-
Posts
4,420 -
Joined
-
Days Won
631
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by itchboy
-
I dont know the specifics of that mod, but you need to encode the correct vehicles and virtual objects into the scripts and then add each condition for every vehicle. Next thing to do would be to fix the vehicle's collisions so it can actually park correctly.
-
callouts aren't spawning when I edit the freeplay params
itchboy replied to tbone1fire's topic in Modding Related Support
Could be the 'maxIdleDuration' being too high. Another thing is the comments within the xml file have accidentally corrupted the rest of the file. Idk what happened to the layout but it seems to have been messed with. -
Such a thing does exist. In the Winterberg mod, it is on the bottom left part of the screen that shows the statuses of vehicles ingame. Its a very complex process with how they did it, but the drawback is that the function only works on their mod. It works with single player and MP and can also be linked to a third party 'FMS' tool that is used in multiplayer situations. It would take an unreasonable amount of time to port it over to other mods. Other German made mods also have their own version of this dispatch system and some even have radio statuses that function as they would IRL. Everyone else on the other hand uses a non functioning CAD that has to be manually edited to match entries. Usually it is an MS Excel or Google docs that can be edited every time a dispatch happens. Usually the people using these are clans with 4 people max ingame and a fifth on the VoIP channel doing the dispatching. Such a setup in single There are no developers willing to do such a major undertaking. There just aren't many programmers in this community who can do it to begin with.
-
Combining Elements of Different Mods?
itchboy replied to INeedMods's topic in Modding Related Support
Its possible to combine scripts. Its easy enough assigning the command to whatever unit you want. The difficult part is going into each script and modifying it so that it 'accepts' the prototypes for whatever mod you are importing the code into. -
Katy Modification[WIP]
itchboy replied to willowfork fire capt's topic in Mod Development and Concepts
Try to fix that little texture bleeding issue on the ambulance box. Having clean looking textures go a long way to helping sell the authenticity of the unit you are doing. -
Boston mod's a bit heavy I'm afraid. Its a submod of the NYCERU mods that dont particularly run well. I have tested mods on a similarly spec'd laptop and a desktop from 2003 (which would be on the same level as said laptop) and the only mods that run reliably are those that are from 2010 and earlier.
-
Mod topic has been re-opened by owner request. Hopefully things work out the second time.
-
Will 911: First Responders Run?
itchboy replied to Buffalowildwings03's topic in Technical Related Support
It should do well for stock Em4 and low spec mods like the original LA, but not so much for the heavier mods such like the Mayberry series mods, or RTS Bieberfelde. The game itself will launch as long as your drivers are updated and the game is set to 'single core' every time you run it. -
LAMod Original Freeplay Map TEXTURE - LINK
itchboy replied to sls_16's topic in Modding Related Support
Here ya go. -
Yes. We're redoing em to be the same scale as what most other mods use. No point in having larger scale vehicles if they're inconsistent like the orig mod's vehicles. The large scaling also made AI pathfinding and going around obstacles quite difficult for some vehicles.
-
Ive been given permission to post announcements while Bama is away. He should be able to give his take on it soon. This is whats going on with the Montana mod as of now: A new version is being worked on. This post is intended to give more detail to what bama said on page 1 of this thread. It will be slow and take time, but it will be done eventually. There will be no announced release date. The existing agencies in the mod will be dumped in favor of their real life counterparts. The last month on my part has been spent finding out what the vehicles in each agency are, understanding how each agency functions. The above posts regarding that truck are just one of dozens of pieces of information I've had to sift through. Mod wise, I have been setting up the foundation of the mod by creating all the needed folders, prototypes and units files before the assets are even created. This is being done so that the mod can be tested immediately as I am able to knock out each vehicle. The biggest change to the upcoming version of the mod will be the inclusion of these real-world accurate vehicles, along with proper implementation of the dispatcher and battalion chief scripts that were incorrectly set up 2 years ago. We are also floating ideas of having the river on the map being used as a water source, and portable pond functionality for the tankers, that way the player does not need 10 tankers to fight a forest fire. It also potentially means that we do not need to make 10 unique tanker models just so that fires can be fought. Bugfixes have been done to the mod such as functionalities that would 'bleed' into each other like the ability to get a taser and traffic cone at the same time, causing the police officer to bug out. The performance issues have been sorted out for the most part, but we found out that the original playable units were causing a noticeable drag on performance which is why the decision was made to scrap them entirely. Ill make another post at a later time to explain what was done to optimize the mod's assets. Another change is the setup of the on map VFD station. Gone is the 2nd engine which will be replaced by a tanker. We found that having the tanker made the first engine much more usable and flexible in what it could do. We have no intention on adding anything to the on map VFD. In fact, it was actually suggested that the VFD station be removed in order to simulate the real Monida area, but some of these fictional elements will still remain in the mod. No changes will be done to the FP map apart from adding in the default Em4 events that were missing such as defective traffic lights & rail crossings along with the rabid dog callout.
