Los Angeles Mod v1.9.3 SG Submod
#42 Guest_madforce_*
Gepost 26 oktober 2009 - 02:25
I have uninstalled EVERYTHING at least 5 times. Everything runs up until I install this submod... Is anyone else having this problem?
Worked fine the first time. make sure you are copying the files into the proper locations. The LA Mod 1.9 folder needs to be copyed into your Mods folder so it merges with the existing LA Mod 1.9.
It is NOT standalone as provided. You need to overwrite your existing LA Mod 1.9 in its current form.
#43 Guest_madforce_*
Gepost 26 oktober 2009 - 02:29
#44
Gepost 26 oktober 2009 - 02:30
I do. The mod will load but will crash when I try to freeplayWorked fine the first time. make sure you are copying the files into the proper locations. The LA Mod 1.9 folder needs to be copyed into your Mods folder so it merges with the existing LA Mod 1.9.
It is NOT standalone as provided. You need to overwrite your existing LA Mod 1.9 in its current form.
here is the logfile : logfile.txt 0bytes 220 Aantal downloads
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
#45 Guest_madforce_*
Gepost 26 oktober 2009 - 02:40
I do. The mod will load but will crash when I try to freeplay
here is the logfile : logfile.txt 0bytes 220 Aantal downloads
Did you try to re download? I know some early downloads didn't complete properly.
#47 Guest_madforce_*
Gepost 26 oktober 2009 - 02:48
I've re-downloaded it at least 4 times. nothing new
Do you get an actual error message? or does it just shut down?
#48
Gepost 26 oktober 2009 - 02:49
It just shuts down. I don't think it's a video problem or else I wouldn't be able to load the mod at allDo you get an actual error message? or does it just shut down?
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
#49 Guest_madforce_*
Gepost 26 oktober 2009 - 02:54
It just shuts down. I don't think it's a video problem or else I wouldn't be able to load the mod at all
Yeah I'm not sure to be honest. You really aren't activating the graphics engine till you actually load a misison or map, before that your just looking at a fairly simple UI/Menu.
Can you run a normal/nomod freeplay as is? If so then I'd say it in the file, corruption or location.
#50
Gepost 26 oktober 2009 - 02:58
I did just that... still the same thing. normal 911:FR freeplay works, then LAMOD 1.9, the 1.9.2, after I replace my C:\Program Files\WizardWorks\911 - First Responders\Mods\Los Angeles Mod v1.9 folder with the one downloaded the freeplay will not workYeah I'm not sure to be honest. You really aren't activating the graphics engine till you actually load a misison or map, before that your just looking at a fairly simple UI/Menu.
I'd remove all mods, restart your comp, try a normal freeplay, if that works reinstall LA Mod 1.9, 1.9.2, then the 1.9.2 SG Submod and make absolutely certain file locations are correct.
EDIT: I looked in the models and units folders for the mod and there aren't very many things that show up... all I see is the captain in the units folder..... I think Shanes intention was to integrate his mod INTO LA mod 1.9... but what my computer is doing is just replacing the folder I have with Shanes. I may see the problem
EDIT AGAIN : I took a screenshot. The window on the left is the LA mod with patch 2 before the installation of this submod. The window on the right is after the submod replaced the LA mod folder
Screenshot.jpg 0bytes 217 Aantal downloads
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
#51
Gepost 26 oktober 2009 - 04:23
Been playing the submod fine until, it froze and gave me this error message:
"lafirestation8911f, error symbol v not supported in current scope"
I'm not sure what that means but figured you might know what it does.
