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Everything posted by itchboy
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Not until the powers that be realize that their system is very overzealous and is a big turn off to many prospective streamers/players/uploaders, etc.
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I meant to say Cities:Skylines. Though I've played (and modded) the Cities In Motion series of games quite a bit. I just need 2gb of ram, Win7 64 bit, a new GPU and I'm all set for Cities and GTAV.
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Unfortunately, my default supervisor is German, so I wont be able to send you anything really. Ask around for people with copies of 911FR or the English version of Em4, only they have the British supervisor.
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Then a good idea would be to back them all up. Put them all in a separate folder or in an external drive. Thats what I do when I have to do a clean install. I back-up everything that is important to me and then start over.
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Reinstall the game. Really, there is nothing else left for you to do. I personally use a supervisor mod, but I made sure to make backups of the original before installing the new ones.
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Have you actually patched your Em4 to be version 1.3? Or are you using 911 First Responders or Emergency 4 Deluxe? More details would help.
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Back To Station Command Not Showing
itchboy replied to sgtmatt325's topic in Modding Related Support
I am no longer sure what could be the issue. Its the time where you send me a PM detailing your woes. -
Back To Station Command Not Showing
itchboy replied to sgtmatt325's topic in Modding Related Support
Could be that in theory. In my case, I'd remove the command again, load it ingame, then exit. Go to editor and add command, test ingame. Its what I can see that is do-able right now. -
Back To Station Command Not Showing
itchboy replied to sgtmatt325's topic in Modding Related Support
Could be a glitch in the editor when saving or setting up your prototypes. Another issue would be that the script is conflicting with another one in its group. Third theory is that you need to "plop" the cars in the map in editor to make the command return to them. I am not sure which of the 3 situations applies to you though. What kind of setup are you using? Mayberry mod style with vehicles plopped on map? Or default LA style where vehicles are created via script? -
Pretty much every game I grew up with 10-15 years ago has taken this route. The Need For Speed series and SimCity for example. The only game series really left that is still intact is the GTA Series, because the base game of GTAV is good from what I can see, and the DLC does add quite a lot, instead of just items that should have been ingame in the first place. Once upon a time, back in the good old days of NFS High Stakes, the DLC cars were free and downloadable at the game website and various fansites. Now, the cars cost 10$ each and probably cost double for every variant of each you want. Same with the SimCity DLC's. Cities In Motion is a great alternative to SimCity though, which is something I'm currently saving up for, alongside GTAV, and a new GPU. Point being, this is video games, circa 2015. Its basically the game studios milking every last cent out of every gullible, item-hungry user they can find. I'm honestly not surprised the EM Series turned out this way really. I'm only surprised that they choose to milk something thats fundamentally broken and bug ridden, instead of something that actually is a stable platform for add-ons.
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! Toronto Mod - Canceled - Terrow will make one !
itchboy replied to TheVolume's topic in Mod Development and Concepts
Because he actually tried to listen to me even once, unlike most of the people who cover their ears and write me off as annoying or childish. He doesnt have the majority of my content though. I only give those out for really special circumstances. -
Reading through the German forums, and well, it isnt just us who's disappointed and honestly, not surprised this has happened again. I don't really have much to say in context to this because I obviously have no plan on spending that much money on that kind of game.
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Well thats reasonable for me. Keeping it simple to avoid further problems. Unfortunately with this game, less is more.
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I'm also curious. Will this have custom made calls like the CPH 1.2 mod or even the custom UI and calls of CPH-Airport?
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Looks great. Glad to see BMA in action again. Hope to see many nice and awesome new scripts as well. Finally a London mod with working stations. I actually made my own version of this a couple years back but never got the willingness to finish it. Unfortunately American mods sidetracked me.
