Jump to content

MikeyPI

Administrators
  • Posts

    6,574
  • Joined

  • Days Won

    25

Everything posted by MikeyPI

  1. You're the one that brought the issue up in public, so it goes with the territory that others may respond to what you comment about. What NFK did to you in this instance was a valid response, NFK does not have animosity towards any members roaming about, it was just happenstance you pulled him for both of your warnings in two totally different topics on two different dates. Several people milling about have logs that reflect that one staffer or another happened to issue the punishments against them, that in of it's self states nothing other than the fact that the individual broke rules. I myself have issued several warnings to people not because I had an issue with them; it just so happened that I was the one that showed up and had to address their issues they caused. Not everything is a conspiracy against someone, though many forget that and honestly believe that someone has some type of vendetta against them when the reality just doesnt support it. Anywho, back to topic for this mod, I'll go back to lurking and we can move on off this side-bar issue that has borrowed the topic.
  2. Just an FYI, because of the information provided related to the EMS services, we will be adapting the currently employed system to reflect something similar within the mod. We will alter their parking to be on the streets as opposed to the hospital where they currently congregate, we have not ruled out adding an EMS station though either, that depends on whether or not we opt to include that particular structure, since from what we've heard they are more for shift changes/restocking the ambulances than actual response from the location. Though I am sure in instances where coverage is inadequate for an incident (like a larger incident) they probably pull units from the station houses. Just letting everyone know what we're doing in regards to this particular issue.
  3. IMO from what I've read on this game, it still feels much like an early-access/for-profit beta. They are slowly fixing issues, but the game it's self is rather bugged at it's core mechanics. The game is quite repetitive and the logic of progression is kind of off tilt, but that aside if you're really hard-pressed for a "police simulator" that isnt totally realistic and kind of repetitive, this may do it for you. Most sims are repetitive so that's kind of how they go, but imo this one is just a bit too much of the same, the GTA police mods probably give you a more finished/polished result than this particular game does.
  4. I wish we could enlarge the map, but unfortunately there really isnt a way to do that, the only potential means would be to scale everything down to a smaller scale than it is by default. That would create the illusion a map was larger than it currently is. But That's alotta work to make your map appear larger, but it is a method that could work if you can scale down the persons and their animations as well anyway. For us we just want to work within the one map and try to fill it with as much variety as possible, as to adding the EMS station, there are a few that look like they were fire houses once upon a time that are relatively small, if I were to pick one to put on the map, one of that type of design would be what I would go with, but as I said right now I'm kind of on the fence about another station on the map. The other ones more or less remind me of "depots" with large yards for stowing the rigs in it, not unlike a Tow Truck company's lot (imo rather ugly and utilitarian, and the lots themselves take up a good bit of space when taken into account with the building and details). Thanks for the information, I wasnt sure since EMS isnt something I have any interest in, most the time I don't pay attention to ambulances so I never noticed them just chilling parked in a "standby" state, Makes sense though given the traffic and logistic issues of NYC. I'm not sure if they are parked at the hospitals, in a good deal of pictures you see them there, but it could be just like the areas I'm more familiar with in that there is just so many calls that they end up stacking up the EMS drop off entryway and end up parked all around it until they can "clear" the call and head back to their stations. If you can let me know if they actually park there, or if it's just drop-off and all the paperwork that entails before they go back out to either their depots or the corner I'd appreciate it, lets me know what options are viable for their placement on the map.
  5. In the end the information is totally up to the mod creators on what they wish to put into their first post(s) of their topic.. But here's a good example of things I would list in there: First Information Grouping (current release info): Download Link(s) for the modAny Patches/updates for the mod if applicable as linksLatest build version of the mod (IE My Mod V1.0)General information about the latest released build. Like features, functions, things that can be done with/in the mod.(including media if applicable to the mod, pictures, videos whatever you've got for press for the release build). A Frequently Asked Questions (FAQ) for the released version, things people commonly ask about regarding the released version of the mod (whether or not those things are in the mod or not, if people ask about it a lot, its worth noting in this section)Second Information Grouping(future build version WIP): Whether or not it is discontinued, a work in progress, beta, etc... So for ex you've released version 2.0 Note below it that you are currently working on version 2.1 (IE WIP My Mod Version 1.1)If there is a new build in progress, put the information related to the new work-in-progress build below the notation of the next version being developed (if space permits, if not ask a moderator to give you the 2nd posting so that you can place this information in the 2nd post).Another FAQ related to the WIP build version. Any other notes/credits related to the mod, imo it would be nice to see crediting occur on the first page of the mod's topic at the bottom of the information posts, aside from being in the readme included in the download file for the mod, it's nice to credit people in the information section of the mod too. This is not mandatory, but IMO it's a nice way of showing appreciation to the users who you've gotten resources from to use in your mod, plus it makes it easy to keep track of credits for the mod, as well as easy for anyone who may want to use things from the mod to figure out who made what.