Specs: Windows 7 Professional Build 7600 (32bit)
4Gigs DDR Kingston
NVidia GT 240
2.33 gigahertz Intel Core2 Quad Q8200
WDC 320Gig Hard drive 1 SMART Status: Healthy
WDC 320Gig Hard drive 2
#52 Guest_firemaster28_*
Gepost 26 oktober 2009 - 04:25
Box 1, 1 als engine 1 bls engine 1 ambo 1 lev
box 2, 1 als engine 2 bls engines 1 tower 1lev 1 ambo
Box 3, 2 als engines 2 bls engins 1 tower 1 lev 1 rescue 2 ambos
Rescue box 1 als engine 1 usar 1 lev 1 truck 2 ambos, ems batalion
I was just wondering if this was possible?
Thank!
#53
Gepost 26 oktober 2009 - 04:30
1) On the dispatch, if your dispatching a whole station theyd just say station 10, ect, so technically your dispatch should say "station 10, station 51, ..." (...= units from station 36).
2)I'm assuming your a fan of Emergency! from the way you did the dispatch and made one of the stations station 51, so just out of curiosity, why is there no Squad 51?
3) you might want to add the units such as the battalion cheif, paramedic captain, and the fire captain to the fire station control panel, because it's annoying to always have to catch them, or send them to HQ after each call, and then call in a new unit from off map.
Again, you can take it or leave it, your choice, and again great mod.
@firemaster: the idea is possible, and has been done in other mods. check out winterberg if you want somthing like that.
#54
Gepost 26 oktober 2009 - 04:36
Also, since I, along with a lot of other people, keep getting frustrated with the way the personnel get stuck on each other, maybe you could make them come from different doors. It would make it so they wouldn't be bottle-necked on each other
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade
#55 Guest_madforce_*
Gepost 26 oktober 2009 - 04:47
Hi Shanegreen:
Been playing the submod fine until, it froze and gave me this error message:
"lafirestation8911f, error symbol v not supported in current scope"
I'm not sure what that means but figured you might know what it does.
Yeah, I got that too when I manually set off the alarm at FS1, my guess it's tied to some function when the alarm is activated.
I chose to Ignore it and the game went on as normal with no observed ill effects.
Havn't encountered any stuck units thus far.
#56
Gepost 26 oktober 2009 - 05:15
Yeah, I got that too when I manually set off the alarm at FS1, my guess it's tied to some function when the alarm is activated.
I chose to Ignore it and the game went on as normal with no observed ill effects.
Havn't encountered any stuck units thus far.
I suppose I wont worry about it but yes, it did happen as soon as I activated the alarm.
Specs: Windows 7 Professional Build 7600 (32bit)
4Gigs DDR Kingston
NVidia GT 240
2.33 gigahertz Intel Core2 Quad Q8200
WDC 320Gig Hard drive 1 SMART Status: Healthy
WDC 320Gig Hard drive 2
#57 Guest_madforce_*
Gepost 26 oktober 2009 - 05:29
I suppose I wont worry about it but yes, it did happen as soon as I activated the alarm.
I was just able to duplicate the error, I sent out 2 ALS Ambulances, ALS and BLS Engine from FS 1, sent them back to FS1. Once all units inside, manually activate alarm, receive the error. I'll try to see if i can narrow it down to one specific vehicle.
EDIT: Was just able to produce the error again, sending a BLS engine out and back to station, activating the alarm to reload the truck produced the error. Going to start another game and see if it indeed is repeatable with the BLS Engine. ALS Engine produced no error when sending it out.
EDIT2: Error reproduced successfully with the BLS Engine when activating the alarm to restaff the Engine.
#58
Gepost 26 oktober 2009 - 12:04
Thanks for all your comments on the submod ... choose the appropriate response below
a) I am glad you like it
b) I am sorry that it is not what you hoped it would be
c) I will try to do better
d) I am sorry it does not work for you
Regarding the download problems, I am trying to arrange for it t be downloaded from within the forum, but at this time I do not have the upload space to do that ... so I have to rely on a third party downloader until I can make other arrangements.
