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About Fuzzyface
- Birthday 04/05/1989
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The manual looks good, I know you said you would remove the "New York Mod" background, but tbh you can read the information easy enough. I'd leave it on there if it were mine
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I was originally thinking that but then I thought, surely it'd be easier to have just titled it "Tech" instead of "Misc"? Also, unlike the other 'options' it didn't have a list of what that included (for example NYPD was followed by domestic violence etc, FDNY was followed by MVA), I would have thought if it was Tech it would be titled that, and be followed by a few of the things you mentioned. Who knows, I imagine we will have to wait for release for the answer
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If you cared to look into the details that have been supplied by the creators you would understand why. If you think its easy, feel free to create one quicker yourself. (Also mind the language) ----- This is really a question for the creators so not too hopeful of a reply here but; Going back to the image of the NY Mod Start Center and, focusing on the Weather, I remember the original picture had sliding options for Rain, Snow, Wind and featured an option for pre-determined weather sets. I'm assuming that if we place all 3 sliders at their maximum it isn't going to constantly rain, snow and blow a hurricane, so do the sliders increase the probability of a certain type of weather, or has this been scrapped altogether now? ----- Also, underneath the "General Game Setup" was the option of EMS, FDNY, NYPD or "Misc". By Misc, is it the same as just the normal Emergency Freeplay mode where we get random missions from all 3? Is it any different to just highlighting all 3? Or as before has this also been scrapped for a newer startup menu? Hope to hear...anything really.
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I wouldn't like it if we had to sit there and learn the codes tbh. I just want to play a decent mod, not be able to apply for a real dispatch job after a few hours play They have already said that there is a training mod you have to pass before playing the mod. One would assume that the training section of this mod isnt going to include loads of codes where we have one chance to view a list of them before being dumped into the middle of NY with a slap on the bum and a 'good luuuuuuck!'
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The people that know what is in the media package are those creating it. I'm not looking forward to it coming out, because we are gonna end up with another 50 pages of already asked questions, and the response of DON'T ASK QUESTIONS! Banhammer 4 laughs! etc etc. ... I think it would be best if they just kept everything a secret up until release now. We have had snippets of bits for 2 years, and just little amounts drives the forum crazy, i think it would save alot of hassle if they just kept everything to themselves. It hasnt been perfect, but its worked for the last two years for them.
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That's true, obviously it's up to the guys creating it whether they include it, but like I say, if anyone is that desperate for it they can just edit it into the mod themselves.
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I think it depends on your preference as opposed to realism. Strictly speaking, you are right, everyone on scene would know what to do. On the other hand, I feel like it misses the point of the game, you are meant to be in control of all the units, and if you have a basic fire it takes only 5 clicks to complete a mission; 1. Select FF truck 2. Send to location 3. Rapid deployment 4. Rapid (un)deployment 5. HQ I much prefer sending out a truck for example, and only using two hoses, while the 2 other FF'S either move peds or grab SCBA & extinguishers to run inside with. Like i say, i think its all preference. (I don't know if you have tried editing/modding, but you could always extract the script etc from Hoppahs mod once this is out and place it on your own so you have the option. I'm sure if you made a thread for it someone would give you a step by step on how to do it anyway)
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TUT already said that the SCBA has been changed to PSI, so i imagine it will be a number (180-200?) that will decrease over time. As for the health, I think that wil be changed from text to how it currently displays, just instead of being vertical as it currently is next to the image of the person you select, it will be placed horizontally. (I think that because the GUI looks like it has been designed to use as little space as possible, in comparison to the normal block EM4 menus, and that seems the obvious way to reduce the required size of it). I'm gonna say yes, haha.
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+1 ----- God knows how many hours have gone into it, but I really couldn't spend 2.5 years on a mod just for a couple "thks, gr8 mod". If there was some sort of financial gain, possibly. Maybe thats what the media package will do...detail how you can pay for the mod. I certainly wouldn't give it away for free after this amount of time and stress.
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Granted. The only reason for it is that unlike most mods, this doesn't have a full vehicle list on the front page where the creators want as much of the mod as possible to be a surprise. How often do you actually use a fireboat within a mod though? Or the campaign for that matter. With the amount that WLL be in this mod, I have no issue of saving on some of the file size to not include boats. I think the amount of space you had to operate the fire boats on L.A 2.0 showed how useful they are. Given FFW TUT's reply, I am going to assume either there is no water on the maps we will be given, or that like me, IMO an engine is far more useful/versatile, so why waste time modelling/skinning a boat.
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I hate you for how good you are at making maps. Incredible work
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I like the idea of small incidents being treated without the need of a hospital visit. I always found it amusing that someone who "tripped" needed 30 seconds of treatment then carried off. Maybe if all the models with the "trip" ability were pensioners I could understand it. Got to look after their hips! However, I don't think it would be possible. I know alot has been done to this game in terms of modding, but I think the edge of the map/hospital is the "conclusion" point of an incident, much like a suspect is arrested but an incident isn't complete until the unit leaves the map with them (or they walk into the station RE: LA Mod) *bangs own head into desk*
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As the freeplay map will be of "ground" level (I safely assume) unless they were to include some of the small sections where the underground trains do run "overground" this wouldn't be possible as trying to define a spot on the map where we go from "overground" to "underground" wouldn't work too well. Unless they stuck an overground train route through the middle of the map, you would end up with maybe just a small corner of the map dedicated to this "incident". The idea is nice, I just think it wouldn't be AS good as it could be, if only given a tiny spot in the corner of a freeplay map, as opposed to having a full "mission" map, if you get what I mean.
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I wish I could help with the mod I've been away for a bit of time and I must say the improvements since i last saw this topic are amazing so well done
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I'd hardly say i am "ignorant" when I know a great deal about the entire situation thanks. Thank you for quoting your source for when the firefighters had to leave the picket line in regards to workers being unable to "attach a hose to an appliance". Good day.