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Everything posted by Steve Winters
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Where are you dragging the files into?
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Look good, can't wait to try them out.
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Thanks a lot! I can now play in peace. Cheers.
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Question, several units when their lights are activated will have white boxes. It's obviously something to do with the lights as they flash and strobe to the lights at the time. Is there a fix to this?
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Just a quick suggestion before you finalize up the modification for it's first release. It would be nice to have the option to not empty apparatuses' at the first station. I noticed that when you click on the fire box out side, there's no disable of that auto unload crew into fire station button that some other modifications have. It's honestly a real time saver! Would be nice! Other wise, it looks good. Can't wait to try it out.
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I just read the front page, it says it's going to be a public mod as of today! Stoked!
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Looks good man. The ambo is my favorite too but that could change depending on what you bring out next best of luck on this.
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[WIP] Manhattan Modification [The Upper East Side] *New Video*
Steve Winters replied to Dyson's topic in Mods
I didn't know that! Thank you for this, I'll have a look at it! Ah okay. Sounds good. I love the FDNY/EMS only one, it's gotta be my favorite. I'm not putting any negativity on that idea. And I could be. I'll take another look. I'll take another look into those suggestions. -
so not worth buying it?
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[WIP] Manhattan Modification [The Upper East Side] *New Video*
Steve Winters replied to Dyson's topic in Mods
Oh okay.I mean like I had an issue where I lost the game because of an explosion that I didn't have a chance to put out. Then when it put me to the game menu it crashed. Is that normal? I didn't try and run 2 mods at once, I'm aware that kills the game, lol. -
[WIP] Manhattan Modification [The Upper East Side] *New Video*
Steve Winters replied to Dyson's topic in Mods
Bugs that I've just had: 1) Ambulance's that you set to patrol, go around in the oppersite direction of traffic flow. Causes incredible back-ups. 2) FDNY/EMS Only Call Outs sets game mode to Challenge. No problem. Until you get a Exploded Gas Line Call that causes 5+ houses to be on fire and 10+ Casulties which fails you automatically from the game without any chance of putting the fire out. When I mean automatically, I mean instantly. The call hadn't even finished coming through and it said "Fail - you have lost control of the city." 3) This goes with number 2. If you quit the game you're playing, try starting a new Freeplay Game or have what I just had, an incident that causes you to automatically lose, you have to go through the High Score listing page before you go back to the main menu. However, that doesn't happen. The second you hit that last button to either cancel and go straight to the main menu, or follow the buttons that take you through the high score listings, your game automatically crashes you to desktop. Which gets frustrating because this is a big mod and it takes some time to load the modification. -
Is it even out yet? I hadn't heard a release date. #livingunderarock
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911 First Responders ModInstaller Error
Steve Winters replied to Steve Winters's topic in Technical Related Support
bump - Moderators, can you please close this. I've fixed my issue. For future reference, how I fixed it. I re-installed my game, and instead of installing the game as 911 - First Responders, I installed it as Emergency 4 by doing this. C:\Program Files (x86)\sixteen tons entertainment\Emergency 4 and then followed the steps I posted in my first post. I didn't think of doing this in M1 Tankers solution in my first post. For anyone with future problems, follow M1 Tankers word by word. -
[WIP] Manhattan Modification [The Upper East Side] *New Video*
Steve Winters replied to Dyson's topic in Mods
Alright, I'm no mod or admin or whatever, but the situation is over. Dyson and Raf have looked into it and have fixed it. We don't need to get all up in arms over this incident. The modding team acted quickly and efficently to fix what they had done wrong. Like what Hoppah said, no one was banned, sued, or given a warning. The mod is still up and running. So we all, as fans of the modification, should accept what has happened and take our hats off to the mod makers. They didn't go up in arms and freak out. They put their heads down, noted what they had done and have now fixed it. We should just stop with the talking about what happened previously. Not trying to act as a police officer. I've been following this mod from day one and the progress that has been made on this mod is incredible. I'm looking forward to all your upcoming work and new features. You've got a heck of a team and it's showing. -
911 First Responders ModInstaller Error
Steve Winters replied to Steve Winters's topic in Technical Related Support
I created a desktop shortcut for the EM4.exe file, right click > properties > target line and added this in > "C:\Program Files (x86)\WizardWorks\911 - First Responders\Em4.exe" -editor and it's still giving me this error. I've never had such an issue with this bloody thing before. That still isn't working either. Anything else? I'm wondering if the download from atari doesn't include the files for the modinstaller. I've read that on a website somewhere. Could that be the issue? I'm going to try and uninstalling it tomorrow and add the target line fresh before I do anything else like add mods, which is all I have done. It wouldn't be such a huge issue if none of the big mods coming out weren't coming out as modinstaller files. -
Afternoon to the forums, I've had this issue before and I managed to fix it, but now that I've had to redownload the game, from atari, I'm having issues with the modinstaller again to the point that it will not work what so ever. I've followed this from M1 Tanker, I've gone by it word by word, changed "Emergency 4" to 911 - First Responders" but still, no luck at all. Is there any other solutions to solving this problem? I've tried re-installing, but there's no luck doing that either. I've looked at a comment that said download the latest patches but all I see are language patches, not a game patch. Is there anything I can do to get this working? If it means anything, I'm running windows 7, x64, ultimate. Legit copy. Legit copy of the game was bought too. Please and thanks, Steve.
