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[RELEASED] Brooklyn "Borough of Fire" (BOF) Modification


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#661 Jakethejake

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Geschrieben 17 Oktober 2014 - 02:07

Hey Dyson, do you have the apparatus file for the updated 111 Truck? For some reason I have the older version with the red sign instead of the flag sign. Also where would I put it? I would just reinstall the mod, but I have my map edited just to where I like it...thanks in advance!

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#662 Dyson

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Geschrieben 17 Oktober 2014 - 02:42

Hey Dyson, do you have the apparatus file for the updated 111 Truck? For some reason I have the older version with the red sign instead of the flag sign. Also where would I put it? I would just reinstall the mod, but I have my map edited just to where I like it...thanks in advance!

 

Copy the map out, reinstall the mod and copy the map back in, simple ;) you'll be replacing your map with the patch soon anyway unless you don't want a new firehouse and map bug fixes that come with the patch ;) 



#663 AIF_Infantrymen

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Geschrieben 17 Oktober 2014 - 04:18

oooo  new firehouse :huh:   


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#664 CFDDIVE11

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Geschrieben 17 Oktober 2014 - 11:19

FDNYEMSDIV4.jpgIn addition to the EMS supervisor have you guys thought about including this?


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#665 LAD23DER

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Geschrieben 18 Oktober 2014 - 01:34

FDNYEMSDIV4.jpgIn addition to the EMS supervisor have you guys thought about including this?


Those are the new EMS supervisor cars
:)

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#666 CFDDIVE11

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Geschrieben 18 Oktober 2014 - 01:47

Ohhhh hmm I think i'd prefer these over the Sierra's but the sierra's do provide more space.


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#667 Seluryar

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Geschrieben 18 Oktober 2014 - 06:00

Anyone else having trouble downloading this from Mega while using Chrome?

 

perhaps a rename is in order since Chrome thinks anything named "setup.exe" is bad?



#668 tunghailin

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Geschrieben 18 Oktober 2014 - 03:01

Looks amazing! 



#669 TheCadetForce

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Geschrieben 18 Oktober 2014 - 08:03

When I get RTC calls, they fail within 30 seconds of me getting the call. So as soon as I get Units on scene it fails.. Is there anyway I can stop this?



#670 miniboy349

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Geschrieben 18 Oktober 2014 - 09:06

So I got the run where the pickup truck is crushed by the building debris today. I can't complete the call because the tow truck can't get to the truck to pick it up, is this a bug or am I doing something wrong?

Thanks

Maybe it was a part there that blocked the road for tow truck?



#671 Fred03

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Geschrieben 19 Oktober 2014 - 04:10

So I finally got this mod and I say well done! And while the mod does come with a learning curve with the added realism and all I think its quite good all around. I also like how I can still do the campaign. There are a number of bugs most of which I suspect have been mentioned, parking at the PD station being one, I also like the limited water supply but it seems a bit buggy, but I guess that comes with the territory.


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

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#672 Jakethejake

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Geschrieben 19 Oktober 2014 - 06:47

I don't think that their mods are "buggy". I think that they are built with very large amounts of details. This adds immersion, but also leads to performance issues. I think that is a lot of what we are experiencing.

When I first got this mod, it ran well enough. I had all of my settings on high, and when I got more than a few units on scene, my game would lag horribly. I had issues with my chauffers, and a few other things. Nothing huge, but clearly performance related. One thing that was annoying was that I seemed to get the same calls in the same places. I also got mostly EMS related calls.

I went in to the editor. I deleted a lot of small things. Not because I wanted to, but to improve performance. I deleted the pedestrian spawn point the bottom of the map near the park. I deleted a lot of trash bags and trash cans. I also deleted the elevated subway. I didn't want to, but I play with it minimized anyway so....

The end result has been a super gaming experience. This mod as I have it edited is my favorite game. I get tons of fires all over the map. I get ems runs. I can put a full 10-75 worth of apparatus in one place, and still get acceptable performance.

One thing that I have found is that when E222 and R2 have their engines running, their white scene lights come on. That uses a lot of resources. I shut down their engines and turn their emergency lights back on when they are on the scene, and that seems to fix the issue. I have cured my chauffer and Sattellite 6 issues. Also traffic is much more manageable. There aren't a ton of people or cars on my map, but the increase in fires has been well worth it. I suggest to anyone who is having bugs to go into the editor and scale down the map. If it fails miserably, just reinstall the mod. I am running a quad core processor @3.75ghz with 8g of RAM. My graphics card is 1ghz. There is just a lot to process. By taking some of the small stuff that you won't miss away, you'll increase performance dramatically...,

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#673 Fred03

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Geschrieben 20 Oktober 2014 - 04:17

Oh and when the ambulances are parked at the hospital one light on the side of one ambulance keeps flashing, not a issue just kinda funky lol. Overall very impressed, looking forward to more.


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

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State & National Park enthusiast can help modders in park related issues.

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#674 poole3003

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Geschrieben 20 Oktober 2014 - 10:12

theres an issue with the EMS supervisor cant return to HQ



#675 FFW-Konstanz

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Geschrieben 23 Oktober 2014 - 01:42

"Paramedic's with stretcher" isn't able to enter an ambulance without holding a stretcher. (same as in Manhattan Mod).

Ambulances and rescue (squad or whatelse), stationed in the south-west (and further vehicles), don't have the option for speed control.



#676 Dyson

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Geschrieben 24 Oktober 2014 - 06:10

"Paramedic's with stretcher" isn't able to enter an ambulance without holding a stretcher. (same as in Manhattan Mod).
Ambulances and rescue (squad or whatelse), stationed in the south-west (and further vehicles), don't have the option for speed control.


Yeah those guys aren't supposed to be able to enter without the stretcher or it messes up some of our scripts, just equip them with a stretcher and get in. You can always drop the stretcher if it's annoying and pick it back up when getting in again.

As for the Rescue it should have speed controls, there's a few off map units we forgot to add them to but it's definitely on the rescue.

#677 miniboy349

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Geschrieben 24 Oktober 2014 - 09:45

Nope i dont think that dyson.



#678 ImSoAwesome1224

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Geschrieben 24 Oktober 2014 - 11:14

Yeah those guys aren't supposed to be able to enter without the stretcher or it messes up some of our scripts, just equip them with a stretcher and get in. You can always drop the stretcher if it's annoying and pick it back up when getting in again.

As for the Rescue it should have speed controls, there's a few off map units we forgot to add them to but it's definitely on the rescue.

Rescue does not have speed controls.



#679 Dyson

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Geschrieben 25 Oktober 2014 - 01:42

My apologies I have no idea why it will in the patch anyway

#680 Graffspee

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Geschrieben 26 Oktober 2014 - 11:27

I do not see that this has been mentioned but I found that when you have the Chauffeur place the Wye there is a Script error. You can clear the error and get back into the game, connect to the Wye and it works  but the Chauffeur disappears and you have to use one from another engine when the fire scene is cleared.