-
Posts
7,872 -
Joined
-
Last visited
-
Days Won
14
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by Newfoundking
-
Looks like Beaverhead SAR is very similar in nature to SAR teams in Canada, that is, not a police run organization, totally reliant on fundraising and uses old/make shift equipment for vehicles (I see you Camper Trailer Command Post). I'm interested to see how that plays out in regards to in game placement.!
-
There's tutorials on this topic here https://www.emergency-planet.com/tutorials/article/41-em4-adding-vehicles/ You're essentially adding a new vehicle because the parking marker has to appear as an object or you won't see anything proper. You'll either get an error or an issue with the model and get a big grey block.
-
Within the mod directory, there's a folder called ui, there's folders here for command icons, as well as cursor icons. The object is the file for the model. You can place this in a folder such as Objects/Objects or whatever one there is. The model file is what you'll see as the parking area. You'll need to make a prototype for the hilfsobjekte, and it has to go in the folder with this name: Prototypes/Objects/Hilfsobjekte/Ausrichtung.e4p There's tutorials on this site for creating prototypes and working with them. Take a look at them for more guidance
-
Generally speaking, with all scripts, you place then in the mods script folder, under commands, and then assign it to the vehicle in question as a command. I'm not familiar with this specific script, but this should work, looking at the information available. It doesn't appear to rely on callers or naming the objects using it in the script, so you should be fine to just assign the parking command to a vehicle and use it in game
-
New Featured Game - Into the Flames
Newfoundking replied to Newfoundking's topic in News & Announcement
I've enjoyed playing it personally, and so far, I've been impressed with the progress and the team. By no means are we replacing Emergency 4, but as the game ages, and the market develops, we're working to make sure that we include games that would be natural successors. With modding support, I personally hope to see a lot of great content coming from this community. -
As Emergency gets older, newer games are coming out that allow players to play in emergency services. While we still will feature Emergency games and Firefighter Simulator: The Squad, I want to introduce Into the Flames. Available on steam, Into the Flames is a solo or multiplayer co-op game that focuses on the first person role of a firefighter. From selecting and driving multiple fire vehicles, to breaching, extinguishing and firefighting, the game is in alpha and providing regular updates. Recently they announced they would be releasing full modding support using Unreal Engine 4's SDK and will be releasing this soon. As a community built on mods for Emergency games, this seemed like a natural fit for us. The team from Into the Flames will be posting updates on modding and release contests in the main forum, however we look forward to seeing some of the mods that will come out of our community!
-
Polygonal lights not showing up or placing properly.
Newfoundking replied to CanadianFrog's topic in Modding Related Support
With polygons, they're very finicky. You've gotta go slow and steady. As for lighting them, make sure you attach them with a corona, otherwise the polygon won't do anything. The corona is the light source, the polygon is just a shape -
cant do anything on startup
Newfoundking replied to tylerdevine's topic in Technical Related Support
Little more information is required, such as your dxdiag, or posting your logfile, but I'm willing to bet, based on the ringing noise, there's a critical fault, and if you alt-tabbed the game, there is an error box floating underneath the full screen. Try launching the game in windowed mode (edit the config file to change fullscreen from 1 to 0) if you cannot see the error message. When you post more information, we'll be able to help, but right now, we don't have enough information to provide guidance -
Hi, just some moderation notes: Closed the duplicate copy of this topic, and merged contents together. Future reference, don't delete a post to just recreate it, we'll undo it and merge them. Please abide by the terms of service for general members and expected clan behaviour. Please note, this topic is to be the ONLY operational topic on this forum for this clan.
-
It's all based off of the bls als system in America. Where medical care is pay per use, you generally don't need a highly trained paramedic there for many incidents when a simple EMT will do. They're cheaper and therefore in a cost based system better. The EMT is represented by the firefighters. They can be put together in groups of two to select stretchers allowing them to transport however they can only stabilize, they don't have the ability to heal. This is good for calls such as the medical aid or person fell where they're generally high in health so you don't need to waste paramedic resources. AMR and the on map ambulance are staffed with paramedics for more major events such as a heart attack or stroke. And the difference between the white and red engines is solely based on how many real life counties work. If a department is volunteer or from a small municipality, they cannot afford to have full capacity and response ability for special incidents like HAZMAT or major fires. We'll often rely on neighbouring jurisdictions, in this case, Mayberry County for things like HAZMAT support or in cases ofajor fires, mutual aid engines, which is basically just extra hands on deck. Mayberry has 4 engines iirc and those are easily used up, so the extra ones help when you get stuck. You'll see it in a lot of mods featuring smaller American towns, mutual aid departments you can call from off map.