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Tim's Modeling- and Texturefactory
itchboy replied to TimTim's topic in Mod Development and Concepts
Amazing work. Probably the best looking firefighter ped models in Em4 right now. A question though, how many polygons per model and what is the filesize of the texture? Having nice units has its drawbacks too. Too high of a polycount or too high res of a texture will cause performance issues, especially when having 20 firefighters on screen when ingame. -
Personally, I have no problem with either. The rub lies in that some rules are enforced than others. YouTube wont lose any money if a hot looking chick does a livestream or vlog wearing barely any clothes, but YouTube stands to lose a lot of the record companies go after them, which is why they are cracking down on music as a whole.
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Google Docs are a pain for me. Though the best one I saw was the Winterberg mod's CAD. It utilized the setup I mentioned previously and would be updated as the game goes along, so the player doesnt need to touch anything. There is a manual override setting though in case your vehicles glitch out in Em4 but you want to keep them as normal in the CAD.
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! Toronto Mod - Canceled - Terrow will make one !
itchboy replied to TheVolume's topic in Mod Development and Concepts
Coloring in the rotators is really all I would be expecting from you. Good job on being able to do it. The lightbar is definitely hugely improved now. Good luck with that Taurus Stealth Cruiser. -
I'm just being truthful. If nobody gave their critisisms about the idea, then whats the point of doing it at all? Point being, you have plenty to learn. Learning C is hard already, but having experience in HTML and PHP might help you make the transition to C. Java is what I've seen from other home-made CAD's and MDT's in other games such as GTAIV. The statement I gave is pretty factual. Its how the Winterberg mod's CAD works. The script prints out various statuses which are then read by the external program. The program then lists each vehicle and their status based on the XML file printed by the game. If you can somehow divise a method to integrate that system into Em4's main engine, then more power to ya. In truth, CAD software only works for people who have multiple monitors. Single monitor users cant enjoy the program because it means having to Alt-Tab in and out of the game frequently, which is a pain.
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In short, what OP wants is a pipe dream and isnt possible except through the creation of a separate system that does the following: Reads an xml fileThe mod/game must print a custom made xml file that only the new CAD program can readRequires a lot of scripting which OP has declared he is unable to doNot possible, not worth it, and not worth anyone's time.
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Keyword there is try. We'll see if you're up to the standard.
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Google Sketchup models are banned outright in this site. Sorry but this isnt allowed here. For the purposes of OP, if he wants one so badly, he can make it himself. Same goes for everyone else interested.
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If you remember Em3, the prototype files could be edited by text, so you could remove lights en masse. In Em4, the prototype files are encrypted and there is no way to edit them in a text editor, so unfortunately for us, there is no other way except the remove button.
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! Toronto Mod - Canceled - Terrow will make one !
itchboy replied to TheVolume's topic in Mod Development and Concepts
Well, you dont have to be like me. You just gotta be yourself really. If you want to make another mod with 1000 inacuracies, fine by me. If you want to be just another mod that people will forget within the month, fine by me as well. The details and hints I provided you are the key to catapaulting yourself above the average, and putting yourself among better mods that actually strive for quality instead of just fame and "good enough" mentality. I never was or am after 100% detail similar to GTA. At the very least, have something that looks as close as possible, and having these issues with light equipment and setups is a big issue for me as a modder. I'd expect a higher degree of accuracy from any non-fictional mod. I wouldnt be so specific if this were a fictional mod, and point being, having some differences isnt bad. But having too many of them makes the non-fictional mod useless. You might as well say, that you're trying to make your units look "almost" like Toronto, but not actually there. I could very well critique your skins, but it would probably just result in more disagreement from you. Your lightbar is getting somewhat closer. I'd go with the MX7000, get rid of the Vista, and if you could skin the inside components to be red and blue, it would go a long way in making your patrol car look better. The thing about modding is, you're supposed to respond to critisism in a constructive way. Your reply seems constructive, but I can tell there is a bit of fighting back towards it. Rest assured, I'm not here to judge you, I'm just here to tell you what you've done wrong with these units, and how to improve them. If you don't want my long picture filled posts, then fine. I won't post another one in this mod topic again.