  6. Well that's the intent behind it yes, if you've got a released version of the mod and a link for the download of said files, any major changes to the mod or it's progression (IE on hold or discontinued). Any further information you wish to make published and easy to access can also go into the first post. If your first post gets so large that it cannot get any further information (which can happen in theory) you simply contact one of the staff and we will make it to where you have ownership of the 2nd post (and so on as required) so that you may continue to add important information about your mod within the subsequent posts on the first page. We won't add the information for you into the posts, but we will assign you ownership of those successive posts as-needed so you can edit/alter them as you need to. It should make organization of mod topics and the relevant information for said mod easier to find if it's all on the first page of a topic.. The Discussions can continue as well as normal updates within the topic, this is more of a convenience factor that in my eyes will improve the experience here in being able to find the information within the first post/page of the mod topics..
  7. Not at all, it means that you can still post the new post, but any really important information add to the First post of the topic, so that it is easy to locate in the future for anyone who wishes to have a "summary" of the mod and it's progress... Just makes it easier for people who are not so current on the mod's progress for whatever reason they have been unable or unwilling to do so, along with reducing the redundant postings about the same things that can be informed about within the first post too.
  8. Some areas do have their own stations for EMS, but in most regions the fire/ems get called out to the same responses so they put them into the same place (in alotta american regions Firefighters make up the EMT forces as well so it kind of makes sense) so that they can just simply respond together as one unit instead of responding separately to medical responses. Sometimes they still end up split up (the ambo will go to a hospital while the engine returns to it's station) so their response suffers in those situations, but the intent of keeping them together is to have everything arrive on-scene that is required for the call. NYC I'm guessing because of the density and traffic issues has their EMS separate in their own stations, outside of that I am not exactly sure of the intricacies of how the NYC emt services work, whether they sit at hospitals to wait for calls, patrol in a sense, I'm simply not informed well enough to know about that area.
  9. Hello guys, please do me a favor and remember not everyone "follows" your topics extensively, some are new members, others are unable to keep current on modifications and their progress. Please update the FIRST post of your topic to include important information about your mods. Since you follow your topics and respond to them (hopefully anyway) you know what people most commonly want to/need to know about your mod and it's current state/progress. If your information will not fit within the first post of the topic, please contact a staff member and we will make it so that you own the second/third (as-needed) posts are yours as well. Thank you for your cooperation, hopefully it will make it easier for people to follow your mods and help reduce the redundant Q&A that happens when mods have so many pages of posts within them to where it is unreasonable to expect people to read through them all. I myself "skip" over several pages of content just because I don't want to have to read through all the posts in topics, so I am sure alot of other people do the same as well.
  10. Actually, most the cities I've been to have them stationed along with the fire apparatus, (usually an engine). For a good deal of american cities the standard response involves a fire engine and ambulance for medical responses, most cities do not "station" ambulances at hospitals, as there simply isnt enough space available to have them sit parked until needed. Most major hospitals service large communities, generally including not only major metro areas, but the outlying communities as well (think counties). All these agencies have their own emergency vehicles, and as such will require the ability to off-load their patients as well, it is not uncommon to find EMS hospital bays overflowing with ambulances from varying services (private transport, city municipal ambulances, county municipal ambulances, and private facility transport ambulances). So it is more common to find the ambulances within the actual fire departments alongside the fire apparatus. NYC, however does things a bit differently, for the most part their apparatus for EMS is kept within their own stations, some of which are located at/near the hospitals, but most tend to be in what appear to be old fire stations that have been converted to EMS stations. As to whether or not we will relocate them to their own station, I honestly don't know at this time, It's a matter of the effort vs reward to justify creating another station (stations means less space for activities to take place, missions and things like that). If every agency available in the mod were given their corresponding stations, the map would be quite boring fast because there wouldnt be much left to play with outside of all the stations/agencies represented on the map physically with a brick-and-mortar on the ground. The problem with most of the EMS stations are their size, they arent exactly small facilities and unfortunately most of them have excessive spacing around them to stow all of the EMS vehicles there. I honestly am not sure if it's worth the loss of space to have the ambulances parked on the map in/at a station considering all the other stations presently on the map.
  11. I've searched High and Low and have come to the conclusion there is no intelligent life out there.