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Goog, you used my fire station's apparatus! Looks incredible; pratically looks identicle. If there was a happy-crying face I'd spam that.
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I rarely post here. And I'm not a die hard fan yet I've been a fan of this modification since the day you announced that you were going to creat this; However, here's what I think: Look, you guys did a great job on version 1 and version 2. I was impressed. Now, don't get me wrong, I'm not here to bash you guys or anything negative, but this is slightly unfair for your fans of your modification. If you guys didn't have any plans on releasing Version 3, then why did you mention it in a post? That wasn't a smart move at all, to be honest. In fact, for people like me, who just skim over the first few lines or words, and you see "Version 3" or "V3" or anything like that you're going to be excited. That's until you read the full post(s) and find out that it's not going to be released to the public and is now only being released to a clan ONLY. So, what you're basically saying is, only the true fans can have this mod. Because I've tried getting into that and well, it didn't happen. Your true fans are hanging around here. You've got to realize that. This Clan thing is unfair. If it was going to be kept, like you've said, private, then you shouldn't of said anything about it and given it to people that you're close friends with. If users had asked about it a simple reply of "we haven't planned a Version 3, but we'll continue to update and fix Version 2." There you're not stuck in this current position that you're stuck in. For such a small tiny "bumb" in the road over a facebook fan page that was made called, "Manhattan Mod Is Just A Money SCAM", which only have TWO likes, that gives you another reason to just lock it up and call it private and Clan Members Only, which is still technically "private"? (Don't get me wrong, again, I understand and agree that you may have other reasons, that are private or public to announce as to why you plan on making the Version 3 Mod private/Clan Only) I understand that you guys may find it "annoying" and all that but it's something you've just got to ignore and carry on; Focus on making YOUR modification fans happier. If people started complaining on the forums about that, the "NINJA Moderators" will appear out of no-where, deleting the comment and warning the user(s) and everything carrys on. To turn suddenly from a successfull, public modification to a private/clan only modification annoys people, makes them mad, and then flaming will happen; luckily, people are "respectful" and "mature" enough not to do that, well for the most part. If you really are going to go with that, at least take the time and effort to fix all the bugs and glitiches in the previous version. Instead of kicking it aside and ignoring it forever and focusing on the "New, amazing, private Version 3" that WE, your fan base, won't be able to play. I can write a list of things that need to be fixed in the V2.0.2 but here isn't the time. I could add a lot more things to this, bringing in the money, the clan only, but I'll leave at this. I've basically said what I've wanted to say. I too, along with the rest of your fans, aren't too "thrilled" with the fact that you're privatizing this mod and only making it available for "clan members". If you want to kill your fan-base, go for it. Just my two cents.
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I agree with what you've both, Goog and Squamish, said with the NVCFD, and completely agree with you. You wouldn't see a North Vancouver Unit covering Surrey at all, as there's plenty of municipalities around that area that would be able to send in aid if needed. But, if you're doing a lower main land units, have the option to download them as an "additional units sub mod" or something along that lines if you don't plan on including them in the intial release. Like Squamish said, "But hey I like more trucks and seeing as how we don't really have a American LaFrance pumper (as far as I know we only have the tiller truck portion) I am not gonna fight it" I'm with him there too. As I mentioned the "Additional Units Submod" or something along that lines, like I said, it's only a suggestion if you're not going to include it, and you really want to keep it realistic with the cities that surround Surrey, Then maybe later on create an additional mod, just being units, that you can choose to use. I'm not really sure how to word it out, without making myself sound slightly handicapped and confusing, but if you've got the idea then you may understand what I'm getting at. Like I've said, it's just a suggestion if you're not going to include the cities around Surrey, such as District of North Van, West Van etc. I'm not forcing you guys to have them in, I for a fact would like to have them in, considering that's where I am, but that's up to you. Like Squamish said again, (Yep, just gonna keep quoting you again ) I think I rambled a bit there, too.
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Every call out for the EMS/FDNY Free Play mode is for Engine 22, Lader 13 and/or Bat. 10. Even if the call is next to a different station.. I know they don't have to be sent to that call but if you're focusing on realism, that's a fix that should come soon. I was hoping for it to be in the patch that was just released. That's just a heads up. It'd be nice to have that fixed.
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I noticed that too..
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nice job.