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itchboy

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Everything posted by itchboy

  1. You could try redownloading the mod, or using WinRAR to open it instead of windows' default zip browser. This is an issue I completely overlooked - the save system. Thank you for posting the log file and debug lines, because I know what I've done wrong. I'll have to look into this in the future. I don't know if the Use command got broken again but it seems to work fine on my end. Could be another script interfering with the use command.
  2. You need to have a complete package of files and edits for each vehicle. You need a complete units folder with the correct values in the xml file of the units folder. Next step is adding the newly created unit into the portraits.xml Then the next step is the additional entry to the freeplayBase and freeplayBase_d (for deluxe users) The problem with your tow truck is probably due to a bad units folder, or something else going wrong like your map lacking the correct spawn points. I don't know to what extent this whole thing goes for your mod so I can only give general advice.
  3. Apparently they're on Steam and on the German forums communicating with playtesters and interested people. The rest of your post is similar to what I feel about the game, now that we've had a few months to process what's here. I don't like it, I'm not touching it and I'm sticking to my current projects. Long live...low poly modding.
  4. Both of these things are intentionally capped by script. Adjusting them without knowing how the code works can cause undesired behavior. I am still on the fence with how I will arrange things in the coming updates to the mod. Specifically, I can't have more BCSO cars until I make all the bases needed for them, which could take however long. I don't want to include repeats of existing vehicles, for sake of pumping the numbers up. Regarding volunteer firefighters, the reason I asked for people's real life POV's was a fun way of adding more volunteer personnel to the mod so that more personnel can be playable. Thank you for doing the research on this one. I have evidence now and I can make that judgement call with the mod. I'll have it be courtesy lights by default (as it is now) and sort out the lights/sirens commands later on. I still don't know how I'll proceed with that because Dillon's batt chief appears to also be a POV, while Lima VFD has a dedicated vehicle. Maybe I'll keep their speed the same but remove the sirens from the 2 chief vehicles.
  5. Thank you for your hard work. The USFS trucks will definitely get an addition or two for the 80s. I've been working on a side project of European retro vehicles instead of LA related things. It will be a side project I'll do as a break from doing American themed assets all the time. I still have plans on continuing with more assets for this project, and then the major refresh and relighting of many police vehicles. No pictures on that yet. For now I have only one additional civ coming to this mod. As a bonus, popup headlights are going to be animated on certain vehicles.
  6. It's not helping my case that some of these vehicles aren't just for LA. There's other vehicles that have a role as emergency service in other places. Some of the European stuff I make could also be good for a retro UK or Europe mod. I'm carrying a lot of momentum with this project and I'd like to be able to provide materials for others to start their own retro themed mods with.
  7. I am very deilghted to see all this new stuff coming up. Again, thank you for doing the work on this. Regarding the modern stuff, I am not sure if I will be doing those vehicles any time soon. It's definitely on the board for more potential additions and even new commands.
  8. I hope to have more playable units made. Eventually I will. In the meantime, here's even more civilian vehicles. We might cross into the tripe digits if I keep this up.
  9. Thanks for reporting this softlock condition. This was something I totally missed and I'm now looking into it. Can't thank you enough for the finds you're making. You are the man. The Lima ambulance has been known for a while but I wanted to do the Chevy instead of the Ford. I think I'll just do that one and add it together with the lineup even if the timeline is unspec. I'd like to have more content in here even if it's pushing the timeline quite a bit. I don't know how far I want to take the concept. It should be easy to have ELS be toggled too.
  10. I'm sticking to 80s and 90s. I will be focusing on civilian vehicles, assets for those years, and also 2000s stuff. There are new additions to the civilian vehicle collection: I have also begun texturing the unfinished civilian assets. More to come soon.
  11. Thank you for the help. I feel slightly vindicated that I didn't include sirens on the POV's. Okay it wasn't just because of the law - it's easier to leave them out than implement them into the code. I'll probably do some customization and make it so that a control panel command can be added, where the POV's will have sirens or not. Player preference.