  12. That'd be it too, within the default mod that we're making the goal is to keep it available to as many users as possible, that means we've taken our best efforts to keep performance in the forefront of our process, rather than go all-out for ultra-HD visuals that'd be only available to maybe 5% of the users... We're trying to make sure everyone (within reason) can have a positive experience performance wise with this mod, it's up to people like EM there to wreck that experience with the overzealous lighting after the fact =)
  13. All you've done is reaffirmed my statements with everything you've said, without proper documentation to go along with it, you're asking alot for the non-Germans to be able to "dive" into this new editor, I tried it, played with it and generally was unimpressed with the "editor" they included... As a developer tool it may be great, but I am not one of those people who know what they've done and changed, as you say the Germans have the developers on their side, we unfortunately do not. No English support in the form of documentation is included, nor is there anyone from the developer here to help us with the learning curve. No Documentation to help ease the process means that "if you understand the file system" doesnt mean a thing to us, because frankly we don't understand it, and apparently won't until they come out with yet another bane of the modern gaming community, a DLC to include the tools we need... No offense to that but pass, I wouldnt buy a DLC for this game, it is yet another example of the game being incomplete and costing too much where the dev decides to try to get more cash for extra tools that should've been there in the first place. They are not the first, nor will they be the last to do the whole DLC content, but my opinion is that rarely does DLC content lead to the justification of the costs they demand for them, in most instances the DLC simply corrects things that should have never been an issue in the first place.. Very few DLC's go to the level of being a proper expansion of the core game to lead to the cost, imo most DLCs are not even worth charging for, just an example of companies fleecing the consumer. The game is meant for the German community, we all know this, but the lack of support outside of it is in fact a rather clear slap in the face for anyone outside of it, which is why I opted to not even try to "understand" the new system. Nor will I continue onto that game, imo it just isnt worth it for the dumbed down system with a prettier appearance. I prefer substance over graphics and the game as a framework is lacking that immensely to my viewpoint. Everyone has opinions and everyone is entitled to them, but I myself don't feel like the game has any support for people outside of the German community, so why should I care to support/endorse a product that has nothing going into it to appeal to me? As you said the German community has up to 5 developers helping you guys out, we have none that even grace us with a presence to attempt to give us a shot, so they apparently don't value the consumer outside of Germany from my viewpoint.
  14. As of our last testing it was similar in requirements to the original released version of this mod, or the final standard release of the LA mod. As with any mod the original minimum requirements of the standard game are a bit low to expect perfect performance, but it is nowhere near as demanding as things like the Manhattan mod.
  15. Because your own account apparently doesnt like you, several of us have tested it, looked at it to re-verify that there is nothing restricting you, and there is nothing... So, the problem has to be on your end, as to what in the world can cause that particular issue I have no clue, but we've all tested your account and have found no issues with the account it's self, it has to be something on your end... With no error given what so ever, it could simply be a connection issue that you're experiencing. There should be an error given if there is a problem from the forum's end, and from my experience whenever I've broken something or done something it doesnt want me to, it kindly tells me with an obnoxious error code.
  16. EM5 in a sense stepped backwards to a more "dumbed down" form of gameplay instead of getting more complex (other games have been guilty of this as well in recent years when it comes to sequels to existing games)... Unfortunately, that means that most of the features people covet from the existing em4 framework are not present in any capacity, on top of which I believe they changed the scripting language, so direct-porting won't be happening to bring in these features. In my eyes they could've done much more in the way of making the editor UI far more user-friendly, including a manual of some sorts to "quickstart" within the editor, and made it properly functional. All of these things I've listed would have gone a long way in making the most of modding this game fast. It would have been really nice to have an "import" model feature where it would import from other formats and export it as what the game actually uses, but that's wishful thinking for most games, let alone this one. Sad reality is a good deal of the existing community talent has absolutely no interest in trailblazing EM5 to figure out how to make mods for it, when they got a look at the editor and saw how dramatically different it is from what they were familiar with, along with the issues the game it's self has had, most of them returned to EM4 and have no interest in doing em5 till someone else makes one and puts out a tutorial... With that being said, I can't say that I expect a comprehensive full mod for EM5 by the end of this year, you may see some smaller mods, and plenty of alteration projects, but I don't forsee a whole comprehensive conversion mod taking place within any close time frame without the company it's self stepping up and helping the community out with the learning curve to stoke interest in modding the game. It's an uphill battle with this new game and most people simply put don't want to put in the time to figure out the pitfalls of it, myself included.
