Jump to content

Kookas

Members
  • Posts

    486
  • Joined

  • Last visited

Everything posted by Kookas

  1. .American cars are too round for me. Also, for just 3800 polygons, that's really quite impressive.
  2. Beautiful, but you might want to decimate the polygons for Em4
  3. Well, if I set a deadline and I don't meet it, everyone complains, so I won't set a deadline. At the moment, I'm very busy with real life things.
  4. No, you're misunderstanding. We don't need an SDK - we have the Editor that comes with the game for that. What I said was, people can submit their own patches. Then you can merge your files with the patches and you'll get the latest stuff.
  5. Well I like your optimistic thinking Mikey, but unfortunately it is simply not efficient, even if Emergency 4 does happen to have fairly nice simulation of gravity and physical collisions. It would probably be alot more CPU-friendly and better looking to pre-render the structure damage and collapse to an animation. You have to remember that there are limits set by hardware as well as the software - games work on a collaboration of hardware and software, remember.
  6. I disagree. If done correctly, a sort of community collaboration thing could work, like with open-source software.
  7. Well some of it is possible, some of it very easy even, but the thing is that these expectations are the expectations of someone who overestimates a game's engine. Calculated on-the-fly structure physics for example. However, you might be able to get away with pre-rendered animations of structure damage/collapse (which would be easily made using a modelling tool that has a physics engine, such as Blender). Then you could possibly script it so that rescue units can bury and retrieve trapped civilians (would be relatively simple). That is assuming, however, you can give a building animations and change them in scripts. If you can do that, however, you're all set, I guess..
  8. Sketchup models are all good and well, but they will not get you the game you want. Neither will "classes in C++", which usually only teach you the basics anyway. Trust me when I say that this will not succeed. It would be difficult enough trying to make a new game like this, nevermind creating it for Emergency 4, and using .scripts too... it just won't happen. It's the harsh reality. You can go ahead and try, but it will be wasted time.
  9. Simply impossible unless you're doing this by creating a whole new game, and even then it will take years of work - and that's with a team of developers with decades of experience. Infact, chances are that even then, to get an accurate realtime simulation of true structure physics amongst other things would probably be quite CPU intensive. However, the rest is definitely possible, but only through a brand new game.
  10. OFFTOPIC Well normally the cones just stop the cars (cars don't know how to just drive around them). It would be nice to have a more dynamic pathing system for cars based on linked nodes defining corners and junctions instead of the current system. Merely wishful thinking, I doubt that EM2012 will feature this. ONTOPIC The mod's looking great and I'm looking forward to it, regardless of features that may or may not be in future Emergency games.
  11. Excellent work but is that bus cab for the bin lorry (on the far left) just temporary or are there really lorries like that :o
  12. Harsh, that means that the entire community of Emergency-Planet won't buy EM2012 because they only need your mod
  13. Even further delays to be expected as I get used to the annoying new interface of Blender 2.5. Even though it's only a testing build, it's what's going to eventually become a stable build, so I might as well start getting used to it now. I don't like how the Blender devs have gone with the herd - I liked Blender in particular because it wasn't like all the other programs out there - but meh, I'll have to take time to learn around it.
  14. The distinctive default render settings that I can recognise anywhere xD Very nice mod by the way, hope to see it expanding further!
  15. In the UK, they can close off lanes or entire roads and put temporary traffic lights etc if they're authorised to by the government. Can they not do that there too? It would make sense.
  16. I believe that Dennis Sabres can have up to six hose connections, correct me if I'm wrong but that's how it is in the West Midlands so I'd assume that they build them similarly in other places too.
  17. Very nice. One of a couple of mods I'm looking forward to playing then!
  18. Well, in Winterberg Mod it's alot easier because basically every engine has cutting gear - engine being the one that isn't a ladder or lead unit (van or something).
  19. There are many Ger mods because this is a German game, and the Germans seem to be the best at modding it. Also, one thing, when you send vehicles to park, do they park correctly every time?
  20. Hi guys, So basically, I'd like to know your personal preferences on manual vs. automatic. Not in terms of car transmissions either. Here's the plan: Manual Fire (alerting one appliance from on-map station) - click on each appliance you want to alert and click on the "Shutter Open" command. - click on the station dispatcher and click "Alert Firefighter" once for each firefighter you require. - when they arrive in the engine bay, select them and have them enter the appliance(s). - the script will pick one firefighter in each appliance to be in charge. - click on the "Lights On" command to switch on the lights. - send them out to the scene! Ambulance (alerting one vehicle from hospital ambulance bay) - click on each vehicle you want to alert and click on the "Shutter Open" command if applicable. - click on the station dispatcher and click "Alert Paramedic" once for each paramedic you require. - when they arrive in the ambulance bay, select them and have them enter the vehicle(s). - click on the "Lights On" command to switch on the lights if it's an emergency call. - send them out to the scene! Police (alerting one vehicle from on-map station) - click on the gate control and open the gate with the "Gate Open" command. - click on the station dispatcher and alert whatever type and quantity of officers you need. - when they arrive in the car park, select them and have them enter the car(s) - click on the "Lights On" command to switch on the lights if it's an emergency call. - send them out to the scene! Automated - Click and wait system also for on-map stations. - Various other automated commands, like quick deployment of vehicle staff, etc. Calling vehicles from off-map will always, of course, just be a matter of clicking and waiting. To make the informed decision I would like to make, I'll need you guys to choose on the poll. I've set the ball rolling with my own vote, let's see how it fares... Kookas
  21. Kookas

    Q.R.A.

    Are those shots in-game or in the editor? Nice, anyways!
  22. Yes, EM2012 doesn't have many things we asked for, because they don't read these forums. It is probably just EM4 with new graphics, physics and AI. But I think you might be able to add two-man hoses. I don't know how the two-man hoses work, but isn't it just two firefighters on the hose? Maybe you could have it so that you click on one firefighter, attach him to the hose blah blah like you would normally, and get another and attach him to that firefighter. Then, when you move either one of those firefighters, the other tries to move to exactly the same place (maybe plus or minus a few units in either direction). Seasons might not be possible to change dynamically during gameplay, but it should be possible to change them when you're not running the game just by changing the textures. For example, in winter, change the map texture so that it looks like there is lots of snow. You could also create a snow effect like with rain which covers the screen. If I am thinking of how maps work correctly, that should be very easy to do by making the Config swap a file around and modify an xml file. However, I don't know about the snow effect itself (I do know it is possible, however).
  23. Yes, it's a hard to believe story - it's extremely rare that a computer crash will lose everything you have, unless you're in the middle of saving them when it crashes, yet somehow this seems to be the death of every single mod on here. Hard-drives very rarely die completely. If you want to just not carry on with the mod, just say so
  24. I believe every PRL (standard engine) of the LFB carries two HAZMAT suits.
×
×
  • Create New...