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[WIP] THE RED WATCH aka RCMP mod (in SLOW progress)


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#3481 Dyson

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Geschrieben 13 Januar 2013 - 06:32

Agreed, I think because the game is fairly basic yet modders are pushing the game engine to its very limits it packs out high levels of RAM usage, but isn't really anything to worry about compared with the likes of GTA.

#3482 The Loot

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Geschrieben 13 Januar 2013 - 08:51

Overly-complicated light patterns and effects have been the issue for me, with multiple mods.

#3483 heyjoojoo

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Geschrieben 14 Januar 2013 - 02:11

Overly-complicated light patterns and effects have been the issue for me, with multiple mods.


I've often wondered about this problem with users who have slower systems. Fortunately, I have had always had good systems but not everyone is so fortunate. While flash patterns are in many cases the crux of the desired realism, I hope they strike a good balance for cross-system playability.
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#3484 goog

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Geschrieben 14 Januar 2013 - 03:10

The lights and patterns itself will not affect the pc's performance,it's only when you start adding a whole bunch of poly and radiation that you will start to notice your system lag in older computers.
You just have to be smart and plan what units you need in play if you have an older pc.

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#3485 PFD Emergency Reasponder

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Geschrieben 14 Januar 2013 - 05:35

The lights and patterns itself will not affect the pc's performance,it's only when you start adding a whole bunch of poly and radiation that you will start to notice your system lag in older computers.
You just have to be smart and plan what units you need in play if you have an older pc.


Which adds to the realisim, been awhile since I posted a comment on this thread, so I figure I would break that streak and say love the progress so far!

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#3486 The Loot

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Geschrieben 14 Januar 2013 - 08:41

The lights and patterns itself will not affect the pc's performance,it's only when you start adding a whole bunch of poly and radiation that you will start to notice your system lag in older computers.
You just have to be smart and plan what units you need in play if you have an older pc.


Most of the issues I noticed were in YSB's version of Xplorer's submod. The culprits were the LED versions of the ambulance and the ALS/BLS engines. I copied over the non-LED lights and that cut out pretty much all of the lag, plus I removed a lot of radiation effects from most of the vehicles that I thought were unnecessary. The Manhattan Mod also caused lag with its lights, but I stopped playing it mostly for the differences in gameplay between it and LA.

I've got a i7 6-core on my main machine, but the GFX card in it is pretty sub-standard by today's cards. Since getting a new one also involves getting a new PSU, I haven't made the effort to replace it yet.


I've often wondered about this problem with users who have slower systems. Fortunately, I have had always had good systems but not everyone is so fortunate. While flash patterns are in many cases the crux of the desired realism, I hope they strike a good balance for cross-system playability.


As long as all the lights on the vehicle flash, and there's at least a minimum amount of radiation effects for the biggest lights, I'm content with that. Tons of radiation effects and light cones, and extremely active patterns like the LED vehicles I mentioned don't really fill a need for me.

#3487 C.F.D

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Geschrieben 14 Januar 2013 - 09:04

Most of the issues I noticed were in YSB's version of Xplorer's submod. The culprits were the LED versions of the ambulance and the ALS/BLS engines. I copied over the non-LED lights and that cut out pretty much all of the lag, plus I removed a lot of radiation effects from most of the vehicles that I thought were unnecessary. The Manhattan Mod also caused lag with its lights, but I stopped playing it mostly for the differences in gameplay between it and LA.

I've got a i7 6-core on my main machine, but the GFX card in it is pretty sub-standard by today's cards. Since getting a new one also involves getting a new PSU, I haven't made the effort to replace it yet.




As long as all the lights on the vehicle flash, and there's at least a minimum amount of radiation effects for the biggest lights, I'm content with that. Tons of radiation effects and light cones, and extremely active patterns like the LED vehicles I mentioned don't really fill a need for me.


Interesting. this one has "extremely active patterns" --






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#3488 goog

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Geschrieben 14 Januar 2013 - 09:29

The lights are and will be portrayed as accurate to the real life units in Surrey and the lower mainland.It doesn't make much sense to go all out and make the units look as real life as possible,then cut corners and give it crappy,unrealistic lights.

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#3489 The Loot

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Geschrieben 14 Januar 2013 - 10:04

Interesting. this one has "extremely active patterns" --


Actually, I'd say that's a bit better than the vehicles I was having lag from. Obviously, I won't know how it pans out until I'm able to play the mod whenever it's released.