  17. [spoiler] your text here [/spoiler]
  18. http://forum.emergency-planet.com/topic/10703-hang-out-topic/page-44#entry291577 Two different browsers say that it works 100% fine and there is no issue what so ever.
  19. I'd have to disagree with you on that score, back in 2006 modding games existed, modding games goes back to long before the turn of the century. When I first sunk my teeth into modding games there were plenty of people modding games, game moddding has been around for as long as games have been around that gave you even the slightest potential to mod them. The difference today vs. way back then is the immense number of tools to ease the modding process compared to when I began doing it, back then there were extremely few tools and most of them were specialized for a specific game in order to accomplish what you wished to do. The leading complication to modding EM5, aside from an apparently largely non-functional editor is a lack of material on exactly how to go about doing the modifications for it. This game may in theory be an extension of a series that already exists, but the system they employed from what I've seen of it does not work like previous generations, which is going to hinder mods because from my playing with it, it seemed to me you had to mod the "core" game instead of each "mod" having it's own directory which was then loaded within the game. That's a serious issue for mods, particularly if you want to have more than one mod available for the game.
  20. I have AMD so my system works a bit different, assuming yours does indeed have switchable graphics and includes the nvidia card you say it does (don't have your DX diag so I can't verify that).. To change from integrated to nvidia: First - Go to nvidia icon in the bottom right hand corner of your desktop, then open the nvidia control panel. Or if you do not have that icon, or using windows 8, open the control panel and then navigate to hardware and sound where the nvidia control panel should then be. Or, right click on a space within the desktop and it should be an option from the drop down menu. Second - When you open nvidia control panel, go to manage 3D settings under the 3D settings portion on the left side of the control panel. Then on the right hand side, click on program settings tab, and it should give you the option to select a program to customize, select the option add. Third - The list of programs that appears shouldbe able to find em 4 in that list, however if it does not, just direct it towards the .exe of the game within the game's folders. When you have choosen the em4 program, it should then appear as the game to customize under number 1. Fourth - Under number 2 where it says select the preferred graphics processor for this program, choose the nvidia processor, rather than the integrated. Now when you run the game it will choose that card rather than the integrated. Can't say for sure this works, but it should work as it does on the AMD setup, on the old nvidia I had the nvidia control panel was accessable by right clicking on your desktop and picking it out of the drop-down menu.
  21. First issue, no you are not running a GeForce 860, your switchable graphics is not configured to run on the nvidia card with this game, it is using your intel card. Init Scriptscheduler...!Graphics system: Intel Intel(R) HD Graphics 4600I am not sure of your system specs as you did not publish your directx diagnosis as well. The rest of the issues I saw within the logfile were related to defects from the mod it's self having flaws in it. Being that I did not create the mod I can't specifically tell you what is wrong with it, in the end the mod developers will have to resolve those bugs themselves. Your game was attempting repeatedly to load through the errors at the time of fault. Either way though you need to configure your game to use your nvidia card and not the intel integrated card as it currently is doing. Configure the switchable graphics to always use the higher end card (high performance is usually the setting).
  22. Since everyone is hung up on that tanker I'll give ya'll a hint, the placard on that truck can change depending on what it's hauling, like any other tanker out there
  23. It's common practice in areas without hydrants placed effectively, only times I've seen em pull that technique is warehouses and extremely old neighborhoods. Most the time they don't do that because you're dumping off a crew member that'll have to hike in on foot, removing a portion of your manpower to fight the fire. Aside from that I can't see that as being the best thing to be doing to the hydrant or hoses, especially if they aint in the best of shape. In this particular game I have to agree with dyson that I'm not sure how this would benefit since there is a limit in how long a hose naturally can go in the first place. More practical would be the technique where engines are used to "shuttle" the connection, aka Hydrant>Engine>Engine>Engine, it would be easier imo if someone really needed the connections for lacking the hydrants, that or the tankers.
  24. There was no reason to post in response, especially given that the last post from the author was on :Posted 24 January 2015. Less than a week ago? I highly doubt this one is dead, look at the date the author posted, it is in the top left of their post and tells you when they last posted. People have lives outside of the game so they won't always be updating every day or week.
×
×
  • Create New...