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Manhattan Modification General Topic

new york manhattan mod fdny nypd ems dyson rafael submod

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#1 Dyson

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Geschrieben 14 August 2010 - 06:16

Thankyou for visiting the official topic of the Manhattan Modification.
This modification will be 3 years old in August, and has seen the release of Version 1 and Version 2

Version 3.0.0 has now begun development, we would now like to show progress on the development of the mod.
All models and textures have been extensively improved since the previous version, with a completely new map, new area,
new rigs, and much more..

All info from v2 removed see www.manhattan-mod.org for version 2 screenshots.

d1c4.png

What's new?
We've once again revamped the units, adding details and in some cases re-modeling the unit.
We're also adding some new units such as Hazmat 1
A new hose connection script means hoses no connect to the front rear and sides of Engines and Squads, hooking up differently depending on the rig, e.g Marauder II's are different.
We've also gone through and re-lit all the rigs, which is still a work in progress.

What else we're looking into
We are trying our upmost to finally include limited water supply, we'll keep you updated on this.
Another idea we want to introduce is the ability to hook ladders up to any building, possibly assisting with venting, this would improve the aesthetic on scene.

More info and screens coming soon.

x

Fan Banners -
Hopefully we have your support!

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#2 Dyson

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Geschrieben 16 Oktober 2010 - 09:48

RESERVED FOR ADDITIONAL SCREENSHOTS OF VERSION 3

#3 Dyson

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Geschrieben 17 Oktober 2010 - 05:47

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#4 Dyson

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Geschrieben 17 Oktober 2010 - 09:50

News

----------23/06/13------------
Posted Image

----------06/04/13------------
Update on Version 3 progress
Here's a brief change log in the base of our mod (excluding maps and units etc)
  • Box alarms added, with false alarm calls
  • Engine Scripts to increase the simulation feel of running a firehouse
  • Firehouses now start staffed
  • Ability to into SCBA whilst on route to a call
  • More siren selection
  • Re-added hazmat calls
?We've also put a lot of effort into the map, this being the best possible map we can make this far on our modding skills.
A little about the map -
  • Focused on Times Square
  • Features 4 fully operational firehouses, ranging from a 3 unit house to a single unit house.
  • Full Traffic light system
  • Over 40 Traffic/pedestrian paths
  • Designated fire lanes to improve response times (very little getting stuck in traffic, unless you block the roads)
  • ? Simplified spawn points for traffic entering the map, making it easier to shut down whole avenues without causing a tailback, also making it easy to shut down times square in times of Bomb threats or huge fires.
  • Realistic representation, yard by yard of the actual streets in NYC (as close as we could get it)
  • Improved hydrant access
  • Patrol paths
  • Acting Engine/Ladder parking (the ability to call in an off map unit to park in place of a unit out on a long call)
  • Plus so much more!
?
I hope this all sounds exciting to you, I've had a great deal of fun testing all this last week.

Regarding Spec Issues

Ok for the rest of you guys, we are working on the Standard Def release still. We ask that you try to run v3 first, then if you still have no luck, please remain calm.
First up we'll be setting up another topic dedicated to solving issues across multiple machines. This is a huge task as it requires hours of bug testing and problem solving, usually for machines we don't own so it's hard for us to know for sure. We'll be posting all of these tips on how to run the mod in this separatetopic post release.

If this still doesn't work for you, the SD release will follow a few months later. We're still concepting it and planning it, to make sure it will run as predicted and choosing how we want to set it up, e.g. what map and units etc. But more news on that post release.

If you made it all the way down to here, thanks for reading. There really was a lot to say, thanks for the continued support. Hope to be playing v3 with y'all soon!




-----------06/08/12-----------
New Fan banner is now available for v2, as ever it's really nice to see people supporting our work across the forums, so if you support us, copy this code into your signature, and don't forget the mods don't like too many banners so keep it to 1 or 2 .

Posted Image

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-----------04/08/12-----------
Poster for Version 2.0.0
Posted Image

-----------29/07/12-----------
NVIDIA graphics fix found by member! Try it out, kudos to Brent for the find.

Posted ImageBrent Murphy, on 28 July 2012 - 11:40 PM, said:

I'm running an Acer 5750g with i5 processor and 3gb of RAM, i have no idea how this would work on something other than a nvidia graphics card

step 1- open the start menu, search for "NVIDIA Control Panel"

step 2- when running the control panel select "3d settings" and then in the subsection select, "program settings"

step 3- click on "select a program to customize" then select Emergency 4 from the drop down menu.

step 4- go to where it says "select the preferred graphics processor" and then from the drop down menu, select "high performance NVIDIA processor"

finished :).


-----------19/07/12-----------
Important Release information relevant to Version 2

Ok guys, just like to say we haven't forgot about the issues from v1.
We've put a lot of time into researching the issues restricting some users from experiencing our work, we believe we have narrowed the users down to specific graphics cards, notably Intel Graphics Cards, we're looking for more feedback from the community as to this theory. There doesn't seem to be any way round this issue, so here is our best solution.

