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Everything posted by itchboy
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I'm doing everything I can to correct everything that is wrong with the mod at present. Its gonna take a couple months (not weeks as I had earlier thought) to sort this whole mess out. My aim is to keep the mod filesize within 600mb, which is the same optimization as my personal LA mod. Textures, although they look nice will have to be sacrificed. I believe that it is better to lose that quality aspect than to have the whole mod be unplayable.
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At the very least that, but it will come at the sacrifice of a few features such as the fire hydrant locking, extend hose and wye script, and the map will have most of its traffic reduced. A lot of old vehicles from V1 will be deleted, which is the first step in cleaning up the mod. Those game assets are although unused, are still loaded by the game and they do cause a drag in performance. Another thing that will be lost is that the texture filters placed on the map will go bye-bye, for the sake of performance. Another thing that will probably go is the new HD building textures, which I plan on replacing with low res textures that are more or less the same as default Em4.
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Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
I'm 50/50 on it. ALPR is a tool, like guns, taser, kinves, etc. What matters is how it is used. IF it is used for good purposes, like hunting wanted criminals, then it is useful, but if abused, it becomes a bad thing, just like guns, knives and etc are when used with malicious intent. The intention is where it matters for me. ALPR has its good uses, but is open to abuse, much like everything ever created by humanity, be it technology, the internet, fire, the wheel, gunpowder, and even medicine. -
Stabilization only. No addons beause bama is busy with real life stuff, so he is unable to make any new vehicles. I will not make any vehicles for Montana because there will be a huge quality difference between bama's models and my own. So for simplicity's sake, I'll be bugfixing while he makes addons. The stable version is actually gonna be a DOWNGRADE if anything, because certain scripts are to be removed due to their glitchy-ness.
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Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Work to be paued while I focus on Montana Mod. I'm aware there is greater demand for that mod, so I've decided to do everyone a favor and fix what's broken with it. I'll be bringing EmergencyFan6299 along to assist me there too. Hopefully we can come up with 2 great projects alongside bama1234. -
I feel this is important enough to need a post. So this is my general battle plan for this next update: Delete all unecessary vehicles and scripts from V1 of Montana mod, that way filesize is lower and load times are shorterOptimize all civil cars so that they use as few textures as possibleStart fixing as many scripting problems as possible, improve user friendliness along the wayAdd in limits to gameplay to further reduce the chance of the player causing a bug in the systemUnit icons of V2 units to be vastly improved over the current state they are in.I think this is going to probably be the 2.0.1 Stable Version.
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Tim's Modeling- and Texturefactory
itchboy replied to TimTim's topic in Mod Development and Concepts
Over the years, I've come to learn that packing actually makes load times longer because the game has to "unpack" the files for it to be able to load the models and skins. My principle in general is to keep it as simple and low as possible, but making sure that it looks good from the perspective of ingame Em4. It may look dirty in editor, but once you are ingame, most people do not notice. -
Tim's Modeling- and Texturefactory
itchboy replied to TimTim's topic in Mod Development and Concepts
I have Zm3 and the generosity of a fellow modder. I've created plenty so far. If you're interested, PM me. In relation to the topic, I think that a 1000 poly helmet by itself along with an HD person skin would probably hurt the game FPS on weaker systems. -
I had SimCity 2000, 3000 Unlimited and 4 Rush Hour. Fun times. Too bad my mega region was lost to an HDD failure. SimCopter and Streets Of SimCity were fun as well. Well Em5 is basically Em4 with new graphics and real German cities. Nothing too spectacular IMO, and the modding isnt that great for what its worth. It has its merits over Em5 and it has its drawbacks as well, just to be short and concise.
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The Mayberry mod has a couple things about it that require additional installation. You need to install a few coronas, specifically, Corona5_red and Corona5_orange. Those are what I remember were the new coronas. Please forgive me if I've forgotten any. Those coronas are available in some corona patches, I believe one is available in the download center, though I do not know if that is the specific corona set that Mayberry uses. The police car spawns are another story. I've only played the mod once, and I believe that police cars had to be called from HQ just like the original LA Mod. For your firefighting problem, you need to send a firefighter to operate the pumps of the engine. That command is present in all firefighters. Note that you need manually left click the command in the UI instead of the direct right click shortcut.
