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Everything posted by itchboy
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London mod is perhaps less optimized. Its rather unfair comparing LA mod to alot of mods though. LA mod was extremely optimized for its time 8 years ago, and still beats out a lot of mods in terms of performance. I wont go into detail as to why modern mods are alot less optimized, but all mods of that era were made in the days when computing power wasnt as good as it is today. Modders had less headroom to implement high res textures, high poly models, and constant running scripts. Those mods (at the time) ran about the same as the London mod for example these days.
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The countryside/rural map. Now a question for people. I would like to ask, what specific calls do the US Park Rangers handle? Another gameplay video, this thime the call actually completed thankfully but it CTD'd soon after when the script was 'clearing out' the data from the completed call.
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This is the missionscript freeplay concept that will be going into the Montana mod. The video highlights one negative aspect in the code, that a simple medical call like this can become very montonous due to the lack of much else to do. The video ends in a jarring way at the end due to the game crashing right as the callout ended. Something that I need to sort out obviously, but I at least have something working for starters. Expect a better video once I sort out these programming issues. A lot of features such as the custom dispatch menu will be removed for optimization purposes. No point in releasing something that takes 20 minutes to load, or crashes every 15 minutes because the player just happen to accidentally press the wrong button at the wrong time. That would invalidate the very point of updating this mod, which was to fix the optimization and CTD issues it currently has.
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DL it from the German forums and install it as per their instructions. You need to have pre existing knowledge on how to go into the Em4 editor and modify the prototypes.
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@greendaystjimmy Double posting is against site rules. Be careful next time. The ped model needs to be modded so the hat is a bit lower on the Y axis. It should be a bit lower, about on level with the eyebrows like one would wear any hat.
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Electrical fires happening near the gas station...
itchboy replied to greendaystjimmy's topic in Mission Related Support
You can go into the Em4 editor and remove the fire childs from the building itself. I've had fires there and its relatively easy to control. Just make sure you send more than enough reinforcements and perhaps an ambulance or two in case your units get caught in explosions. -
In future, dont play moderator. We're around for a reason. Just press the report button on the post and we'll take care of it. Whether you warn them in advance or not doesnt change the fact that we will take some kind of action.
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You need to download the coronas fix. There are several posts for it already so look there. Dont bump a 2 year old topic next time.
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You cannot install the mod because progress on it has been halted. The mod is unfinished, there is nothing to download. In future, do not post in topics that have not been active for more than a year like this one.
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Its been done. To everyone else interested in changing your username: Use the existing topic.
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I have forgotten one major thing to explain to people. Once the mod is setup to use the misisonscript FP, it is no longer MP compatible. If the missionscript goes through, we have no intention on making a separate MP version. I will be adding another poll so people can decide.
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Btw you still have to add credits to the ones from this post: http://www.emergency-planet.com/topic/17193-chicago-fire-mod-wip/?do=findComment&comment=319445
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Go into the largest resolution and put the scene editor into the center of the screen. Go into a slightly smaller resolution and test again. Move the scene editor to the center again. Finally go into your preferred low resolution and move it to the final position.
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F1 key. If that still doesnt work, it means that your editor window has gotten 'stuck' outside of the bounds of your monitor. I believe the only way to fix it is to delete the Em4 config.
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Topic locked by author request.
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I would like to remind you to add credits to your screenshots. Name the people who made the models, textures, etc.
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Be sure you patch the game to 1.3 if you already have not.
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This is clearly a dead topic. Topic bumping is against the rules. I will be giving you a warning point as well for asking release dates here: http://www.emergency-planet.com/profile/4733-emc-unit/?status=13819&type=status
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Asking for release dates is against site rules. Be more careful next time.
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One of the things we have planned for the upcoming version is the missionscript which would enable us to have a new set of callouts that are distinct from the original Em4 ones. I have to make a decision though. There are 2 possible setups that can be done but we cannot have both. Setup one would be this. It features a lot of sub objectives such as "investigate theft", "collect evidence", "send arson unit", etc that would need to be completed by the player before the call is considered completed. It is limited to only one callout at a time because of the lack of space in the objectives menu, and because the number of script checks would be too much for multiple callouts. This would be favorable for you if you're into RP'ing or taking your time with the mod. Examples of mods using this system: US Army Mod, Wegberg Mod, CPH Airport, Wuppertal Mod, the original NYC mod from 2006 Setup two would allow for multiple callouts at a time similar to the original Em4 setup. There will still be new calls but the tasks you need to do to complete them are just the same as the original Em4 setup. You'd simply extinguish fires, transport the injured, tow wrecks. This setup will not have any sub objectives that the player needs to do because the GUI spaces will be filled with the entries for each callout. This script would also require a different type of 'check' different from setup one because of having to handle many more objects, vehicles, persons and so on ingame. Mods using this system: ERS Berlin, cancelled NYC 2 mod, this mission script from the German forums From a modder perspective, option two would make the mod arrive faster than option one. Option two as well would be more stable because I have far fewer things running in the background to check each element. Option one would require the existence of a check for fires, another for injured persons, another for questioning individuals, another for arresting suspects, and another for transporting vehicles, and more for any other elements I wish to include. I also have to tie in checks for a lot of game actions such as entering vehicles so that the game recognizes for instance that a vehicle has been car-jacked by a suspect, or that a suspect has started an arson fire. Each setup has its pros and cons so there's no real 'better' option between the two. I am also experimenting with a few ways to prevent the theft of the mod's scripts and content. I believe it would be of use to other mods who wish to protect their content from misuse.
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Thanks for the cooperation.
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LAMod Original Freeplay Map TEXTURE - LINK
itchboy replied to sls_16's topic in Modding Related Support
http://www.emergency-planet.com/topic/12463-im-going-to-stop-modding/?page=2#comment-170094 Its within this page. -
Mintcake69 has requested that the transport officer pedestrian be credited to him. I would also like to remind the mod author to add credits to all other images as well.