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New York Modification V.1.01


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#141 MikeyPI

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Posted 04 April 2011 - 06:50 PM

Great post Hoppah, this is exactly what I was talking about in my earlier post, these other "New York" mods have been in the works for almost three years, that's crazy. I personally think that the "WIP" threads should have rules, if your mod is not finished in a year, we will delete it, unless you have some other issues that the moderators approve. Like I said before, you and your team had a plan and you excuted it and got the job done. The other mods should change their names to "Sorry, never going to be released New York Mod, we just like to show a bunch of staged pictures from the editor mod", lol. Keep up the great work again guys!!!!

Well, the biggest issue is people apparently think rome was built overnight, they seem to forget that this is just Version one of a new modification that borrowed some features from the LA Mod, it was not based on the LA mod, if it were it would've taken around 6 months to a year instead of the 1.5 years it did take to develop to this point.... We are not nearly done with this mod yet, we just will be spacing the updates out so that they are more comprehensive instead of here's a new truck or here's a new script, I want to add several features at once, hopefully reducing the bugs that exist per version along with compatibility issues because people don't have the same exact version of the game... Makes development and bug reporting alot easier IMO. A patch will be required for the V1 rendition of the mod, we are aware of this and are currently attempting to resolve the issues that have been pointed out to us, some of them are oversight, some are deliberate, either way we will do the best we can to resolve em as we can=)

Hey can you make a NY mod for EM3 next please :D

Unfortunately I know the scripts and what not will not directly port to EM3 from this version, the models probrably could but whether or not EM3 would lag I can't say for sure.. At this time there are not plans to pursue an EM3 version of this mod due to the fact that the EM4 version is not completed yet.

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#142 cops

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Posted 04 April 2011 - 06:52 PM

may I use the waterjetski/waterscooter for The Bondi Beach?

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#143 MasocaRules

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Posted 04 April 2011 - 07:07 PM

I would like to know if you can play multiplayer with this mod?

#144 Newfoundking

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Posted 04 April 2011 - 07:14 PM

To be honest, I don't know.. We haven't tested it, nor made any real efforts to even play or make it accessible in multiplayer. For the first version we just wanted a single player version. Will the vehicles work? Some of them definately will. Will some functions not work? For sur. MP is still unsupported, as we haven't really tried to make it work yet

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#145 aitor

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Posted 04 April 2011 - 07:25 PM

After playing some hour I have to say that you have done a good work but, in my opinion, the mod still needs work. I know that it´s a first version and it has not taken to do as time as the LA mod.
And please, for a next version put back the arrest command in the patrol cars. Another thing that would be grateful to see (apart of some details that have said before, in other posts) is the extinguisher in the patrol cars. And it needs more american cars, I only saw a Cadillac ;)
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#146 MikeyPI

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Posted 04 April 2011 - 07:26 PM

I would like to know if you can play multiplayer with this mod?

We debated this issue, and in theory it should work in MP in it's current form, however some scripts will not work correctly in MP due to the fact that well, for V1 we didnt really focus on MP nor did we test it at all, the way the mod is setup should permit Multi-Player to be playable though, it just is not as elaborate as the SP version is at this time, in future versions we will add more to the MP aspect but for V1 SP was the primary focus.

After playing some hour I have to say that you have done a good work but, in my opinion, the mod still needs work. I know that it´s a first version and it has not taken to do as time as the LA mod.
And please, for a next version put back the arrest command in the patrol cars. Another thing that would be grateful to see (apart of some details that have said before, in other posts) is the extinguisher in the patrol cars. And it needs more american cars, I only saw a Cadillac ;)

This mod is a Version One mod of a BRAND NEW MOD! This mod is not based on the LA mod, much as people want to think this, I'm sorry it is not the case... Putting back the arrest command in the patrol cars never existed, that is an LA mod feature, not an NY mod feature, sorry the mods are two separate entities so things this one has the LA one will not, and likewise this one. The fire extinguishers in patrol cars might find it's way into the mod in a later version but I am not sure, I don't want this mod being too easy.

American cars take time to build, you see NYC is unique compared to Los Angeles, so adding in a ton of random odd vehicles probrably would not look the same because well, in NY most the cars are cabs or limo service sedans, usually Lincolns, and SUVs... Takes time to make models like that, the cars I have in my stable that I've built already won't fly in NYC because they are not fitting for the city.. But hey everyone seems to think rome was built overnight as I've said before.