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Tim's Modeling- and Texturefactory
itchboy replied to TimTim's topic in Mod Development and Concepts
I have something similar planned... -
Yes, they indeed were. Its probably my first computer game, though I don't consider it proper. THIS was my first proper game, and yes, thats one of the first I learned to mod. NFS High Stakes btw.
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I am unsure. The bugs I plan on wiping out are gameplay bugs that affect all systems. To this day, I have not been able to pinpoint why the mod lags so badly after a few minutes. I will investigate into this over the weekend and try to get this thing done as quickly as possible. Heads up ya'll. Please check this thread, because I will be posting updates as I go along. My LA Project will be halted to give way for Montana. Keep checking back every few days in the topic. I might have something new to show. Bama is still working on this project, but at reduced capacity, so therefore I am going to be point-man on this endeavor this time around. WIP shots and questions will be posted.
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Would it be reasonabe if we include some hotfixes to the new uploaded package? I think I might have one or two things that might resolve some gameplay issues, but lag is still something I can't pin down.
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Well, I'll share my method of achieving secondary lights: A number of my vehicles have a takedown/floodlight/spotlight that is separate from all other lights. I achieved this by assigning it to the TLR_GREEN light type. I then go into the script and specify the prototypes that have this "custom" light, and then set them to activate the TLR_GREEN light in script, and then the TLR_NONE type to turn it off. if(StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE01) == 0 || StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE02) == 0 ||StrCompare(v.GetPrototypeFileName(), PROTO_ENGINE03) == 0 ||StrCompare(v.GetPrototypeFileName(), PROTO_USFS_ENGINE) == 0) v.EnableTrafficLight(TLT_GREEN);else v.EnableSpecialLights(true);Here's an excerpt from the code I've set up. Thats to enable the light. You would need to do the opposite of that to disable the light via command.
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When LWS came out, I didn't know how to implement it at the time, so I had to settle for less. But I think its another big factor in mods as well. The limited water just adds that one element of gameplay that is sorely missing from the Emergency Games as a whole.
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Return to base is kinda a dealbreaker for me when it comes to mods. If a certain mod doesnt have it, it gets Shift-Delete. As for the original London mod, and with the Netherlands mod, I made personalized versions of each with the LA Mod ToFireStation and ToPoliceStation scripts, but these were unfortunately lost to an HDD failure in 2012. So if anyone is interested, the answer is no.
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My mistake. I thought they were nicknames given to the engines. Didn't think they would be town names. My apologies.
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I think the SimCity games are the entry points which got me into RTS/Simulator type games. I've pretty much tried most of them that are out there, though my childhood ones are definitely SC, Car Tycoon, and this: Then there's the NFS Series of games, the first I tried being NFS2SE, which got me hooked into cars as well. My fascination with vehicles and simulation landed me in the EM-Series when I went searching for emergency vehicle game, and one of the search results was a game demo for Em4. Thats when the love affair started for me.
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Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
LLLIKKE A GLOVE I can promise you this was not setup in the editor. Because rotator bars look cool, and because ALPR is a violation of civil rights Oh my God! They killed Kenny! You bastards! -
Are those the nick names of the firetrucks? How cute.
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Basically, what he said. If you play one mod, and then switch to another, you will not be able to play the game correctly. You must reload the game and load the mod you choose. It doesnt work either if you play default Em4 and switch to a mod, it will break the game.
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Wait wait wait. Does that mean I get to be supreme overlord of all the clans that use my content? Or do I get a custom ranking like "I Own Half This Mod"?
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You would need to play mods like the LA Mod to have a control panel in freeplay. I'm assuming you're playing Em4 standard with no patches. First step would be to patch your version of the game to 1.3, and then install the Los Angeles mod into your game. If you want to implement control panel to default gameplay, thats a whole other story.