I know that I do a lot of work beta testing fire apparatus in another game I play but looking through this topic you have some great ideas, and the mod look slike its coming along well I think that there are a couple other things that should be added such as a more realistic dozer like the one in this link https://www.youtube....h?v=E4TfSUdVt8U and that the dozer transporter should be similar to the one in the link as well for more realism, after all it seems like your trying to make the game americanized instead of European. As well I would also add in more real life like tone outs for the calls in freeplay, captains on the engines, and with those captains and chiefs who give the commands have a command option for calling out units in terms of alarms like a box alarm requesting say a whole task force (2 engines, 1 ladder) then each additional alarm requesting either another task force or a light force (1 engine, 1 ladder), and if its a captain calling it in have the ability for him to call in a battalion chief.
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
#141
Geschrieben 18 Juni 2014 - 09:58
#142
Geschrieben 19 Juni 2014 - 12:07
So nice-looking units, thank you itchboy and Xplorer for hard work!
BTW, recently tried Boston mod and found that in freeplay they put some little details, like state police parking lot, engineer vans next to repair sites, all that. Would be something like that present in your mod?
Be sure to thank the other team members as well. CHP is the equivalent to State Police. California does not have SP. This likely will not happen. The reapir sites and such are certainly note worthy ideas that may or may not be included.
@itchboy @xplorer4x4 I mean the Lenco Bearcat and BEAR in the LA mod are ok but they aren't up to date. They have a older generation design already. It doesn't really matter but I wwas wondering.
Like itchboy said, can you show us differences?
I know that I do a lot of work beta testing fire apparatus in another game I play but looking through this topic you have some great ideas, and the mod look slike its coming along well I think that there are a couple other things that should be added such as a more realistic dozer like the one in this link https://www.youtube....h?v=E4TfSUdVt8U and that the dozer transporter should be similar to the one in the link as well for more realism, after all it seems like your trying to make the game americanized instead of European. As well I would also add in more real life like tone outs for the calls in freeplay, captains on the engines, and with those captains and chiefs who give the commands have a command option for calling out units in terms of alarms like a box alarm requesting say a whole task force (2 engines, 1 ladder) then each additional alarm requesting either another task force or a light force (1 engine, 1 ladder), and if its a captain calling it in have the ability for him to call in a battalion chief.
My mod is more freeplay based and lacks any real use for the dozer, although I might have an idea to change that. So the dozer is not something i will be doing at this time but maybe later. As for the other ideas, be sure to keep them coming. All I can say is maybe, maybe not.
Same to others, v1 is pretty much locked in at the moment, but we will gladly consider any and all ideas!
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#143
Geschrieben 19 Juni 2014 - 12:13
i know that your 4x4 mod 2.0.12 is closed but i am curious because for some reason when i play it it crashes back to my desktop with no errors at all will this woods map do that when it is released?
#144
Geschrieben 19 Juni 2014 - 02:57
i know that your 4x4 mod 2.0.12 is closed but i am curious because for some reason when i play it it crashes back to my desktop with no errors at all will this woods map do that when it is released?
Its not closed to bug fixes, just suggestions. I may open that back up later and add some new features to it. Post your log file in that thread if you haven't.
Will this one? I have no idea. You have a pretty isolated issue on the old 4x4 Mod. It may happen here, it might not. We can only cross that bridge when it gets here.
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#145
Geschrieben 19 Juni 2014 - 02:57
#146
Geschrieben 19 Juni 2014 - 02:58
i know that your 4x4 mod 2.0.12 is closed but i am curious because for some reason when i play it it crashes back to my desktop with no errors at all will this woods map do that when it is released?
Its not closed to bug fixes, just suggestions. I may open that back up later and add some new features to it. Post your log file in that thread if you haven't.
Will this one? I have no idea. You have a pretty isolated issue on the old 4x4 Mod. It may happen here, it might not. We can only cross that bridge when it gets here, if it gets here. Majke sure your video card drivers are up to date.
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#147
Geschrieben 19 Juni 2014 - 03:15
@itchboy @xplorer4x4 I'll send you guys a PDF explaining the differences sometime this week
Is it external or internal stuff? If it's internals, then not much point in changing. I know I have seen one that has a set up for second floor entry but this is not possible at this time, and probably wont be unless some one makes a ground ladder script or gets the tiller 100% working. If thats the only real visual difference I dont think we will make the change. I doubt the body has changed enough to warrant a change BUT I could be wrong. Either way I am looking forward to seeing the differences to make an informed decision.