-
They've said before that the current plan is to remove the ungodly buggy version from release. The former version should be considered more of a public beta than a full release in my opinion. They released a mod that was complete for pictures but had many issues, most of which were hard to diagnose with the small team working on it. With the public release more hands can see the issues and try to diagnose them. Bama1234 has said that his plan is to update and upgrade, meaning it'll have some more items in, but more importantly, some more functions, be it new or improved. At this time it's probably not going to be a mod that has a previous version still available to download, and instead will likely be replaced soon by the upcoming version, hopefully completely free of major bugs
-
Well, since you don't want to thank us, I'll be happy to explain why you didn't get any solutions to your issue. In the main technical support thread for the game in question, there's this announcement at the top, in all capital letters. You obviously didn't read it. http://forum.emergency-planet.com/forum-42/announcement-4-read-before-requesting-assistance/ So if you search the forum, which is step one, you'll find a topic from about 5 days before you posted your issue. Well the answer. http://forum.emergency-planet.com/topic/20973-ctd-when-playing-mods/ Scroll down to the bottom for one user's solution to your issue. There's actually a few topics with different fixes in place. You said you don't want to upload 5 logfiles, we don't want those. Usually one lets us see what's on the go. There's zero in this topic. There's also no dxdiag attached, so we don't have any idea what's wrong with your computer that would be causing these issues. We're taking your word that everything should be working, when in actual fact it is not, so maybe give us something to double check it. If you could figure it out on your own, you wouldn't be here. So ignoring those many things you left out, you need to take that chip off of your shoulder. Chances are you don't need a computer science degree, or similar to figure this out. You said the mod did work on one laptop, just not on the five computers you tested it on. Now considering how there's been 527,000+ downloads of this mod from THIS site alone in this iteration, that means that there's nothing wrong with the mod, but a mere compatibility issue with the mod and the PCs in question. Now, have you tried any other mods with the computer? The base game perhaps? This is another tool we can use to diagnose your issues. Well that is, issues with the computer. You stated that it is not a problem with the hardware, but instead the mod itself, which again, is not the case. So let's look at the five computers you used, you don't need to tell me which ones, but what hardware/software do they have in common in the way of video cards and drivers associated. The topic I so kindly linked found one of the pieces of software provided by the graphics card manufacturer. Since you solved the problem through "common sense" why don't you share EXACTLY what you did? Did it involve editing files in the LA mod package itself? Or did you do something with your computer? Your attitude about this whole issue is absolutely childish, bratty and outright sad. Grow up and handle your problems a little more mature and maybe people will be more helpful. Come on to a website blaming the product they release, deny any help, and then brag you fixed it yourself and it was their products fault? Mhmm. You've been issued a warning for your childish behaviour, and since you find the forum so useless, feel free to never come back, or make it useful. This isn't an institution you need to be a part of. For you or us. (Hint, the quickest way off, assuming you're not on IE is to press ctrl/cmd+L and type some letters, then smash enter. )
-
Hi, and no no no no no So that's definitely not okay to ask for. Unlike sites such as GTA V Mods and similar products, there's a major difference here. We don't allow members to ask for releases and similar pushes for content. And that's because this isn't a game like GTA V, with the same mod set up. You can't just make one vehicle, change it out and then use it in the base game. I mean realistically, you can, but that's not accepted as even close to a mod in this world. You also can't really release pieces and get the same result as you would there. Thinking back to GTA IV (years ago, but it has a developed community, so deal with it) Many modders became largely known for their work producing vehicles. They would often release skins, or even a special model. Most of the community is just reskins though. There was also a major system known as ELS, which let you control the lights. It was essentially just ONE script. Ped models were often just single pieces modified on existing structures and edited that way. Each one of these above were considered mods and widely downloaded Looking at Emergency though, you can't do that. Even slightly. Every one of these is just a piece. Someone gives you a model, you can't do anything with that, you need MULTIPLE models, as well as SCRIPTS, as well as finishing to put it all together to make this work. People editing is a totally different game all together and very rare here because it just doesn't happen. Unlike other modding communities, you can't expect products here fast, or even frequent. People here commit their own time, so instead of one thing to play with every three weeks, they need to make you 200 things to play with, put it all together and call it a show. It's pretty good then when you consider the time commitment it takes to produce these that you get ANY content at all, let alone all of it for free
-
I think that in the way of copyright issues, as long as you do not display the brand in poor light and charge (or accept payment) for the mod, you should be fine. None of the modders to my knowledge in this community have gotten issues with using trademarks on their vehicles in their mods. I too would like to know how you would go about a Universal studios mod. I think it would certainly be a different take, dealing with the daily issues, from minor emergecies, to major events like fires, and overnight things like people breaking in, vandalism, etc. Also have things like ride break downs perhaps to make use of a technical service. Wondering though how you would handle the thing that the game has in place that make it what we're used to. Realistically, the majority of emergencies would be responded to on foot there, as security and first aiders usually walk (perhaps have golf carts too) so how would that work out. There's a fair number of challenges, and I'd be interested in seeing how you deal with those more than anything else I think,
-
What are your system specs?