We will be releasing 2 version of the modification -
Version 2.0.0 (High Definition Edition) - This version will feature the mod in its full entirety with HD skins, detailed models and the use of imported buildings from GTA.
Version 2.0.0 (Standard Definition Edition) - This version will feature a reduced unit selection, lower quality skins, lower quality models and only em4 buildings on map.

This is all in an attempt to allow users of all PC spec to play our mod, this is the best possible remedy I can come up with, I hope the community will be understanding and appreciative.

The SD version will be released a few months after the HD release.
Both release dates have not and will not be announced until development is complete.

Thanks for reading this guys, hope this extra effort on my part will ensure some enjoyable gameplay for all those who can't play!

Dyson
x

--------------------------------------------------------------------------------------------------------------

Download Links
Version 1.0.0
- EM4 Mod File - http://adf.ly/Cewti

Version 2.0.1
- Mirror #1 - http://adf.ly/Ct4wP
- Mirror #2 - http://adf.ly/Ct4ye


FAQ

Release Info

Q. When will it be released?
A. We haven't as of yet announced a release date.

Q. Will the mod come with an .exe installer or use the mod installer from EM4?
A. The mod will come with an installer or optional manual install.

Q. Will the mod be big in file size?
A. We have thinned it down as much as possible, but it's still rather large, but we make no apologies for that.


Traffic-

Q. Will there be traffic jams?
A. Yes, of course, but only where you specifically block the lane. And even then most other lanes will be un-affected.

Q. Will there be a new overtaking method for Emergency vehicles.
A. Unfortunately no, but we have used a speed command to allow the user to set the speed of response. We recommend the user sets this at slowest setting for each response, as in this setting the unit will respond at the same speed as traffic, therefore not overtaking and doing a 7 point turn.

Q. Will there be traffic lights?
A. Yes and no. There will be lights, but they wont function. After months of trial and error I concluded they are nothing but bad news, causing huge tailbacks out of free flowing traffic. Therefore the traffic is designed so that it can run without lights, without any issues. In version 2 there is now traffic lights fully functioning.

Q. Patrol Paths? Will they work better than LA?
A. Yes we have patrol paths. But no they're just as buggy as always, so just check your cars every 10 mins or so to check they're still moving fine.


Gameplay


Q. Will there be a limited water supply.
A. No.

Q. Will Firefighters be able to use highrise packs?
A. Yes.

Q. Will FF be able to use standpipes?
A. kind of, for bigger buildings we've added several hydrants to the front, however open houses do not have them inside like reality no.

Q. Will there be a redirect option?
A. No. Causes more issues than it solves.

More WIP.
Got a question? Ask us on Facebook http://www.facebook....244683752275590

#5 Unit 42

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Geschrieben 17 Oktober 2010 - 11:58

ESU rigs, Crime Scene tape, new Dispatch feature, new Rescue rigs, new Equipment. That's all I could think of.
Posted Image
Anime....that is all.

#6 gary599

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Geschrieben 18 Oktober 2010 - 02:18

I'm not sure what the actual rule is, however I would like to put myself in as a beta tester if needed.

My system is:
CASE COOLERMASTER HAF-932
CORSAIR CMPSU-850TX 850W Power Supply Item #:N82E16817139009
Intel Core i7-920 2.66GHz LGA 1366 130W Quad-Core Processor Item #:N82E16819115202
CORSAIR DOMINATOR 6GB (3 x 2GB) 240-Pin DDR3 SDRAM DDR3 1600 (PC3 12800) Triple Channel Kit Desktop Memory Item #:N82E16820145224
IMC IMC-black USB 2.0 Card Reader Item #:N82E16820717001
Nippon Labs ICR-BB All-in-one USB +eSATA Card Reader Item #:N82E16820816001
Seagate Barracuda 7200.12 1TB 3.5" SATA 3.0Gb/s Internal Hard Drive -Bare DriveItem #:N82E16822148433
COOLER MASTER Intel Core i7 compatible V8 RR-UV8-XBU1-GP 120mm Rifle CPU Cooler Item #:N82E16835103055
Scythe S-FLEX SFF21F Case Fan Item #:N82E16835185006
EVGA 132-BL-E758-A1 ATX Intel Motherboard Item #:N82E16813188039
Video Card EVGA GeForce 9800GT
Over clocked to 4.0 On Windows 7 Professional

#7 Newfoundking

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Geschrieben 18 Oktober 2010 - 03:04

I think for beta testers, like most mods, and regular games, the creators are looking for people with scripting knowledge, knowledge of the overall process, ie modding, etc. and decent systems. Not amazing, just the required specs. That way they can see if it will run on the regular system at a decent rate.

IE you won't appoint at tester who doesn't know what a script is, how to use it, read it or change it, and you won't get someone in that doesn't know how to fix problems. You also wouldn't get someonone with the top of the line computer. Becuase that one runs everything. The goal is to figure out the benchmark.
I test for a mod, and I run my modest computer, with the regular user specs, and aside from scripting problems and what not, I also have to make sure I can have a full roll out without HUGE amounts of lag.