  12. I am interested in this helicopter but the modelling will be a challenge. I don't think I'll be doing this for the mod. I'd like to keep the scripts somewhat simple. I'm saving all the hardcore stuff for Montana mod. Sorry man, I don't want to do anything to the map yet.
  13. Great finds, I'm definitely looking into these because we now know that the older Mack is also still in service. You did it again Miles. Keep it up. You've encountered a common problem with many mods. I have already adjusted the traffic lights but if they still cause problems, I might have to tune them even more.
  14. Ebay has delivered once again. We have a hi-resolution quality picture of the Dillon VFD engine. The mystery has been partially solved. I'll have to guess the rear end if I want to put in the game.
  15. I'll look into it I'm not in the position to set that up. But, if someone's going to volunteer to do it, I'd be down to help. I've begun texturing the incomplete vehicle assets. Civilian vehicles continue to be made.
  16. I've been looking too and so far didn't find much. I did see some youtube videos that showed their POV's as having only front/rear lighting and very basic setups. I also found another response video where no siren was audible however it is not conclusive proof of sirens not being allowed. If I were to interpret the law literally, POV's are only allowed red lights. The statute lists nothing on siren amps and it could be interpreted as "beyond the scope of the law" or it's a legal loophole. Maybe somoene from the state can confirm.
  17. More civs coming to this project: I have not neglected the playable units. There's a major revision coming to alot of models. They will have better shaping and texturing in the upcoming update. Here's the new front end on the Caprice models: There's also new front end models for the Chevy squarebody trucks: And a few more revisions to playable models like the F series trucks, Plymouth classic sedans and more.
  18. Generally I'd like to be impartial and not pick sides but randomly calling people out as "self absored" (in an inactive thread) is a great way to get a negative response from other people. The post was uncalled for and it comes across as starting shit with people for sake of it. For now, no bans will be issued, rather I'll be locking the thread for about a week or so to let things cool off.
  19. I have a lot of very negative things to say about the new game. I won't say them here. In fact I feel like im grieving the loss of a series that I love. I won't be so damn negative though; there is some silver lining. One that, it might funnel more casual users, who could potentially have modding talent, into Em4/5 Another one is that 16T is starting to re-establish communications with the community. We as a community could push for the "opening" of Em2012/13 to modding, so that we can have 90% of Em4 as a game but with updated graphics. We will see what the future holds. At least we still have the current titles.
  20. New Econoline model coming soon to a few retro themed projects. There's also more civs coming.
  21. It doesnt actually change difficulty in naturally spawning callouts. Rather it's intended for use when forcing callouts using the debug menu.
  22. Thanks for the tip on this. I don't know what's causing this or why some users have it, but others do not.
  23. Thank you both for all the pictures. The CARE stuff is really sweet and I now have a reason to make another variation. The county FD stuff is quite suitable but I won't make every vehicle. Maybe a few engines. More civ cars:
  24. I'll just lay it out here before things get too heated - any mod has the right to be called unspec. That's freedom of speech and no different than say, me calling any other project as unspec. I look at things and call them unspec all the time. However, calling something unspec and gatekeeping are two separate issues being conflated into one discussion. I'll be watching the thread for now; it gets locked if people can't play nice. The usage terms of the mod are to be respected, that's just it. Not up for debate. That's not gatekeeping. That's respecting individual rights. What is allowed though, is the creation of any other Miami themed project as long as it doesn't infringe on others' asset usage terms. Nobody has a monopoly on a Miami project. If you can do it better, go for it. If I were to suggest a healthier point of discussion - make a new thread about a new mod idea, featuring something else like mainland Miami City, the 'glades or any of the suburbial areas in the county area. Option C would be a team effort among the factions to create proper spec for Miami Beach FD and PD. I leave it to you people to work this out moving forward.
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