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New York Modification V.1.01


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#101 FutureRanger93

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Geschrieben 03 April 2011 - 07:08

What ya just said confused the hell out of me.. LOL


Yeah sorry I said that at 2:30 am after being up almost 24 hours lol. Um I will see if I can get a screen shot of what I had to do with my files.

#102 FutureRanger93

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Geschrieben 03 April 2011 - 07:21

What ya just said confused the hell out of me.. LOL


This is how the files looked. Hope it helps.

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#103 DeHe

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Geschrieben 03 April 2011 - 09:49

to the Team...hey your first version is very great especial the units and the firestations.very very good work :12: and the details are so fantastic

-do you now what are you goning to plan for future versions?
-what is with the controllpanel button "disable automatic vehicle emptying?
-the fdny support equipment truck is missing in the list
-would you put directional lights to other units like the engines?
-I'm missing open buildings where a firefighter could get in with a ladder
-I would like to propose you to edit some more fireengines and ambulances to the stations and maybee a third firestation in future versions.

ceep on with this great work and let yourselfs time ;)
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#104 Unit 42

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Geschrieben 03 April 2011 - 10:19

to the Team...hey your first version is very great especial the units and the firestations.very very good work :12: and the details are so fantastic

-do you now what are you goning to plan for future versions?
-what is with the controllpanel button "disable automatic vehicle emptying?
-would you put directional lights to other units like the engines?
-I'm missing open buildings where a firefighter could get in with a ladder
-I would like to propose you to edit some more fireengines and ambulances to the stations and maybee a third firestation in future versions.

ceep on with this great work and let yourselfs time ;)


I back all of these questions but with the directional lights button, engines in NY don't have that. That's why they have NYPD haha.
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#105 starzfan31

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Geschrieben 03 April 2011 - 10:36

Clearing internet download cache erased the rar file form your computer's memory. Cache is supposed to work to save recently used objects so it'll load faster next time you try to open it. By erasing the cache, it will erase the rar file, so you can redownload a fresh copy and try installing again with the mod installer. Remember, download, save the file and install. And no it's nothing something on our end, since people have download it and they were able to play it.


Download, extract and use the Modinstaller found in the main directory of the game to install it.



1. Right now, they function mostly as regular personnel, since they'd have to get adjustments to a whole lotta stuff to be able to dually function as firefighters, plus it makes the game too easy if everyone does everything.

2. If we make it so the REP does patrol it'll be against a regular patrol path, and will have a special area of the map to patrl, that would fit in with logical paths for it's purpose

You do realize the helo does stop the car right?


Right place, however I do beleive that the Heavy rescue does have the equipment, if it doesn't that's something we missed and had intended to do



Love all the advice, but you are still failing to tell me how to install it sicne the mod installer , every time it is opened, says that the game was not installed properly and to try reinstalling the game. As I stated, the LA mod worked fine as it was an app and went about the install process on its own. unzipping the ny mod folder gives you two items, the read me file and a mod file. placing the mod file into the mods file of the game doesnt work, it doenst recognize it. trying to use the mod installer simply doesnt work because it does what ive stated above. Im not the only one having this issue, just read the topics here. how about making a install walk thru since you all seem to know how to do this. thanks.

#106 MikeyPI

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Geschrieben 03 April 2011 - 10:44

to the Team...hey your first version is very great especial the units and the firestations.very very good work :12: and the details are so fantastic

-do you now what are you goning to plan for future versions?
The next version will put in the features which were either too lengthy to create within a reasonable time, or were far too buggy to make this first release, while similar to the LA mod, this mod has several new features which in all honesty we were not sure how well the game would handle them, all in all it seems that all the catastrophic bugs are gone so we'll see.
-what is with the controllpanel button "disable automatic vehicle emptying?
It is there to prevent the vehicles from automatically dumping the personnel from the vehicle when it returns to the station, by default the vehicle unloads when it returns to the station... I can't remember if we actually activated that segment of the script.
-the fdny support equipment truck is missing in the list
No this vehicle comes in with the Hazmat Rig when the larger one is called, they usually respond together, so to save clutter on the UI we just tied them together so they enter together=)
-would you put directional lights to other units like the engines?
There are no directonal lights on the FDNY engines of this era, I have no idea of the latest ones do or not, but these rigs don't have em=)
-I'm missing open buildings where a firefighter could get in with a ladder
They are already there on the map, the map is the original map modified so it's just how the buildings were setup in the original game for the most part on this version of the map, a new map is scheduled for a later version.
-I would like to propose you to edit some more fireengines and ambulances to the stations and maybee a third firestation in future versions.
Making more fire engines is possible, but they will be called from off-map...
The ambulances I really see no need to do more of being that they are all mostly the same other than the hospital ambos, so I'd rather just keep the simple nyfd ambo that we have. No real necessity in more types. The NYFD ones just have different unit numbers, in a subsequent version we might add the hazmat ambo of this era (not the newest one) because it would permit additional functions.
There is no need for a third firestation in a future version, two stations can adequately cover the entire map without any issues what so ever. The fire stations/PD/Hospital all take away places which potentially could be missions, so I don't want to make them take more space and take away from potential missions you can have to do.

