mr matt5432123
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Everything posted by mr matt5432123
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EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
Is it a black box with a white "X"? I think that's a problem with windows, I thought there was a fix for it on google. -
EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
Ha! your lucky! Anyways, thanks for the offer but Willowfork fire capt. and me got everything down pretty good. The only thing left on the map is the rest of the beach that I haven't gotten to yet. and then revisions. -
Traffic Light Script(s)?
mr matt5432123 replied to TheManGoesWild's topic in Modding Related Support
Oh, I had thought flipswitch games was only made up of Raf after "the big split" Hope you all do a great job on the game! -
Traffic Light Script(s)?
mr matt5432123 replied to TheManGoesWild's topic in Modding Related Support
I thought flipswitch games was in charge of the mod now, did the mod ever get a new facebook page? -
EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
Alright, just wanted to let everybody know that with school starting up again (near me anyways) progress on my end will be a little slower than usual, but i'll still try my best to continue to get stuff out whenever I can. -
What's going wrong? the .exe file should guide you through the process.
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Alright, here's what I think you should try. Download and use this instead of the unlocked files. make sure you re-install la mod so your not just unpacking the unlocked files. Then, I want you to video everything single thing you do from the point of you opening paint.net, to saving the new file and post the video here jut in case it still does not work. That way I can see anything that may have went wrong in the editing process.
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if you could answer these questions I might be able find the problem. What program did you use? exactly and precisely what did you do? How and where did you save the new files? And I believe you can upload .dds images to here.
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I know that if a vehicle is all white like that then it means that the game is not reading the textures, did you rename the texture? that might be causing the problems. and can you put some pics of the actual texture image?
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Game crash to desktop at start
mr matt5432123 replied to Starz1996's topic in Technical Related Support
that's weird, I don't seem to see anything that could be causing the problem. Are you using the disc version of emergency 4? or a digital download. If you have upgraded to windows 8 or 10 that might be the problem as they don't like games that still use disks. there are a couple fixes for this that I know of. -
You need to unpack those files. you can do that with the emergency 4 unpacker utility in the downloads section of the site.
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What do you mean it does not work? could you tell us a little more of what's going wrong? And please tell your system specs too if you can, and the log file that can be found in the games main directory.
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EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
Awesome! keep me updated on this. -
EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
No worries, the macks are still in! Anyways I got the emergency vehicle bypass feature finished. I really like it and plan on keeping it unless there's a large amount of people who don't want it, but I think it makes the game much more realistic. My definite favorite thing about it is now tow trucks can actually get to the scene in a reasonable amount of time!!! You can see my excitement for this during the video. well, here ya go! : -
EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
Naw, no new scripts, just the way I set up the map, I'll have a vid of this out soon -
EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
Hey, guys! So I just wanted everyone's opinion on something. So there are 2 options. 1. Have civil vehicles drive on the outer part of the road and, and emergency vehicles drive on the inner part of the road. 2. Have everyone drive normally like in other mods. option 1. makes the game realistic and unrealistic because in most countries civilians are required to pull to the side of the road or stop when an emergency vehicles passes, but it's also kinda unrealistic because people don't drive like that all the time. option 2. makes the game realistic and unrealistic for the same reasons. I'm leaning towards option one because I don't often notice the civils anyways and I don't like the game's method of passing other vehicles. But I would still like to hear what you all would like! -
EdgeWater Mod (WIP)
mr matt5432123 replied to mr matt5432123's topic in Mod Development and Concepts
What's up! So after lots of trial and error trying to make the beach look like a real beach I've finally got a good start on it, it's about time I did that, I've been putting it off for way to long. I know it's not much but it will work for now, Anyways, so here is Edgewater beach's very own entertainment center! -
In the editor go to "edit" then go down to "materials" from there you can edit the properties of all fire object traits.
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I think that means you either did not extract them correctly or you did not extract them at all. here's some tips. the way you extract your mod is very important. firstly, if your mod came as a .rar or .zip file then extract the contents to the desktop (doesn't have to be desktop but I find that the easiest) now you probably either have a mod folder or a .e4m file, if it is a .e4m file then use the games mod installer to install it. if you have a mod folder then look inside of it, you will either find another folder, several folders titled things like "models, prototypes, ect." or a .e4m file if it's a .e4m file do what was already said for the .e4m file if its several folders titled things like "models, prototypes, ect." then copy and paste the folder that contains those folders into your games "mods" folder and if you just found another folder then look inside it and you probably will find one of the things that I already described. Now, if it still does not work, then post what mod it is, a link to the mod, and tell me what you already did.
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so you want to make your units go faster? you need to edit your unit.xml files. Here is a tutorial on how to do this:
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oh I see, I think you need to edit your unit.xml files in order to fix this
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Do you mean that on startup you on-foot police units begin to walk around the map? I think that's supposed to simulate them doing a foot patrol, If that's it then probably the only way to stop it on startup is to go into the editor and disable it yourself. You can do this by selecting the unit, clicking on properties, clicking on edit traits, then making the standard path as "none" however, if the units are being controlled by a script you must locate the script and delete it.
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you could also try making sure your graphics drivers are up to date.
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I think if you have deluxe then you must look in freeplay_params_d_endless, instead of freeplay_params_endless. Well, there kinda is but not really. it would basically be piracy anyways.