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Everything posted by Hoppah
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Mine even says 'LA Mod creator'. :O
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Yes, more information:
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We're all going to die!!!
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Both. (FYI: legal age to buy beer is 16 in the Netherlands.)
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Complaint 1, a sore throat.
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Someone I knew was a sniper in the Dutch Special Forces and was present during the train hostage crises in 1975 (information) and 1977 (information). I think he suffered PTSD, before he decided to quit. Being a sniper is not as cool as it looks like.
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Not sure if Stan already contacted you, but we received the donation succesfully. Thanks for your support to the website.
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Using an audio editor to increase the volume is the only way. Good luck, Hop
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Nope, they stayed on last known position of the vehicle. Not sure if they were still doing something. The LA Mod siren script is based on an older version of the original script. Unfortunately, mine is slightly modified for the mod (the manual/automatic siren option) so I had to fix the script myself.
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Let me explain why the old siren script caused lag: Each time you activate a siren, a hidden/dummy object spawns. That hidden object is necessary to update the position of the vehicle, so the siren actually sticks with the moving vehicle. The vehicle itself can't do that update, because it is already doing something else (moving to a new position). Depending on the speed of your computer, the hidden object checks the position and status of the vehicle a couple of times per second. So what was the exact problem? When the sirens are deactivated the hidden object is supposed to delete itself. That didn't happen and the hidden object kept checking the status of the vehicle! Even worse, when the sirens were reactivated a NEW dummy object just spawned to update the reactivated sirens. So what caused the lag? Vehicles which stayed on the map for longer times could have dozens of these dummy objects which were still checking the vehicle instead of deleting itself. The huge amount of unnecessary scripts running on the background could have eventually cause framerate problems. So how did I fix the problem? I made a couple of script changes and tested the script with a visible dummy object to make sure these dummy objects delete itself.
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Impossible that your problems have to do with the script.
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The updated siren script has a bug: When you send a vehicle with activated sirens to HQ, the vehicle drives off the map, but the sirens do not disappear! I am already working on a fix for that.
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The palm trees are part of the Deluxe version of Emergency 4. If you add these trees to the normal freeplay map, people without Deluxe will get ALOT of missing objects. So make sure you include both the model/texture/prototype files of the palm trees to your submod. If you don't know what I mean, get someone with 911:FR to test the map. Either way, you got permission to release the changed/added files only, just like all other submods.
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Thanks for letting me know.
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* Signs no
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Define 'many people'. I counted only two users who liked it. You're free to start polls. No matter what the results are you are not free to release it. However, you WILL get permission when you add new commands and scripts. Something that makes it impressive. What you made now, is not interactive or whatsoever.
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Wow, something that is done within 5 minutes. I guess I expected too much again. No new models? No new scripts? Not sure if it's actually worth to release it. Sorry for my comments, but even reskinning a vehicle is harder to do. Everyone is free to make changes to the mod, but you really have to come with something more impressive if you want to get permission to release it. Tutorial: 1. Start the editor, load the LA mod and load a freeplaymap 2. Place a fence around an office building 3. Add some flags, signs and camera's too 4. Save and exit
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Complaint, sweating people in the train at 5 pm.
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It's not really important either, but thanks for mentioning.
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If you can't make it work for v1.8, it won't work for v1.9 either. No matter if you make a shortcut yourself or let the installer do the work for you. There is no fix for it. Apparently, 911:FR is missing something for these shortcuts. I think the code "mod" in the target line is not supported by 911:FR. I guess you just have to test it again when v1.9 comes out, if the desktop icon does not work delete it, you can still load the mod from the menu as usual.
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Pictures first.
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That's bullshit, the distance between LA and NYC is like 2500 miles (4000 km). You seriously think you can compare these two cities? I am not going to expand the amount of transports of the ambulance just because they transport more than 1 patient in a whole different city. Ambulances are made to transport a single critical injured person. They're not mass transports. Ofcourse, they are big enough to transport some extra persons with light injuries, but that's not the purpose of an ambulance. A Mini Cooper can also transport 10 people if you do your best... Almost every tour, patients with light injuries only I suppose.
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How should I set my NVidia 9400 GT card for this game?
Hoppah replied to heyjoojoo's topic in Modding Related Support
Not sure, but maybe the game does not fully use the two CPU cores. The videocard is not the problem. You might want to find some program that checks the load of your CPU cores while playing this game. If the game uses only 1 core, you know what the problem is. You can even try to disable one core and see if the game runs the same. SDRAM? That sounds like a laptop/notebook, people often have problems with games on laptops. Most laptops are not really designed for gaming. Hoppah -
911:FR and Windows Vista 64bit seems to be the bad combination. Can't help it. V1.9 comes with an option to install a shortcut. I added a warning that it does not work on all systems.
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The map has the same size as the original freeplaymap, deluxe freeplaymap, multiplayer freeplaymap, campaign map and the map of the forest fire mission in the mod. Couldn't make the car theft event work yet, I did exactly as that German said, placing these gangster prototypes on the map. Played for a while (at least 1 hour), and got no stolen car event. I guess I have to release it without messing around this event anymore. We'll see after release of v1.9. Similar, but not the same. The Dutch language is actually derived from the German language, alot of words look similar. But there are many differences between the grammar and sentence structures. The Germans also use the umlaut more than the Dutch and even a whole extra letter (the ß).