ceep on with this great work and let yourselfs time ;)

Check bold statements in your quote=)

Love all the advice, but you are still failing to tell me how to install it sicne the mod installer , every time it is opened, says that the game was not installed properly and to try reinstalling the game. As I stated, the LA mod worked fine as it was an app and went about the install process on its own. unzipping the ny mod folder gives you two items, the read me file and a mod file. placing the mod file into the mods file of the game doesnt work, it doenst recognize it. trying to use the mod installer simply doesnt work because it does what ive stated above. Im not the only one having this issue, just read the topics here. how about making a install walk thru since you all seem to know how to do this. thanks.

The problem is that unfortunately there appears to be a corruption in your game installation, if it was a digital download apparently some of the sites that do the digital install do not correctly setup the registry for the game, I believe someone in tech support successfully resolved this issue in the past, I am unsure how to do this myself as there are EM4/EM4 Deluxe and 911:FR versions of the game, so there is not a singular answer for what you must edit/add to your registry files in order for the mod installer to correctly work. The LA mod uses a custom-installer to install it's self, this mod uses the game's default mod package installer which ships with the game to install it's self.. Unfortunately for some people who've seemed to have had problems with their mod installer not working it unfortunately requires a Registry Entry Edit to resolve it. I've never had this problem so I am not sure exactly what the registry code entries have to be to fix your game's installation.

Likewise (not implying you) people who've just copied the game from other's computers or downloaded the game will probrably have problems installing it because they never properly installed the game.

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#107 DukSezQuak

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Geschrieben 03 April 2011 - 10:58

I didn't see this in the post above, but I thought I should add that instead of the fire station alarms being the one from the LA Mod actually add in the FDNY Tones so it makes it a bit more realistic. I may have missed it somewhere where it was actually proposed/going to be added, I don't have alot of time right now so I just skimmed alot and then decided to post.

The mod is great though! Fantastic job.

#108 MikeyPI

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Geschrieben 03 April 2011 - 11:25

I didn't see this in the post above, but I thought I should add that instead of the fire station alarms being the one from the LA Mod actually add in the FDNY Tones so it makes it a bit more realistic. I may have missed it somewhere where it was actually proposed/going to be added, I don't have alot of time right now so I just skimmed alot and then decided to post.

The mod is great though! Fantastic job.

Our short-term objectives are to simply fix the bugs that are known to exist in the current version, very limited changes to gameplay will occur in the patch for this version, in later subsequent versions we will be adding more features but for the time being our primary focus is to make V1 as bug-free as possible... Certain issues are just game-related bugs which we can't overly resolve because they are inconsistient in occurance and generally unpredictable as to what causes them.

In the next "real" update version we will be adding features/changing some of the things we do not feel we did 100% accurately, but for now in the first version we have a good deal of smaller bugs to resolve, unlike other modifications this one will not see little updates that make version 1.1,1.2,1.3 etc within rapid succession, instead we will be doing the updates in larger bundles to prevent compatibility issues within the game versions themselves along with making it easier to track/resolve the bugs that may come to exist because of any subsequent changes we do.

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#109 JediHutch61

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Geschrieben 03 April 2011 - 11:37

I would suggest adding two new stations and shrinking the current station down for realizim's sake. Seeing as Rescue 1 is in it's own house as is Squad 61. I would put Resuce 1 near the top of the map on the Left side and Squad 61 on the Top right side. Just a suggest since you said you didn't see a reason for a new FD station.
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#110 starzfan31

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Geschrieben 03 April 2011 - 11:46

Check bold statements in your quote=)

The problem is that unfortunately there appears to be a corruption in your game installation, if it was a digital download apparently some of the sites that do the digital install do not correctly setup the registry for the game, I believe someone in tech support successfully resolved this issue in the past, I am unsure how to do this myself as there are EM4/EM4 Deluxe and 911:FR versions of the game, so there is not a singular answer for what you must edit/add to your registry files in order for the mod installer to correctly work. The LA mod uses a custom-installer to install it's self, this mod uses the game's default mod package installer which ships with the game to install it's self.. Unfortunately for some people who've seemed to have had problems with their mod installer not working it unfortunately requires a Registry Entry Edit to resolve it. I've never had this problem so I am not sure exactly what the registry code entries have to be to fix your game's installation.

Likewise (not implying you) people who've just copied the game from other's computers or downloaded the game will probrably have problems installing it because they never properly installed the game.



Downloaded it from Atari......... so I highly doubt there is a corruption. They know how the game is supposed to work, afterall, they make it. You all are the ones making the modifications. oh well.

