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Everything posted by itchboy
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EM4 won't open and crashes immediately.
itchboy replied to BxPanxi's topic in Technical Related Support
Now I am super confused. Your logfile shows that the "xres" value is 1360, but the logfile has 1360 as the yres value. It seems to be reversed in the logfile, and now I am very confused. I cant think of a reason that the logfile values would differ from the cfg file. -
EM4 won't open and crashes immediately.
itchboy replied to BxPanxi's topic in Technical Related Support
Run the game and have it crash. The logfile should appear there, unless something with your OS is preventing the exe from creating the logfile. -
Can you send over the logfile that the game produces? It is found in the root game folder where the .exe is.
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EM4 won't open and crashes immediately.
itchboy replied to BxPanxi's topic in Technical Related Support
Can you upload the logfile.txt that is found in the same folder as Em4.exe? The logfile should indicate an error message that would clue us into what the specific problem is. -
EM4 won't open and crashes immediately.
itchboy replied to BxPanxi's topic in Technical Related Support
Try setting the resolution in the cfg file based on what your GPU settings are. 800 by 700 seems like a weird resolution, so chances are you may be mistaken with that value. Also, be sure you aren't reversing the xres and yres values. In my case, my monitor is a cheap LED one that has 1368 x 768 as the resolution. In my cfg file, I've set xres to 1368 while yres is 768 -
Thats interesting. So some cases actually have them get taken to jail? In the current script setup, the drunk person and altered mental state calls are programmed to require police, but then they only detain the person and put them in the ambulance.
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I already have something similar where the drunk person callout spawns an injured person instead of a normal one. Would that work? It would also be possible for me to make them faint as soon as the cops arrive but it would seem kinda funny that they pass out just with the cops around. Maybe I could do a random timer on it perhaps? A call similar to that is in the works. I dont know when Ill be able to fully program it in, but I am definitely doing it.
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I didnt have time this weekend to show the more complicated calls, but here's something that was requested by a lot people. What can I do to make it look a bit less....harsh? @Ghost Graphic Designs correctly pointed out that it looks like the patient just "noped" out of the scene so Id appreciate information into how patient refusals go and how long they take.
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You need to select the blue transparent part of the lightbar and "detach" it from the model, then re-attach it. The transparency should show up. If that fails, then you need to assign the transparent part to a new material that is BELOW the material of the ambulance cab and box. Set it up like this if you're in doubt.
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Thats very informative, thank you for letting us know that they dont have dealers out there.
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Out of curiosity, does this have the scripts I helped you out with?
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From what I can remember, the Monida units parked fine but the yellow Beaverhead trucks werent supposed to have the station commands at all. Idk though, its been such a long time that I cant remember what was broken on the old version. Based on everyone's tips, Ive put together the 2 most likely bars that the EMS Excursion could have. The top is the Code3 Defender while the bottom is the classic 2100 bar. Ive also looked into other brands such as 911EP and Star Signal, but none seem to match. A third possible option could be the SoundOff nforce but it seems to be uncommon to the area. I also doubt an EMS agency in a state such as Montana would use some off brand MIC lightbar.
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911 first responders lighting support
itchboy replied to DarkWolf's topic in Technical Related Support
You need to go into the editor and manually remove the lights of vehicles as needed. At the minimum you would only need to disable the "radiation" on every light, but if you wanna take it a step further, I would remove every single emergency light on the vehicle except for its main lightbar. -
By some fluke, @Reaper was able to find a picture of the real EMS supervisor vehicle. Its....glorious but I now have the responsibility to update our model to match the real thing. Before I can do that though, can someone help me identify the lightbar? I'm thinking Code3 21TR, 2100 or RX2700 but I cant narrow it down exactly. I'd appreciate if you guys could lend your eyes and help us. Here's a complimentary photo of the Chevy ambulance that we plan on putting in the mod. Above that is Reaper's interpretation of the same vehicle in Em4. I am very excited to get to working on finishing up the model when my schedule opens up. https://prnt.sc/k71cpv
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Yea the duration value is what does it. Glad you got your issue solved.
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Edit the freeplay_endless file, and post a screenshot of the error you get.
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Have you checked if the freeplay files are read-only? Some people cant edit files on Win7 because of UAC or some other restriction. Check if that has been enabled on your PC or not. Your internet connection should have no bearing on the editing of files on your computer.
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There's @nbrown8568 and his Baltimore City mod, but I have no idea of its activity or status. Just be patient, someone should come up with a project like that. If you really cant wait, consider recoloring the LA mod units into Baltimore ones. http://www.emergency-planet.com/tutorials/category/1-english/ Here are some links for starting out with modding.
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Here's a video from 2008 which describes a good way of making map textures based on real areas. A good PC is needed because your graphics editor will lag because of the resolution of the texture you're going to be making.
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I could go with that, but I also have some alternatives because I have textures for a Code3 RVM and a Deckblaster that are ready to use. That Advantedge is actually one of the heaviest poly lightbars Ive ever done. It goes up to 970 or so polygons because of its curved shape. The standard Whelen Edge bar model I did only goes up to 500 plus polies. The irony is that despite Em4's low poly requirements, its still a great deal more forgiving than NFS4, because I wouldnt be allowed to exceed 3.5k polies for the WHOLE model of vehicle. Here is an update showing off the oil binder script that is going into Montana. Hazmat incidents will also have spilled substances that need to be cleaned up just like this. On the more technical side of things, I finally figured out how to make the save/load function of Em4 work with my missionscript. I am still unsure of what data it can save and load but I am happy that it at least saves all of the default code.
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The Intrepid is getting a Federal Signal Vista. All other units except for the slicktop are getting the Whelen Advantedge. That lightbar was chosen because I liked how they are on late 90s Oklahoma city PD units. The slicktop is going to get some kind of halogen or strobe deck lighting and thats about it for PD.
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The old Impalas have been replaced in favor of late 90s aero crown victorias.
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Your first issue is something that cant be fixed. Everyone has that bug, even I do. The cause of it is because of how Em4 is programmed, and how it constantly checks the unit's commands at every frame it draws. Lower spec computers feel this issue the worst, while high end PC's can glide through with only minimal FPS loss. The second issue isnt anything you did wrong. Its a problem with the mod most likely, and it is up to the modders to correct. As for the LA mod, check if you have the "Los Angeles Mod 2.1" folder in your mods folder. It should be there, or it could also be in your desktop or D: drive because of how Hoppah's mod installer sometimes bugs out.
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Monida Pass PD is getting a 97 crown vic because people voted for it. The current poll also has a 90s Tahoe or Suburban as the front runner for PD SUV.