Yes, he'll get that point no need for any more responses on the same thing. It's not zipped correctly according to win.rar and errors out completely.
[RELEASED][v2.0.5]Northview: South County
#41
Posted 27 July 2014 - 06:57 PM
#42
Posted 27 July 2014 - 07:25 PM
Well I downloaded the version 2.0.4 version from MEGA and it extracted perfectly fine with no errors. What versions of WinRar you guys using? I'm using 5.10.
Private Projects & Contributions
-Blues & Twos Mod-
-Tri-County Mod-
-Fairfax County Mod-
You can watch gameplay of my projects here on my YouTube Channel
#43
Posted 27 July 2014 - 07:25 PM
Sorry for that gents. I'm working on getting up a fix for you all.
Chris
Modding Hobbyist
Emergency 4 Tutorials • Northview South County Mod • Northview Paramedics Mod (WIP) • EM4 Packer Utility
#44
Posted 27 July 2014 - 08:11 PM
Well I found a bug when i call the SWAT guys hold MP5 or the shield there is no modle of those things
Well I downloaded the version 2.0.4 version from MEGA and it extracted perfectly fine with no errors. What versions of WinRar you guys using? I'm using 5.10.
Try to use ZIP
#45
Posted 27 July 2014 - 09:12 PM
Megashare v2.0.4 is completely butchered.
Like F1? How about manager games? I know you like manager games... join me here!
#46
Posted 27 July 2014 - 09:29 PM
were i could download 2.0.4 in the first it say 2.0.3
#47
Posted 27 July 2014 - 09:33 PM
First, I greatly apologize for the .zip issue. I am uploading a new zip right now that should work. I also want to appologize for the delay. Before I fixed the .zip I wanted to squeeze one more bug fix in. It seemed as though my tweaking of the ambulance parking spots caused some to get stuck when they competed for the same parking spot. To fix this I had to really tweak the parking logic. So now if you send up to three ambulances at the same time, they will all go to a designated spot. No more competing for a parking spot!
I tried to look into the missing MP5/ballistic shield issue but a quick look through doesn't reveal anything obvious. I have no idea why they don't show up. I'll add it to the list for the next maintenance release since I don't want to hold this one up any longer.
I'll post when I've gotten a new upload in place.
Chris
Modding Hobbyist
Emergency 4 Tutorials • Northview South County Mod • Northview Paramedics Mod (WIP) • EM4 Packer Utility
#48
Posted 27 July 2014 - 10:23 PM
Okay. The new .zip should work for everyone. It is available via MEGA for everyone right now, and will be up on MediaFire as soon as it finishes uploading.
If you've already managed to get it installed, you WILL need to download and install it again. I snuck in a critical fix for ambulance parking this time around.
Enjoy!
Chris
Modding Hobbyist
Emergency 4 Tutorials • Northview South County Mod • Northview Paramedics Mod (WIP) • EM4 Packer Utility
#49
Posted 27 July 2014 - 11:46 PM
Amazing mod, thanks for sharing, when I was playing I saw 2 bugs, If I give a S.E.B officer a weapon like a mp 5, the weapon won't show up in his hands, the second bug is that there was a fire at a graveyard in the south, but you didnt saw any fire, only the sound, still you could just extinguish it.
#50
Posted 28 July 2014 - 01:33 AM
hey no need to apologize so much, mistakes happen
Like F1? How about manager games? I know you like manager games... join me here!
#51
Posted 28 July 2014 - 01:43 AM
love the single truck station
#52
Posted 28 July 2014 - 08:02 AM
#53
Posted 28 July 2014 - 09:27 AM
I really enjoy playing your modification. Also I had no problems with the zip issue.
Your skin quality is on a high level and the map adjustments give the gameplay a fresh touch.
Hopefully you have plans to add the WaterSupplyScript. I successfully implemented it in the LA Mod but had problems with the flare and cone script afterwards.