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#148
Geschrieben 24 Juni 2014 - 06:33
@EmergencyFan6299, def something we will look in to in more detail in the near future. Thanks for the detailed pointers.
Small Update: The new mod is going to use Lott's Radio script to provide more room for call commands.
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#149
Geschrieben 24 Juni 2014 - 11:30
#150
Geschrieben 25 Juni 2014 - 12:44
Thank You. Also do you know where I could get a Arjent S2 (not the one in goog`s submod).
No idea. Try the Modding help forum.
Question for siren experts/LA natives, I see the new Dodge RAs are using the EQ2B. Sometimes there is another tone mixed in besides the horns and yelp. What siren or function is this?
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#151
Geschrieben 25 Juni 2014 - 02:34
I think thats what they mean by new bearcat, it just has the new F-series lighting, and a scoop on the hood that the older ones do not along with the newer mirrors, otherwise i don't see much difference (esp model wise).
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#152
Geschrieben 25 Juni 2014 - 04:01
I cant remember the exact changes pointed out via pm, but I see what your saying and I know these three were pointed out. It's not a priority atm but for the sake of trying to keep units up to date, it might happen in the future.
Speaking of in the future, by this weekend I think I will release an older test version of the mod. Normally I dont like to do this but I want to gage interest and see if my dedicated server will handle the traffic with out crashing the CPU or RAM.This would allow resumable downloads and faster downloads! That is assuming the server does not crash. If it does, I might be able to talk a friend in to helping me get a server from Amazon that I have been told it can with stand the demand with out a doubt. My ultimate goal is to have the final product done by July 4th! We have a pretty stable product atm but there are still some big changes to existing scripts and such that are being finalized. I am also hopping I can count on some finished models to come in no later then this weekend. That one is a bit tricky because some people have other priorities. I myself am struggling to find time to get things done atm.
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#153
Geschrieben 25 Juni 2014 - 04:22
Yeah I was just pointing out what all changed on it, IMO it isnt a very important vehicle to update since it is still very much the same as the existing one, someone else updates it and it works well, great hijack it.. Otherwise I'd either use the LA or NY bearcats, either one works considering most apcs are fairly plain anyway.
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#154
Geschrieben 25 Juni 2014 - 04:42
Since we are on an actor kick tonight..I pity the fool who updates the bearcat. On a serious note I mostly agree. Like i said very low priority and for a future release for sure.
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#155
Geschrieben 25 Juni 2014 - 06:15
@xplorer4x4 @mikeypi
I honestly dont know but in my opinion i think when a emergency vehicle is running on a code 3 so people could be able to hear and stop on the side. But if u want ill try to ask a friend of my who works in the LAFD.
P.S. The BearCat was just a suggestion that I made but it is really a low priority.
#156
Geschrieben 25 Juni 2014 - 10:01
IMO, older units are even better, they do have that charm of history. I'd be so glad to see black-and-white Caprices from 70's
#157
Geschrieben 25 Juni 2014 - 01:15
@xplorer4x4 @mikeypi
I honestly dont know but in my opinion i think when a emergency vehicle is running on a code 3 so people could be able to hear and stop on the side. But if u want ill try to ask a friend of my who works in the LAFD.
P.S. The BearCat was just a suggestion that I made but it is really a low priority.
It was a good idea by all means just lower on the list of things to do,
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#158
Geschrieben 25 Juni 2014 - 02:36
Upgrading the Bearcat is fine and dandy, but as a modder when it comes to eye candy things its kind of hard to justify pushing everything to the foreground of your priority list, generally script/feature changers tend to trump things where it's going to just upgrade the asthetic of a vehicle, unless you're talking horribly out of date... If the LA mod were loaded with LTDs and things like that, it would be more of a hmm I gotta do something about that, or worse this thing:
But La has alot of APCs in it so you're not stuck with just these old things.
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#159
Geschrieben 26 Juni 2014 - 07:32
Hurry
I'm so excited for this good luck!
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#160
Geschrieben 10 Juli 2014 - 04:56
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