#111 DeHe

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Geschrieben 03 April 2011 - 11:47

@ MikeyPI thank you for your quik reply and the infos ;)

@ Unit 42...hi thanks about your information of the ny engines.I don't now it before ;)
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#112 Stan

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Geschrieben 03 April 2011 - 11:54

Downloaded it from Atari......... so I highly doubt there is a corruption. They know how the game is supposed to work, afterall, they make it. You all are the ones making the modifications. oh well.


why would the mod run for 99 of 100 downlaods and be corrupt?


placing the mod file into the mods file of the game doesnt work


Seems quite logic...

trying to use the mod installer simply doesnt work because it does what ive stated above.


Instead of blaming mod makers you should start blaming Atari... I'll get into checking this since i more then suspect that it has EXACTLY the same issue as the download version of Emergency 3 had

Im not the only one having this issue, just read the topics here. how about making a install walk thru since you all seem to know how to do this. thanks.


Simple:

- Download
- Extract to anywhere
- Double click the e4mod file
- Installing...
- Done
- Load the game
- Click mods
- Select the mod
- Load

Nothing more, nothing less
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#113 M1 Tanker

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Geschrieben 04 April 2011 - 12:03

Starzfan31, your issue IS related to 911 First Responders, not to any mod. I had the EXACT same issue and I fixed it. To see the fix, follow this link...which you had already posted to. http://forum.emergen...rs-from-amazon/

#114 Unit 42

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Geschrieben 04 April 2011 - 12:13

Is there going to be a bit more missions where I could use the Hazmat truck? I didn't have to use it yet :(. Also, will there be editing of the station alrams or how the calls will come in kinda like the wegberg mod?
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#115 emsteam

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Geschrieben 04 April 2011 - 12:18

You guys have a great mod at work here. I love it

Do you guys plan to add the barricades for other units? Like, an officer can get it.
When I called in a hazmat truck,I didnt see anything for decom. Was I just blind, or is it not there?
Is there a plan for a riot cannon?

Keep up the good work. We all love it

#116 Unit 42

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Geschrieben 04 April 2011 - 12:38

I finally got to call the hazmat haha. Ummm MikeyPI, when you hover over siren, it says siren off/on/horn. What dos this mean? Can you manually use the airhorn somehow?

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#117 Newfoundking

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Geschrieben 04 April 2011 - 12:46

Yes, congratulaions, it also works if you press shift and send a unit to a location, it'll barmp.

The horn basically just clears people out of the way, like a real horn would do, they all go running to let you through

And in regards to the extra barricades, no plans for any other units outside of the DCU have been made to have barricades
You place the person in the custody of a hazmat firefighter, the get in the truck with them, they'll decon in there.
The Water cannon is planned for a later Version , under a different function than current WaWe, it'll be script heavy, that's why it was excluded in version 1.

Missions will come later, though right now, it's just the basic ones.

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#118 PFAexplorer

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Geschrieben 04 April 2011 - 01:19

Yes, congratulaions, it also works if you press shift and send a unit to a location, it'll barmp.

The horn basically just clears people out of the way, like a real horn would do, they all go running to let you through



barmp? what works when you press shift and send a unit?

so you can manually control the horn?

#119 MikeyPI

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Geschrieben 04 April 2011 - 01:20

Is there going to be a bit more missions where I could use the Hazmat truck? I didn't have to use it yet :(. Also, will there be editing of the station alrams or how the calls will come in kinda like the wegberg mod?

Hazmat missions on the original map are kinda rare, we didnt really mod the map too much for this version, that's for a different day=) The mod will retain basis on the original game because I don't want to make it too unstable by adding too many dynamic things to this mod. The more complex you make the dynamic things (things that run full-time) the more prone they are to intermittant failures.

As for new missions that once again is something for a later subsequent version of the mod, making missions takes time sadly and for right now we kinda want to get the mod as comprehensive as possible and resolve all the bugs.


You guys have a great mod at work here. I love it

Do you guys plan to add the barricades for other units? Like, an officer can get it.
When I called in a hazmat truck,I didnt see anything for decom. Was I just blind, or is it not there?
Is there a plan for a riot cannon?

Keep up the good work. We all love it

The barricades are something I've considered for later versions, however in reality NYC uses barricade trucks to carry them, since at the moment they serve limited purpose I did not wish to take the time to make the stakebed truck that would be required to carry them, it just is not realistic to have them inside car trunks or suv trunks for example, so perhaps in a later version we will make it to where a truck can carry them onto the map and deploy them.

NFK summed up the "water cannon" this mod will have to employ pretty well, which is why amongst other features it was omitted for the version one release.

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#120 TacticalRooster22

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Geschrieben 04 April 2011 - 02:48

Wow, I had no clue this was even in production! Great job guys, I'll download tomorrow. :holdglass:

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