-
This looks like it'd work nice for LED lights, wouldn't work as well for halogen or rotary types though I think. I do wonder though what it looks like in the day. My experience is polys don't look as good in the day as they do in the night time, almost can't see them
-
And you're all done now. Children refuse to listen, bring only problems and then they lose access to the site. I'm closing this topic, removing links and suspending the clan from this site. Anyone who would like to appeal can privately message me.
-
First off, they didn't move on to other projects, they just stopped this one for the time being. And the issue wasn't so much the use by others, as much as the abuse by this forum. That is, members were taking it, demanding their rights to it, and then defending people who took models and used them without permission and credit. The authors of the mod decided as a whole that it is best to step away from it all, let people come to their senses and realize you don't have a right to ANYTHING, especially that which is provided to you for free by someone else. Either way, production of this mod is at a standstill right now, it's not completely dead, but it's awaiting a better climate to survive in.
-
You mean without permission, all mods are required to give credit for content they use. You also may need people's permission before taking their work as your own too. That's not for me to enforce though, that's not my site. I do have to ask though, what are we looking at in the way of poly count? If it's a conversion, there may be a lot of weight sitting in details you don't need for this game. A lot of models converted were just straight conversions, meaning they didn't work in the game with anything more than an empty field and a tree.
-
There's no plan for the site to come to an end, no worries there. There's a fair bit of interest here, although it may not look like it. The older modders with years experience, like Hoppah, Mikey etc are just that, older, so they can't contribute as readily. That doesn't mean there isn't room for more modders to raise through the ranks and add to our content
-
Yes, but the Montana mod is a different project. It's Bama's project so unless Bama drops it, itchboy's stuff I'm sure will still be continued to be released through here
-
Oh yes but I figure per line rates around here work and the amount of professional programmers here are low.plus if you're paid by the line, you'll start Repeating yourself super quick lol
-
Access to lightbars of any type
Newfoundking replied to nbrown8568's topic in Modding Related Support
To make lightbars with working prototypes for it is already a thing commonly seen in many american mods. You add them as childs to the main vehicle. You do have to individually light the vehicle due to the way the light is set up. Lights are not attached to a part of the model perse, but instead a physical location in relation to the centre of the model. -
Whoa, okay, so let me get this right.. You need a complete Custom GUI Given what you want call wise, you want a complete NEW mission script type freeplay event You want a series of new units You want levels of gameplay for fire, including junior and regular fire fighters Aside from the things you could steal from other mods, you require about 2 regular mods worth of work in new features alone. And you want people to sign up to do it? No, that's not gonna happen. Unless you're offering salaries, at the going rate of about $30,000year for the modelers, around $70,000 a year for programmers (That's the LOW end of it) since you're going to need a lot of scripting work in it and another say $40,000 for general work in development, such as designing layouts and bug resolution. That means you're going to need approximately $140,000 for this project. ALTERNATIVELY you could pay hourly or by script/model, which may be cheaper, but you're still looking at about $30 per model (possibly higher depending on the model) and probably around 10-20 cents per line for a script. Now, that doesn't sound like a lot, but a basic mission script (judging from an early dev version of NYC) is over 5000 lines, but what you're looking at is at least triple. BREAKDOWN Approx 36 models (adjusted for different liveries same models) = 36x$35 = $1260 Fifteen Scripts, (various functions plus mission) approx 20,000 lines total = 20,000x$0.15 = $3000 GUI Development = Additional Script (500-1000 lines) + Graphic Design and layout = $150 + $150 = $300Map Development = Basic Design (20 Hours) + Map Layout (30 Hours) + Functional Setup (10 hours) = $230 + $345 + $115 = $690Final Game finishing (specs, game texts, lighting, placing prototypes) = 50 hours (minimum) x $15.00/hr = $750Overall Costs (some are very undervalued) = At least $6000 with the BASIC functions for a FIRST version only. Any adjustments or followup versions not listed in the first post would be additional costs. So, what I'm saying is that unless you're willing to pony up at least $6000, you're not gonna see anything as chief of a mod. Start releasing some stuff YOU made, provide something to another modder he wants, then maybe he'll provide something back. We don't have a free work staff here. You want something you need to either give them something or pay them. If you're willing to negotiate a price point for some of the services listed, let me know, and we'll definitely be talking, otherwise it won't be happening. *All prices listed as based on a quick Google search of the lowest average salary for that job. Yearly salaries would provide a replacement and update team, hourly for first value.Game finishing is offered at local going rate in NL for similar skilled services. Prices provided are not considered a quote, and may indeed be much higher