One little thing I noticied regarding the top right firestation is everytime I send the Engine and/or the Brush somewhere, they first drive in the back of their yard where their parkinglot is.
#54
Posted 28 July 2014 - 10:40 AM
This mod is totally great. Overall I like everything but specially the simplicity of it ( I mean it in a positive way ) and the 3 fire stations. Thank you guys!
Peace is constructed, not fought for.
~Brent Davis
#55
Posted 28 July 2014 - 11:34 AM
#57
Posted 28 July 2014 - 12:00 PM
This mod is totally great. Overall I like everything but specially the simplicity of it ( I mean it in a positive way ) and the 3 fire stations. Thank you guys!
There's 4 fire stations
Private Projects & Contributions
-Blues & Twos Mod-
-Tri-County Mod-
-Fairfax County Mod-
You can watch gameplay of my projects here on my YouTube Channel
#58
Posted 28 July 2014 - 01:54 PM
Overwrite the files that are in the Data/Textures/Coronas
Thank you so much
#59
Posted 28 July 2014 - 03:11 PM
Okay, so I've released a little maintenance release with a few goodies.
Changes since v2.0.3
Bug Fix: Fire engines had the "Deck Gun ON" command by default, requiring a user to click it twice before turning off the deck gun. The "Deck Gun OFF" command is now the default command, as it should be.
Bug Fix: North Eastern Patrol path should no longer get stuck in the hospital parking lot. While I advise against using patrol paths since they tend to jam up traffic, it is now fully operational for those who wish to use is.
Bug Fix: Fire units at Fire Station 83 (bottom right) should no longer go out the back of their station (through a closed gate) when responding to calls in the areas below it.
Bug Fix: Ambulances no longer compete for parking spaces when they arrive in quick succession. Each will go to a designated spot.
Optimization: I moved some virtual objects around the first ambulance parking spot at the hospital. Ambulances should park a little neater now in the first spot.
Optimization: Added a few barricade virtual objects around Fire Station 82 (top right) and EMS station 501 (Upper EMS station) to deter vehicles from taking B-Line paths to the hospital before going the proper way. Probably won't work, but I guess we'll see.
Removal: Vehicle in the water at the port floated on top of the water instead of being underwater. After realizing that you can't place an object under an "ocean" type liquid, I removed the event.
Removal: There was an ambient polygon around the small construction site next to the wash. It was flaky at best and at times seemed waaay too loud. So i removed it.
Addition: To compensate for the removal of the "vehicle in the water" mission, I added a second "vehicle over the side" type mission on the eastern hillside.
Addition: I made a little script adjustment to the Vehicle Redirect script so that when select Sheriff's cars use the redirect command, their primary lights will automatically shut off and only their redirect lights will be turned on. If you wish to redirect with primary lights on, you must manually re-engage the primary lights.
Addition: Added a couple of lights to the slicktop sheriff's cars and the SUV so that when their redirect lights are turned on, and their primary lights subsequently turned off (see addition above), a few forward-facing solid burning red lights are also turned on. This is to give the effect of a "secondary" lights since having just the rear facing redirect lights is a bit boring. I did not add any lights to the 7B-1 so that will only show the rear lights.
This puts us at v2.0.4
I've also been playing around with 7-zip's compression. I've managed to compress the Bajeebus out of the zip and it is now down to 206MB (formerly 244MB). Unzipping it will take a bit more RAM (66MB to be exact) than the old method but I don't think anyone will have a problem sparing 66MB of ram while it unzips. It should work out of the box without any special programs (tested in Windows 7). If you're on XP, it will not work without 7-zip or a similar program. If there are too many problems unzipping it, I'll go back to the old method. Sorry, but every megabyte counts when you have a crappy upload speed.
Download is available on the first page.
looks great
#60
Posted 30 July 2014 - 11:26 PM
Looks awesome, man. I love what you did with the fire apparatus and medical apparatus (Skins and lighting).