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new york manhattan mod fdny nypd ems dyson rafael submod

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#1661 Dyson

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Posted 08 January 2011 - 12:26 PM

Just a simple discussion, we both presented what we believe are facts. Until I see a mod come here and say what we're doing is wrong, your post is just as OT as ours



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what are the system requirments for this submod?



Same specs as the normal game ;)



#1662 Newfoundking

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Posted 08 January 2011 - 04:49 PM

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#1663 Xplorer4x4

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Posted 08 January 2011 - 05:26 PM

Same specs as the normal game ;)

Sorry but thats not true. First off, CFDs lighting is much harder on systems then any one else's lights because he adds radiation to like 90% of the lights on a model. Don't get me wrong, I love Chad's work but the high amount of radiation causes extra stress on GPUs. Then adding scripts can cause more stress depending on whats in the script. Adding the whole CCC project to the mod has drastically increased the load time I am sure, but I dont think that generally increases anything other then load times. I am sure there are other things as well that increase requirements, but I suggest people try the mod for them selves and see how well it plays.

Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.

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#1664 Dyson

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Posted 08 January 2011 - 05:30 PM

Sorry but thats not true. First off, CFDs lighting is much harder on systems then any one else's lights because he adds radiation to like 90% of the lights on a model. Don't get me wrong, I love Chad's work but the high amount of radiation causes extra stress on GPUs. Then adding scripts can cause more stress depending on whats in the script. Adding the whole CCC project to the mod has drastically increased the load time I am sure, but I dont think that generally increases anything other then load times. I am sure there are other things as well that increase requirements, but I suggest people try the mod for them selves and see how well it plays.


Should still be the same specs, just it will strain the comp more on the lowest specs, it will still run on the lowest specs though :)

#1665 Xplorer4x4

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Posted 08 January 2011 - 05:57 PM

Your missing the point, if a game stresses the computer more then it raises the minimum requirements. I'm not saying they have increased substantially but increased none the less.

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#1666 griffy

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Posted 08 January 2011 - 06:34 PM

hey dyson i may have found the issue about the rescue 1 not coming out of the station but i dont know how to script to fix it click the rescue 1 and tell it to move the objects on the top the jaws the boat and stuff doesnt move with the vehicle see if thts the issue
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#1667 askjeeves

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Posted 08 January 2011 - 08:23 PM

When I first tried to download this, it didn't work, but it left me with the Amublance sirens. However I recently did some changes to my game and lost that siren, does anyone have a copy of it that I can get? I had it being used by a couple units ingame, but since that siren file doesn't exist on my computer anymore, they just have the button but no siren. Any help is appreciated.
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#1668 swatlord

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Posted 09 January 2011 - 05:50 AM

Your missing the point, if a game stresses the computer more then it raises the minimum requirements. I'm not saying they have increased substantially but increased none the less.

not to mention, you're rendering a layer of snow ON TOP OF the regular map texture (that is, if you didn't just retexture the whole map. But then again, that would have taken a LOT longer)
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#1669 Guest_Fabiak_*

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Posted 09 January 2011 - 12:54 PM

I like this mod. But in free play i have big traffic in city. How fixed this?

#1670 Dyson

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Posted 09 January 2011 - 04:50 PM

Fixed the rapid deploy issue, hoping to get some new units in game soon, got hazmat ESU ladders etc all waiting to be UVed :)
Also because the NY brooklyn mod decided to use the same engine and ladder company, I've decided to change area/company.
The new company will be e81 ladder 46, check em out ;)

Beta testing to start after these last models are added

#1671 swatlord

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Posted 09 January 2011 - 05:26 PM

Was there a fix on getting the rescue out of the station?
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#1672 Dyson

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Posted 09 January 2011 - 05:31 PM

Was there a fix on getting the rescue out of the station?


I have fixed it, but I won't be patching it as I'm already working on a new map so I no longer have the old map :P

#1673 pyrofreak

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Posted 09 January 2011 - 07:25 PM

I haven't posted in a bit, good mod though. From what I've seen I can't wait until you release the completed 2.3 version (or whatever you have next).

#1674 simking

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Posted 09 January 2011 - 10:46 PM

so they do use the bus as a mass cass unit thanks...
the chopper belongs to Customs and border patrol says so right on the side.

#1675 PFAexplorer

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Posted 10 January 2011 - 05:12 AM

Two bugs:

One: If the fire near the port triggers the HAZMAT cloud; the cloud appears near the Embassy
Two: You cant Pick the HAZMAT tent back up after it is deployed

#1676 Cosreski

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Posted 10 January 2011 - 09:53 AM

Two bugs:

One: If the fire near the port triggers the HAZMAT cloud; the cloud appears near the Embassy
Two: You cant Pick the HAZMAT tent back up after it is deployed


I have no clue why the Hazmat unit would be @ sta 2 when all the Chemical clouds would happen near sta 1.
It be better off having the Ladder truck @ station 2 as well as I.
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#1677 fireballthefiredog

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Posted 10 January 2011 - 11:58 AM

Looks great only thing i caught imediatally by looking ate the images is if you can try to add a 3rd axle to res1cue
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#1678 PFAexplorer

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Posted 10 January 2011 - 03:19 PM

I have no clue why the Hazmat unit would be @ sta 2 when all the Chemical clouds would happen near sta 1.
It be better off having the Ladder truck @ station 2 as well as I.



I think he is looking for bugs more than preference.

#1679 shrey

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Posted 10 January 2011 - 05:50 PM

Can someone tell me where to download the FDNY sub mod foe la mod.

I would be really greatful.

#1680 tomburton

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Posted 10 January 2011 - 05:54 PM

^ go to the first page, and it's on there.
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