-
Em5 model porting isnt so hard according to someone who told me what they did. Overall, the only issue with Em4 and Em5 models is not just the conversion process. Its actually the level of detail of the Em4 models vs the default Em5 ones. Then there's the dozen different texutre layers you need to add over top like the alpha mapping, and the bump maps, then add to that you need to make a burned out version of the same model, thats where the issue lies.
-
Which brings us to the Em5 debate. 16T really dropped the ball there IMO given the overall lack of transitioning to that game. Add to that how its inaccesible to many low-spec users means its pretty much wiped out a third of potential modders. Add to that the proliferation of other games in the emergency category (such as LSPDFR) and you can understand where people are going.
-
Modders have either all grown up and are no longer interested in modding (because work and family is more important) or just lost interest with the game, period. The second point is that is that new people are not willing to take the time to learn how to mod anymore. Overall, a few projects still remain, but just like Montana mod, it will be very slow going because of how much we have to deal with IRL.
-
Looks like it could be that or the FLD112. Either way, thanks for the info.
-
It would be in your best interest to use English when presenting your mod. Most people here do not understand Italian and are unlikely to give this project attention if they do not know what it is about.
- 1 reply
-
- 2
-
I think your police is complete enough to go in. The fire dept is the only one that seems to be lagging behind. You already have ambulances for sure, so no worries there. Just dont overthink it, and try to playtest your mod ingame as often as possible. Try to spend more time ingame than in editor so you are reminded of what the end-goal is: To have a fully functioning mod that can last the player at least 2 hours.
-
Asking for release dates is against the site rules. Consider this as your only warning.
-
Re: vehicles in mods All mods should at least have the bare minimum: For fire dept: Engine (for extinguishing fires) Ladder (access to 2nd story bldgs) Rescue (for jaws of life, jump pad) HAZMAT (for decontamination of civs) EMS would need just an ambulance; police, just one cruiser. TEC would be handled each by a tow truck (wrecks) and engineer car (traffic lights, bombs). No use in having multiples of the same vehicle (which have the same function) if you havent covered all of the above. Otherwise, there will be a gap in gameplay where a call cant be completed because you do not have a modded asset for that essential vehicle. When we did our rebuild of Montana Mod's vehicles, we only did the essentials. One engine, one tanker (because we have LWS) and then one PD car and ambulance. Tow truck and engineer truck already existed, so it was a matter of just adding the other ones and we essentially had a mod that was functional, albeit dull due to lack of variance.
-
For police for ex, Chicago might be a nice thing to put in as the police colors. As for city: Smart move. In any modded game, you cant make a 1:1 of any city. You just need to take the major landmarks and replicate those while blending them with less notable areas, but maintaining an art style consistent with the actual city. I dont really have much else to add, I just hope this is the one US themed mod that jump starts modding over in Em5. I still remember the old NY Mod (from almost 10 years ago) by that German mod team that had so much cool content in it, sadly it didnt come into existence.
-
I dont think FHP use Hellcats due to the economic costs, along with reliability and officer safety issues.
-
Thats why I would generally advise people to go into modding if they wish to see more content on their own terms. Not easy being a modder when you've got responsibilities to deal with,resulting in most ppl being unable to assist, but I find that the ones who excel tend to be those who ask few questions and spend more of their time actually finding out for themself how things are.
-
Lookin good. The color scheme you chose on the medic reminds me of the one LAFD uses. I suggest doing a mix n match for your color schemes. While the mod is clearly based off NYC, it could use a bit of everything from other places.
-
I appreciate the enthusiasm but (once again) please refrain from asking about updates. As it is with every mod topic, progress will come when it does. Bama has pretty much said what has been needed to be said about where this project is going. EDIT: Does anyone know what cab this truck is?
-
If other mods work fine, then the problem is with the Sexial mod in particular and not your Em4 setup.