your post, in the future use that to add more content to a post. We have a rule against users posting multiple posts in a row, that is called "double posting", instead you should edit your existing posts. Asking modders for ETAs on their projects, release dates, how far along they are etc. Is also against our rules here, they work on these mods part-time so it is strongly advised to let them work at their pace. Nothing wrong with being excited for a mod, but asking such questions gets old fast since if allowed, everyone will repeatedly ask that very same question. Lastly, Spamming=not allowed either, if you have tons of questions, compile them into one large post and perhaps the modders will answer them, just posting little questions here, then little questions there one after another falls under the double-posting rule and is a violation, instead make one large post if you have so many questions or alternatively wait for response to some of your questions from the modders and then respond with further questioning. We generally try to not have to take actions against people, but unfortunately sometimes we're left little choice but to act. We do have lives so it can take us a bit to respond to issues but in this case 3 posts=3 violations. The TOS found under the "terms" tab as well as what you were required to agree to upon signing up do apply, and it would be wise to at least browse through them prior to posting. If people did that it would prevent such issues.
  11. http://forum.emergency-planet.com/files/file/613-microsoft-directx/ If that doesnt help your issue you'll need to provide the logfile from your game. The alternative for why you see white is that your laptop has two video cards and the game is using the integrated gpu instead of the dedicated GeForce card. Cannot say for sure if that is your issue as you did not provide a DX diagnosis and logfile.
  12. Active players cannot give one another their units, some of the original game's structures has problems resulting in only the host being able to use/do certain types of events (the issues persist in the original game so it makes sense they carry over to mods). The only thing you can do is recognize which things are problematic and ensure the host is in charge of those tasks where the other users handle other issues going on. If I call out a fire engine I cannot give it to you. There are certain exceptions in which things script-driven do not have ownership set, but the vehicles and personnel tend to have ownership assigned so the only way they can take custody of them is if you sent them back to the depot and they called them out.
  13. My question is has any of the team been to D.C. to see how large these structures really are? The "downtown" working portion of D.C. those buildings are massive in scale, doing them realistically there would not be much actual town around other than the landmarks, with their landscape heavily abbreviated to make room for just the structures alone. Do yourself a favor and just google the grounds for the White House (and ellipse as that is kind of part of the white house's area of responsibility). The Natl. Mall area (that large open expanse of grass that leads to the Capitol Building, the Capt. Building it's self. You'll see what I mean about the massive scales involved and hopefully understand you're going to have to come up with a way to handle that. D.C. Has height restrictions in-place so buildings cannot grow up, instead they are a larger footprint to offset the height restrictions. The Runway added to the picture was taken from Regan Intl. At the same scaling, the documented length of that runway is on the top right of the image, so you would have almost two full length runways to just get the items included in the capture onto a map. Just something to think about when you proceed forward here.
  14. That error specifically relates to your downloaded mod file. Delete the mod file, clear your internet cache and try to re-download the file.. Might be worth trying an alternative browser if it keeps happening on your preferred browser.
  15. Author's final comment should suffice, the topic will be closed for further comment now.
  16. Yeap why report something that is wrong and help anyone out, instead talk of how we finally stepped in when someone else reported it where you opted to not do so. Your whole statement is a trip. "calling someone out" does not apply when reporting something that is a violation, you've been around long enough you'd know that.
  17. The ones that we made in V1 will work fine, it's the ones that you've added yourself that won't function properly without some work on your part. The original vehicles for the most part should function fine, it's your added units that you've taken it upon yourself to add that will be incompatible with V2. Most of the original ones should work as intended. So that hopefully tells you what you wanted to know, the original stuff, should transfer, new stuff won't since we didnt incorporate it into our end. Plus you'd have a good number of new things you'd need to relight to make them match your submod.
  18. And unfortunately time for a staffer to enter into this one... Your mod is missing very important things in it, I know as I downloaded it to verify this fact. You have no documentation included in the download of the mod, the credits listed on the first page is nice and all, but it isnt a comprehensive documentation of those who contributed to this mod, not even close from what I understand of it just glancing. Therefore, for the time being this topic will be locked until such a time as you rectify this situation and appropriately credit everyone who should be credited, that means in the form of a document included with the modification along with the first post credits (which are incomplete as well). At such a time as you've rectified these issues and have properly credited all individuals which have content within this mod, then we can release your topic back to you and move forward. As it stands I do not see Hoppah credited correctly, nor anyone else involved in the LA mod, along with other credits being incomplete and/or totally missing. Including the original readmes from the LA mod files doesnt exactly equate to documentation since you probably removed/replaced some of the stuff listed in there out of the mod, make your own readme document that lists what is exactly in use. It may be easier for you to just copy the LA mod readmes, but you did not just use the LA mod content, so you need the documents for your mod, not just the original la ones. Fix these issues and include proper documentation IN the actual download that not only lists people, but also what their contributions are with regards to this mod. If you wish to be credited for what you do, it is simply flat out wrong to not take the time to sort out who is responsible for which items that you've used and document their assets accordingly. You were permitted to use them, in most instances authors just want to be credited appropriately. Make it right.
  19. To clarify here I will start with a question: Do you actually own (have you purchased) either 911: First Responders or Emergency 4 and have it installed on your machine? The LA mod is a modification for these games which is available for free, but the game it's self is not available for free. Second question is if you do have 911:First Responders, or Emergency 4. Where did you get the game from (which retailer) since some issues are specific to certain retailers, we have to know where it came from to help you.
  20. His modification will likely be incompatible until/unless he updates it. While we are re-using many of the original vehicles from the released modification, his latest version from my understanding includes new vehicles which will no longer function with the new version, along with all the new additions which he does not have at this time. If not for his additions of new vehicles I would say it would probably work, but adding new vehicles into our new modification requires additional work as opposed to the original release.
  21. You mean that someone would possibly be out to take advantage of people through modifications that they use? *shocked over here* Common sense should tell people just because it's a mod does not mean it's any less probability it could be malicious. If you can download it, if it runs in one capacity or another, it could be up to no good. Such is why you use any "unauthorized" 3rd party content at your own risk. Esp. with GTA you know people are going to be trying to get user's information.
  22. Try to update and/or change the drivers to your card. Secondly download and run this: http://forum.emergency-planet.com/files/file/613-microsoft-directx/
  23. Looking @ your logfile my best guess is that you're running out of resources thus the game is terminating unexpectedly.. The question since I see you've got two mods installed, likely you're using the Canadian one during that logfile is this: Does the game behave the same way with lighter/easier load mods like the original LA mod, does it behave the same way with the original default game? If you are experiencing crashes after X minutes with everything, even the default game then you probably need to reduce the game settings further. If it is with specific mods, they are likely unoptimized and are causing memory consumption to be irregularly high, or have something causing a memory leak. Try the original Default game or a lighter/known to be stable mod and see how long it permits play for you.
  24. It's a different system than the original version you all get to tinker with right now, so everything that did exist that we carried over had to be adapted to function under our new systems.. The "randomize" script that permitted different vehicles to be called out instead of a lengthy menu that sent each and every one manually is still in place, it just made more practical sense to use that method as opposed to menus that are over 40 selections.
  25. Need more than just your description in order to even guess what is faulting out, perhaps a dx diagnosis along with a logfile to the game. As well as any recent changes you've made between when it worked last and now.
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