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Montana Mod v2.1 (In Development)


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#3101 Vojtula

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Geschrieben 24 September 2015 - 03:42

So this is just gonna be a stabilisation or utilizing the mod or can we expect some addons?

#3102 Corsair

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Geschrieben 24 September 2015 - 05:50

Yeah me too! I wish to play it for at least 1 hour on my Intel computer

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Thanks to Max Starmer, Jamnj88, Mindcat, Aether, itchboy, and losangelesi for helping me make my own private mod!


#3103 itchboy

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Geschrieben 25 September 2015 - 12:15

So this is just gonna be a stabilisation or utilizing the mod or can we expect some addons?

Stabilization only. No addons beause bama is busy with real life stuff, so he is unable to make any new vehicles. I will not make any vehicles for Montana because there will be a huge quality difference between bama's models and my own. So for simplicity's sake, I'll be bugfixing while he makes addons.

 

The stable version is actually gonna be a DOWNGRADE if anything, because certain scripts are to be removed due to their glitchy-ness.



#3104 Soldjaboy

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Geschrieben 25 September 2015 - 12:56

So, we can pretty much expect performance to be upgraded a little?



#3105 itchboy

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Geschrieben 25 September 2015 - 01:07

So, we can pretty much expect performance to be upgraded a little?

At the very least that, but it will come at the sacrifice of a few features such as the fire hydrant locking, extend hose and wye script, and the map will have most of its traffic reduced.

 

A lot of old vehicles from V1 will be deleted, which is the first step in cleaning up the mod. Those game assets are although unused, are still loaded by the game and they do cause a drag in performance.

 

Another thing that will be lost is that the texture filters placed on the map will go bye-bye, for the sake of performance. Another thing that will probably go is the new HD building textures, which I plan on replacing with low res textures that are more or less the same as default Em4.



#3106 Corsair

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Geschrieben 25 September 2015 - 01:08

Nice to hear that!


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Thanks to Max Starmer, Jamnj88, Mindcat, Aether, itchboy, and losangelesi for helping me make my own private mod!


#3107 itchboy

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Geschrieben 25 September 2015 - 01:11

Nice to hear that!

I'm doing everything I can to correct everything that is wrong with the mod at present. Its gonna take a couple months (not weeks as I had earlier thought) to sort this whole mess out. My aim is to keep the mod filesize within 600mb, which is the same optimization as my personal LA mod.

 

Textures, although they look nice will have to be sacrificed. I believe that it is better to lose that quality aspect than to have the whole mod be unplayable.



#3108 Corsair

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Geschrieben 25 September 2015 - 01:12

Yeah I agree with you too.


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Thanks to Max Starmer, Jamnj88, Mindcat, Aether, itchboy, and losangelesi for helping me make my own private mod!


#3109 itchboy

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Geschrieben 25 September 2015 - 01:13

Yeah I agree with you too.

Sack of rice (sacrifice) must be made for this mod to be playable for all. I've been told by some really wise men, that "less is more", and I am now taking that to heart.



#3110 Corsair

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Geschrieben 25 September 2015 - 01:15

:happy: Now thats a man! :happy:


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Thanks to Max Starmer, Jamnj88, Mindcat, Aether, itchboy, and losangelesi for helping me make my own private mod!


#3111 itchboy

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Geschrieben 25 September 2015 - 01:17

:happy: Now thats a man! :happy:

Textures I believe, based on the issues other mods have with Intel GPU's is the root cause. I think those GPU's dont have the same memory capacity or capability to handle, process and store high resolution textures at high volumes, so textures are the first place I'd look into when trying to slim this mod down.



#3112 Ghost Graphic Designs

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Geschrieben 25 September 2015 - 02:37

Textures I believe, based on the issues other mods have with Intel GPU's is the root cause. I think those GPU's dont have the same memory capacity or capability to handle, process and store high resolution textures at high volumes, so textures are the first place I'd look into when trying to slim this mod down.

256x256 works pretty well for most person textures. 128x128 works fine too, if you want to be economic and save even more space. Personnel textures above 512x512 don't make any sense and in vehicles I usually try to keep between 512x512 and 1024x1024 or even lower resolutions for civilian traffic vehicles, for example. It really depends from case to case.


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#3113 itchboy

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Geschrieben 25 September 2015 - 02:41

256x256 works pretty well for most person textures. 128x128 works fine too, if you want to be economic and save even more space. Personnel textures above 512x512 don't make any sense and in vehicles I usually try to keep between 512x512 and 1024x1024 or even lower resolutions for civilian traffic vehicles, for example. It really depends from case to case.

My CivCars are 1024, and person skins are 512. Though I have "special" versions of my ped skins which are 1024 and some high res skins of my playable units, I probably wont include that in the final copy of either Montana or LA.



#3114 tbone1fire

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Geschrieben 25 September 2015 - 05:18

could you release the unstable and the stable


fIHQLx.png


#3115 itchboy

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Geschrieben 25 September 2015 - 05:21

could you release the unstable and the stable

This might be constured as asking for a release date btw, be careful with your words.

 

I will not be giving out a broken mod, so the unstable version is going bye bye, and the stable one will need one or two months of work to be complete.



#3116 tbone1fire

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Geschrieben 25 September 2015 - 02:54

i did not mean it like that I meant to say are you going release a high graphic version 


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#3117 itchboy

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Geschrieben 25 September 2015 - 02:57

i did not mean it like that I meant to say are you going release a high graphic version 

It is going to be one version that works for everybody. This will not have an "HD" and "SD" version. It will just be "The Montana Mod". There is no need for any fancy HD gimmicks or tricks.

 

 

I am doing this next update myself while bama1234 takes a break from Em4 modding to focus on real world responsibiliites. A one man show simply cannot redo every vehicle, script, texture, and make it all work for Intel GPU's, and not in a short time. Thats why I've got some of my part-time helpers who assist ocassionally. They are: Flnn Rescue 12 on lights, Reaper on vehicle skins, and EmergencyFan6299 on all other textures



#3118 BeastyBill88

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Geschrieben 25 September 2015 - 03:59

Will some of the vehicles be scaled down so they fit in together?

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#3119 itchboy

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Geschrieben 25 September 2015 - 04:04

Will some of the vehicles be scaled down so they fit in together?

This is how it will work. Because the majority of the vehicles are the LA mod scale ones, rather than the massive ones, I will make all updated vehicles be the standard LA mod scale. The vehicles that will be reworked are the ones that are big. There is quite a number of them. Its pretty much:

  • All new PD units
  • All volunteer FD units
  • All new EMS units
  • One of the original FD units from V1, reskinned, but scaled up.

This would require someone who can skin, light, and do lots of tedious editor work to my standards.



#3120 BeastyBill88

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Geschrieben 25 September 2015 - 05:33

This is how it will work. Because the majority of the vehicles are the LA mod scale ones, rather than the massive ones, I will make all updated vehicles be the standard LA mod scale. The vehicles that will be reworked are the ones that are big. There is quite a number of them. Its pretty much:

  • All new PD units
  • All volunteer FD units
  • All new EMS units
  • One of the original FD units from V1, reskinned, but scaled up.
This would require someone who can skin, light, and do lots of tedious editor work to my standards.

Ah yes that's what I meant Lol, it just looks a bit strange having big vehicles with the standard la sized ones. Ah Well good work takes time and but wouldn't the skins still fit the standard vehicles once they are done, as long as they are mapped properly?

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