[WIP] THE RED WATCH aka RCMP mod (in SLOW progress)
#3481
Geschrieben 13 Januar 2013 - 06:32
#3482
Geschrieben 13 Januar 2013 - 08:51
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#3483
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.
Specs: Windows 7 Professional Build 7600 (32bit)
4Gigs DDR Kingston
NVidia GT 240
2.33 gigahertz Intel Core2 Quad Q8200
WDC 320Gig Hard drive 1 SMART Status: Healthy
WDC 320Gig Hard drive 2
#3484
Geschrieben 14 Januar 2013 - 03:10
You just have to be smart and plan what units you need in play if you have an older pc.
#3485
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!
Sincerely: A long time follower and Supporter
#3486
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.
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#3487
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" --
#3488
Geschrieben 14 Januar 2013 - 09:29
#3489
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.
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#3490
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.
#3491
Geschrieben 14 Januar 2013 - 10:32
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
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
Add 'djchill95' on skype for constant MP gaming, English only, no mic required!
#3493
Geschrieben 14 Januar 2013 - 05:20
Former Fire Fighter (2006-2011)
Squamish Fire Resuce
Hall one Company 41 (on call 24-7)
#3494
Geschrieben 14 Januar 2013 - 05:51
Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod, Rockport mod.
State & National Park enthusiast can help modders in park related issues.
My statements in no way respect the views of any agency I am or was formerly associated with.
#3495
Geschrieben 14 Januar 2013 - 06:16
Yeah. In the Uk a house fire means 2 engines are deployed straight away, does not matter how big it is.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.
http://www.youtube.com/user/999madtom
St John Ambulance Cadet
Volunteer Police Cadet
Emergency Service enthusiast, PM me if any questions about English Emergency Services.
#3496
Geschrieben 14 Januar 2013 - 06:54
Add 'djchill95' on skype for constant MP gaming, English only, no mic required!
#3497
Geschrieben 14 Januar 2013 - 08:10
Once when we get to the point of the relase I will be posting how the typcial alarm works in surrey.
Former Fire Fighter (2006-2011)
Squamish Fire Resuce
Hall one Company 41 (on call 24-7)
#3498
Geschrieben 14 Januar 2013 - 08:41
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 )
**NOTE**
I don't take any requests any more,except for ;
Red Watch (RCMP)
#3499
Geschrieben 14 Januar 2013 - 09:24
Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod, Rockport mod.
State & National Park enthusiast can help modders in park related issues.
My statements in no way respect the views of any agency I am or was formerly associated with.
#3500
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 )
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.