

Project: New Freeplaymap
#361
Posted 24 April 2009 - 08:27 PM

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#363
Guest_GB619_*
Posted 24 April 2009 - 08:56 PM
Um, I'm going to ask somethinga bout vehicle speeds.. Will they remain as slow as they were before, or will they be increased slightly? Just wondering
I would have thought the vehicle speeds will remain the same,to make it more of a challenge,because if you increase the vehicle speeds,things like fire wont have time to develop,which would kind of ruin the game
#364
Posted 24 April 2009 - 09:05 PM
@ Commander Rasseru, if you mean the textures, not at all, if you mean pathing, it really depends on how you set up the paths... if all lanes go straight and do NOT deviate, it is rather easy, if they turn off for example you can have problems with traffic flow relatively easilly, unfortunately. Human intervention on the 4+ lane roads can easilly make a mess of the traffic patters, not unlike real life actually... you have to do many things differently in order to successfully redirect traffic flows on them due to how the paths must be constructed.
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#365
Posted 25 April 2009 - 12:48 AM

Besides the Map, will v1.9 hold any other additions, even minor?
#366
Guest_Taylor_*
Posted 25 April 2009 - 01:02 AM
#367
Posted 25 April 2009 - 01:14 AM
@ Mikey, I wasn't talking about the emergency vehicles, but traffic itself... Seems a tad slow to me, oh well
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#368
Posted 25 April 2009 - 02:25 AM
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#369
Posted 25 April 2009 - 02:49 AM

PS... Have you seen/heard from MikesPhotos recently? I don't seen him as much anymore...
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Executive Director: EMP Gulag
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#370
Posted 25 April 2009 - 03:38 AM
@ Commander Rasseru, if you mean the textures, not at all, if you mean pathing, it really depends on how you set up the paths... if all lanes go straight and do NOT deviate, it is rather easy, if they turn off for example you can have problems with traffic flow relatively easilly, unfortunately. Human intervention on the 4+ lane roads can easilly make a mess of the traffic patters, not unlike real life actually... you have to do many things differently in order to successfully redirect traffic flows on them due to how the paths must be constructed.
What? Pathing? That's wasn't even a pathing question...
#371
Posted 25 April 2009 - 05:16 AM

The floor texture works about the same no matter what, the Double line is just simply two stripes running down instead of a dashed one... I think that's what you wanted to know, the roads are not so small that details like that are difficult to do, the lanes are a decent size so you can do single or double lines pretty easilly on an american scale=) Around a bend it could be rather difficult to do due to blurring effects unfortunately, but generally most the roads we have run straight so it's fairly predictable and easy to continue the Double yellers=)
NFK: last I heard from mike of the photos he was going thru some schoolin and that had him occupied, lately I'm not too sure what he's been up to, but hopefully he's doing well.
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#372
Posted 25 April 2009 - 11:10 AM
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
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#373
Posted 26 April 2009 - 07:46 PM
I replaced the former taxi model (Chevrolet Caddilac) with a Ford Crown Victoria. I've also added a couple of new civilians cars.
Screenshot:

1. 2006 Ford Econoline by MikeyPI
2. 1994 Chevrolet Caprice by Hoppah
3. 2007 Chevrolet Tahoe by MikeyPI
4. 2002 Honda Accord by MikeyPI
5. 2008 Mitsubishi Lancer Evolution X by Martijntjuh
6. 2002 Ford Crown Victoria by nfspsd, lash00t0ut & Hoppah
7. 2006 Cadillac DTS Sedan / Limosine by MikeyPI
8. 2007 Dodge Charger by Hoppah
New cars are in production and planned. I hope to add a couple of pick-up trucks soon.
Hoppah
#374
Guest_RescueMe_*
Posted 26 April 2009 - 08:46 PM

I hope to understand me

Regards,
RescueMe
#375
Posted 26 April 2009 - 09:36 PM
#376
Posted 26 April 2009 - 09:40 PM
I can tell you one thing. That map gonna be awesome

GO HOPPAH
So, what is it the fire fighters do? Do they wait a block away before going to the station to get the truck? Nope. 10 or 12 guys go into the Station, put their gear on, and 6 of them jump in the Pump. The rest, they stay in the building in case they need the Rescue. So, Pump 1 responds from 119 Bertie St to 119 Bertie St, but, they have to follow protocol. So, they drive around they block, and stage at the corner, waiting for police to clear the building they just left.
x]
#377
Posted 26 April 2009 - 09:50 PM
Hoppah, you are incredibleSmall update on the new civilian cars.
I replaced the former taxi model (Chevrolet Caddilac) with a Ford Crown Victoria. I've also added a couple of new civilians cars.
Screenshot:
1. 2006 Ford Econoline by MikeyPI
2. 1994 Chevrolet Caprice by Hoppah
3. 2007 Chevrolet Tahoe by MikeyPI
4. 2002 Honda Accord by MikeyPI
5. 2008 Mitsubishi Lancer Evolution X by Martijntjuh
6. 2002 Ford Crown Victoria by nfspsd, lash00t0ut & Hoppah
7. 2006 Cadillac DTS Sedan / Limosine by MikeyPI
8. 2007 Dodge Charger by Hoppah
New cars are in production and planned. I hope to add a couple of pick-up trucks soon.
Hoppah


#378
Posted 26 April 2009 - 11:55 PM
I'd like to have it so that I can have every fire, police and tech resource on call on the map.
That would be way too much.
The cars that Hoppah showed look awesome!
Also, for Mikey, I'm guessing it's the traffic lights that are the issue, since they usually let one car go at a time. Is also still an issue with Police Patrols, as they don't follow if the light is red or green and they end up getting stuck and back up traffic until I get the Police to get out and have them wave everyone around. Traffic lights are hardcoded so there can be no changes to them?
#379
Guest_Zohar_*
Posted 27 April 2009 - 01:56 AM
Since a highway will take to long to create you say, I like to use my CHP officers on the 4 lane roads, will there be any?
Thanks.
#380
Posted 27 April 2009 - 02:23 AM
Brendon, the lights are not restricted to one car at all, you can permit more to proceed by adjusting the timing of the light, which is what we must manage to do. We have to figure out the traffic speed and traffic light times to ensure that ALL traffic flows evenly and correctly, regardless of human interference. You can set the lights to stay green longer, which will/does work for smaller local roads crossing the primary road, you may set the primary road time to permit more vehicles to proceed through, while making the local roads have a shorter duration.. The problem with our pathing is that we must make sure that everything flows correctly, we are not quite to that point yet. Once we get there it will take some time of trial and error as well as testing them to ensure proper function for X time; after which time if it goes unstable then we no longer will worry about it. ALL traffic patterns in the game if interfered with can be "broken", but generally speaking without ANY interference they should be able to work indefinately. Problem for us is, that we/you will be interfering with traffic flows so we have to ensure there is a tolerance that is generally acceptable for traffic to be disrupted by our vehicles, as long as you stay under that tolerance level the game should proceed normally. IF you for example were to block the outside lane and attempt to redirect without redirecting an inside lane on the 4-lane road first you would definately cause a blockage that might terminate the flow of the traffic.. We still have a very good way left to go with all of the "little" things that most people won't see unless they look in the editor but the progress is moving along so that's a positive.=)
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Executive Director, EMP Internment Camps