The lights are and will be portrayed as accurate to the real life units in Surrey and the lower mainland.It doesn't make much sense to go all out and make the units look as real life as possible,then cut corners and give it crappy,unrealistic lights.


I wouldn't expect that. Nothing I've said is a complaint towards the high-quality work that's being put into this mod. The topic came up about performance and I gave my thoughts on it.

#3490 goog

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Geschrieben 14 Januar 2013 - 10:12

I wouldn't expect that. Nothing I've said is a complaint towards the high-quality work that's being put into this mod. The topic came up about performance and I gave my thoughts on it.


Mine is just a general response about the lights in general,not cutting you down in anyway...thoughts and suggestions are always welcomed here.

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#3491 Radar

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Geschrieben 14 Januar 2013 - 10:32

Looks amazing Goog, Can't wait.


Is the Map based on a specific area of surrey? Any landmarks as easter eggs for us who know the area? Or is it completely ficticious?

(The pics looks amazing, like south surrey/fleetwood area to me)

#3492 ThePoliceGuy

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Geschrieben 14 Januar 2013 - 04:48

Overly-complicated light patterns and effects have been the issue for me, with multiple mods.


Would definitely agree, I read on here somewhere that each engine has upward of 150 lights or something, I can certainly imagine even 2 or 3 of them and a small house fire would probably start to give me some lag. Hopefully this will be manageable or a lighting submod will be release after


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#3493 squamishfire

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Geschrieben 14 Januar 2013 - 05:20

Don't forget gentlemen, there is a option to shut the lights off. Besides a first alarm typically is 1-2 e possibly a quint or tower and a rescue. You don't need to have that in game. For most house fires I can have 1 engine and a ladder no problem.
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#3494 Fred03

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Geschrieben 14 Januar 2013 - 05:51

Not very realistic though, one of the best things going for this mod is the realism and I have yet to see a house fire that could be adequately handled with just one engine and a ladder.

Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#3495 999madtom

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Geschrieben 14 Januar 2013 - 06:16

Not very realistic though, one of the best things going for this mod is the realism and I have yet to see a house fire that could be adequately handled with just one engine and a ladder.

Yeah. In the Uk a house fire means 2 engines are deployed straight away, does not matter how big it is.

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#3496 ThePoliceGuy

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Geschrieben 14 Januar 2013 - 06:54

Exactly, I like to keep my game as realistic as possible so would like to keep my lights are on, but i'm questioning weather 150 lights is appropriate for such an old game and for many fans, old PC's


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#3497 squamishfire

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Geschrieben 14 Januar 2013 - 08:10

Oh don't get me wrong, I do things by realism as well, thats the reason why I like and help out with this mod, is for it's realism. I was just saying for those computers that on a off shoot do have lag issues they don't have to go base off realism.

Once when we get to the point of the relase I will be posting how the typcial alarm works in surrey.
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#3498 cops

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Geschrieben 14 Januar 2013 - 08:41

We only can say how our computers/laptops react on the lights when the mod is released :)
And even if there are like 4 engines on the scene, not every engine has the lights on (Am I right, because that's something I saw in several videos :P )

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#3499 Fred03

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Geschrieben 14 Januar 2013 - 09:24

The emergency lights depends mainly on where the emergency is, for example if it is on a busy highway where warning oncoming vehicles is a priority most emergency vehicles wold have their lights on but if is a emergency where the lights are not needed anymore like a house fire they might turn the lights off. It really depends on the firefighter as to weather they switch the lights off or not after arriving.

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#3500 C.F.D

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Geschrieben 14 Januar 2013 - 09:25

We only can say how our computers/laptops react on the lights when the mod is released :)
And even if there are like 4 engines on the scene, not every engine has the lights on (Am I right, because that's something I saw in several videos :P )


Like he, NewfoundKing, Goog1967, and Dyson said, the results will vary depending on the power of your CPU. It is still premature to give you the official word on this matter, and with no presumptions. All of our models are highly detailed and the lights will be on the same benchmark, regardless of how many lights it will have. I am following a HD quality forumula specifically designed for good to high end computers. For those with lower end products, fear not, there will be available light options in the game that will enable you to activate/deactivate light modes on scene. It will help with FPS.

Think of us as Project Reality for BF2. We will push the limits of emergency 4 to its very end with maximum quality and entertainment.

And for someone who said a engine has around 150 poly -- it's actually higher now. All apparatuses ( Just fire departments) now have a standard poly package of 170 factory lights. Once That is added, I still have around an extra 100, 150+ of emergency lights to add to meet its real life counter part specifications.

Yup. It's a lot.

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