Regarding the personnel getting stuck at the spawn point, I have not encountered this issue with any of my machines since early in the creation phase of this submod. I suspected then and still believe that it may have been due to processor speed/RAM. If the program laggs and the personnel do not start moving towards their vehicles, then the next round of personnel to spawn will do so right on top of the others, at which time they will all become stuck. To combat that problem I did enlarge the spawning point until this problem no longer occurred. With some slower processors, this may still occur ... unfortunately. Not sure what I can do about that at this time - perhaps having multiple spawn points might work.
To all of those who would like to see commands to Call LEV/HES, Call AMR, Call Engine-Ladder-LEV-Ambulance, Call my mother's sister's brother, etc.
I would dearly love to have added the Call LEV and Call AMR, however, the BC/EMS Captain/Captain and Police can only use a limited number of commands and unfortunately they are full up. So I did not add any of those extra commands ... at this stage - it may change later if I find a way to achieve that.
Please be patient, I am basically computer language illiterate and have limited knowledge of what I am doing here ..... I just follow the logic (sometimes) of what I see in the scripts and try to produce functioning commands to suit my needs. I do not have the abiltiy to go out and write you a new script for something ..... but given time, I can try to build one from existing scripts.
I was just able to duplicate the error, I sent out 2 ALS Ambulances, ALS and BLS Engine from FS 1, sent them back to FS1. Once all units inside, manually activate alarm, receive the error. I'll try to see if i can narrow it down to one specific vehicle.
EDIT: Was just able to produce the error again, sending a BLS engine out and back to station, activating the alarm to reload the truck produced the error. Going to start another game and see if it indeed is repeatable with the BLS Engine. ALS Engine produced no error when sending it out.
EDIT2: Error reproduced successfully with the BLS Engine when activating the alarm to restaff the Engine.
Hi madforce,
thanks for your detailed testing and feedback. The alarming script was a late addition and I was hesitant to add at this time due to problems having the alternate alarms rather than just one alarm. If this problem continues, I might just have to return to having a single generic alarm for all stations.
If you recieve the error message on screen, it helps to chose retry, as the following information will generally tell you which line of which script has led to the error occurring.
To all those on the forum who have answered the questions/problems of other members ...... I thank you for you kindness. Unfortunately I have limited access to the forum at times and cannot always answer questions promptly, so your assistance is greatly appreciated. Also some of your knowledge in these areas, far exceeds mine and will likely provide better advice.
To those that I need to thank .... THANKYOU , to those that I need to appologise to ....
and to everyone .... TAKE CARE
Shane
#59
Gepost 26 oktober 2009 - 12:18
You mean the map with the island on the right side? If you choose deluxe map(if you have EM 4 Deluxe) you can use this map with this mod. You may even be able to rename all the dfreeplayfiles to freeplay and be able to use it that way if you dont have deluxe.I FINALLY figured out what the problem was. I was using the freeplay map that came with the game. I didn't realize until I took a close look at the photos that this mod was made for the new freeplay map. You may want to include that in your explanation and readme file. If I may suggest, I'm not a huge fan of the new map as it stands, so making it compatible with the old map would be cool.
@Shane, not sure the spawn issue is performance related, although I had very little problems with spawning. I have a Intel Core 2 Quad Q6600, 4 GB RAM, and 9800GTX+ that will be swapped for a 4890 in a day or two.
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
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#60
Gepost 26 oktober 2009 - 12:20
Does this mean there is a patch or do we have to download the whole thing again?Regarding the personnel getting stuck at the spawn point, I have not encountered this issue with any of my machines since early in the creation phase of this submod. I suspected then and still believe that it may have been due to processor speed/RAM. If the program laggs and the personnel do not start moving towards their vehicles, then the next round of personnel to spawn will do so right on top of the others, at which time they will all become stuck. To combat that problem I did enlarge the spawning point until this problem no longer occurred. With some slower processors, this may still occur ... unfortunately. Not sure what I can do about that at this time - perhaps having multiple spawn points might work.
I will ALWAYS the place mission first
I will NEVER accept defeat-I will NEVER quit
I will NEVER leave a fallen comrade