For those of you who are wondering, testing is not fun, it sucks. You get a basic version, that you spend about 3 hours doing every stupid thing, with every stupid command and tool, and then anything that doesn't work flawless, you have to record, and start picking through to figure out why. Or at least how. It's not like "oooh new game, I get to play!" it's like "new game, it's broken, how do I fix it?" Testing isn't a glorious game

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#8 gary599

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Geschrieben 18 Oktober 2010 - 03:13

I was for a long time, a beta tester for AOL. :) But thank you very much for the beta info.

I think for beta testers, like most mods, and regular games, the creators are looking for people with scripting knowledge, knowledge of the overall process, ie modding, etc. and decent systems. Not amazing, just the required specs. That way they can see if it will run on the regular system at a decent rate.

IE you won't appoint at tester who doesn't know what a script is, how to use it, read it or change it, and you won't get someone in that doesn't know how to fix problems. You also wouldn't get someonone with the top of the line computer. Becuase that one runs everything. The goal is to figure out the benchmark.
I test for a mod, and I run my modest computer, with the regular user specs, and aside from scripting problems and what not, I also have to make sure I can have a full roll out without HUGE amounts of lag.

For those of you who are wondering, testing is not fun, it sucks. You get a basic version, that you spend about 3 hours doing every stupid thing, with every stupid command and tool, and then anything that doesn't work flawless, you have to record, and start picking through to figure out why. Or at least how. It's not like "oooh new game, I get to play!" it's like "new game, it's broken, how do I fix it?" Testing isn't a glorious game



#9 shadowzuziz

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Geschrieben 18 Oktober 2010 - 05:49

make sure you have the latest version of LA mod (2.0.2) then copy and replace the files in the download into the la mod folder under mods :) hope this helps

update : due to the bugs found in 2.0, its going to be a jump to 2.0.1 and that should be at testing stage soon, this time it will be hosted privately and then released if all is well.

No new features to announce.

BTW... if anyone can be arsed could you type up most if not all of the features of the mod to add to the first post I have a college essay to do so wont have time to :P (and im lazy)

Stay cool :)
Dyson
x


Hey b2 says hes got something special for the advance mod tell him to send you picks

http://imageshack.us/a/img51/5213/62584626.png[/img][/url]



 

 


#10 LACityFFengineCo287

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Geschrieben 18 Oktober 2010 - 07:40

make sure you have the latest version of LA mod (2.0.2) then copy and replace the files in the download into the la mod folder under mods :) hope this helps

update : due to the bugs found in 2.0, its going to be a jump to 2.0.1 and that should be at testing stage soon, this time it will be hosted privately and then released if all is well.

No new features to announce.

BTW... if anyone can be arsed could you type up most if not all of the features of the mod to add to the first post I have a college essay to do so wont have time to :P (and im lazy)

Stay cool :)
Dyson
x

I can type that out for you, but I can't finish the ESU right now. Some family issues have come up. Sorry.
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#11 Dyson

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Geschrieben 18 Oktober 2010 - 06:37

Update:
Reworked skins and lightbars


#12 LT.SacFD

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Geschrieben 18 Oktober 2010 - 07:01

Nice!:12:

#13 lepompierdu29

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Geschrieben 18 Oktober 2010 - 07:14

Nice cool

#14 aitor

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Geschrieben 18 Oktober 2010 - 08:18

Update:
Reworked skins and lightbars


This van is new?
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#15 Dyson

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Geschrieben 18 Oktober 2010 - 08:35

This van is new?


Both are, newer than anything you've seen similar before :)

#16 gizmo719

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Geschrieben 18 Oktober 2010 - 08:39

man i cant wait to play
EMT-B

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#17 C.F.D

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Geschrieben 18 Oktober 2010 - 08:45

The Battalion needs the Whelen Freedom Lightbar Model in order to have an authentic FDNY Battalion suv.

KLl2svz.png

 


#18 griffy

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Geschrieben 18 Oktober 2010 - 08:51

The Battalion needs the Whelen Freedom Lightbar Model in order to have an authentic FDNY Battalion suv.

yes agreed that would be awesome if that happened but i think were going to have to wait another version for that thats ok though its worth the wait
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#19 Dyson

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Geschrieben 18 Oktober 2010 - 09:03

yes agreed that would be awesome if that happened but i think were going to have to wait another version for that thats ok though its worth the wait


Actually division 11, (the one in question) uses a rotary lightbar rather than LED ;)
http://farm4.static....4845c9839_z.jpg

#20 griffy

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Geschrieben 18 Oktober 2010 - 09:35

Actually division 11, (the one in question) uses a rotary lightbar rather than LED ;)
http://farm4.static....4845c9839_z.jpg

ohh well i think you should make a division 6 isnt that a led cant remember but you should make a led one


EDIT: the newer division 6 battalion chief
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Also tagged with one or more of these keywords: new, york, manhattan, mod, fdny, nypd, ems, dyson, rafael, submod