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#147 firefightercommando120

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Posted 04 April 2011 - 08:41 PM

I didn't see this in a post, but how do you pick up the barriers that the DCUs deploy?
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#148 MikeyPI

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Posted 04 April 2011 - 08:48 PM

I didn't see this in a post, but how do you pick up the barriers that the DCUs deploy?

In V1 I did not do/include a stakebed truck to carry the things, so they are not a unit-usable feature they are only possible through the DCU truck, to remove them, simply tell an officer to pick them up and they will be removed from the map... In a future version once a vehicle which is accurate is developed they will be deployable similar to the LA mod barricades, but in the current version they can only be placed by the DCU van it's self, then removed by the riot cops... They can't be picked up and repositioned manually.

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#149 helljumper51

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Posted 04 April 2011 - 08:57 PM

I heard that Hoppah was going to be put to sleep, but he ripped the throat out of the vet, got away, spread rabies in tri-county area, and made it home in time for his afternoon belly rub.
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#150 Brendon

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Posted 04 April 2011 - 09:21 PM

After playing some hour I have to say that you have done a good work but, in my opinion, the mod still needs work. I know that it´s a first version and it has not taken to do as time as the LA mod.
And please, for a next version put back the arrest command in the patrol cars. Another thing that would be grateful to see (apart of some details that have said before, in other posts) is the extinguisher in the patrol cars. And it needs more american cars, I only saw a Cadillac ;)


The extinguisher doesn't need to come back. NYPD isn't in the business of putting out fires. Also, it made things too easy.

#151 EmergencyFan97

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Posted 04 April 2011 - 09:27 PM

I love it. Since it's so awesome, here's a toast: :cheers:
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#152 jayjay144

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Posted 04 April 2011 - 10:23 PM

are you gonna do a k-9 unit
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#153 squamishfire

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Posted 04 April 2011 - 11:14 PM

you know i could never understand the K9 unit, it is one of the units I axe right away as soon as when I get in.

Great job on the mod guys!!

Hope you do some mission editing on V1.1 I find to many medical/police missions and I hate the earthquake mission.

Again great job really really enjoying it!
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#154 Guest_Emergency Command_*

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Posted 04 April 2011 - 11:54 PM

First of all ... Great Job on the mod :12:
one thing kinda dissapointed me tho.
the ESU Units of the police can't do anything except their usual cop stuff.
I think you should make em be able to cut open cars and stuff like that.
basically act as a heavy rescue truck and a swat truck at the same time just like they do in reality.

#155 Newfoundking

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Posted 05 April 2011 - 12:22 AM

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.


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#156 KILLERxCOP

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Posted 05 April 2011 - 02:07 AM

I believe earlier someone wanted a hazmat truck stationed on the map. I agree it's not really necessary. I had 2 hazmat incidents in the hour and a half play time, both due to fires in the industrial district. I found it wasn't that much of a necessity to have the hazmat right there, and calling it in off the map didn't hurt me at all really.

Awesome mod. Keep up the good work.

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#157 JimmyKid

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Posted 05 April 2011 - 02:16 AM

Wait, is this the same as the NY mod that had the topic closed? Or different?
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#158 DukSezQuak

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Posted 05 April 2011 - 02:21 AM

No, this one is based off the LA-Mod, the other one is still in progress.

#159 KILLERxCOP

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Posted 05 April 2011 - 02:35 AM

No, this one is based off the LA-Mod, the other one is still in progress.


It's actually not. It's been mentioned a couple times by the creators that it's a completely new mod, separate of the LA-Mod.

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#160 FireLt640

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Posted 05 April 2011 - 02:37 AM

@the Mod Team: first of all, the mod is absolutely amazing and visually stunning. Big ole Texas sized kudos to you guys.

And now, a minor question, which is if you guys are working on new voices for the mod? It's just really off hearing the old voicetrack from the original EM4. However, if you don't change the voices, listening to them is an extremely infinitesimal price to pay for the privilege of having such an awesome mod to play.

Thank you so very much for all your hard work and creativity.

Oh, and one more thing, I happen to like the fact that this mod is a bit more difficult than the LA Mod. I think it really lets everyone know that this is NOT just New York set in LA and is a totally different animal.