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Author Topic: Notruf 112 | Emergency Call 112- The fire brigade simulation  (Read 68339 times)

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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #105 on: June 01, 2017, 09:38:15 AM »
Available now: KEF – The minor operations vehicle
Notruf 112 | Emergency Call 112 - aerosoft

store.steampowered.com/app/630850/

The first add-on for Emergency Call 112 is finally ready for deployment: the minor operations vehicle (KEF). With this vehicle you can master missions that require only a few people as of now. KEF – The minor operations vehicle is available now!

In addition, there is a cumulative update that includes all beta updates since version 1.0.6602b!


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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #106 on: June 01, 2017, 04:08:24 PM »
Patchnotes (compiled)
1 JUNE - RUBICON


•   Added fog and rain to the new weather system and adjusted reflectivity
•   NPC texture bugs fixed
•   Newer version of PostFX implemented
•   Reworked physic settings for better performance
•   Merged building elements to reduce DrawCalls / Batching
•   Vehicle lights turn on at low ambient light level now
•   Optimized TL controls (AI and player) and fixed a bug when switching to /
from TL crane operator
•   Multiplayer: Synchronized lights and signals of vehicles (work in
progress)
•   Multiplayer: Player name displayed above the controlled character
•   Dynamic weather and rain are now disabled by default, because there seem to be a problems on certain systems. You can change the settings in the main menu now. If the dynamic weather is disabled, you can toggle between different settings in the game by pressing Ctrl+End.
•   fixed the bug where characters became invisible when switching roles and/or camera perspective while riding a vehicle.
•   fixed enviroment light calculation for vehicles
•   Game can be paused now (Pause) and will be automatically paused, when a menu opens
•   Screenshots (F12) are saved in "documents/Notruf112/Screenshots", F10/F11 changes screenshot resolution
•   Missions won't be generated during joy rides
•   Missions will only be generated, when status is set to "Ready to respond in station" or "Ready to respond via radio"
•   Ingame time display now matches the day/night cycle
•   Optimization: Activated GPU Instancing for dynamic level objects
•   Optimization: Setting for texture quality now also effects the size of loaded textures
•   Optimization: Added rain effects and quality settings for the weather system
•   Optimization: Removed unnecessary RigidBodies and collider
•   Optimization: Occlusion Culling & LOD of light sources
•   Optimization: Reworked Occlusion Culling of buildings
•   Game will now pause, if the application lost it's focus
•   Looking/Aiming has been reworked without the use of IK
•   Added missing mission texts
•   Changed task list display
•   Optimized navigation area during missions
•   Adjusted range of vision
•   New graphical terrain settings
•   Added UI scaling to game settings, still configurable ingame with
LeftCTRL+PageUp/PageDown/Home
•   Added automatic game pause, when changing tasks, as choice to game
settings
•   Added customizer to swap vehicle textures
•   Reworked fire extinguishing: Some sources of fire need more time for the
fire to be put out
•   Alarm lights at the station will be activated correctly when starting a
mission
•   Roads are cordoned off nearer to the scene
•   Added first Steam achievements
•   Optimized settings of fires in supermarket
•   Changed sounds of smoke alarm
•   Replaced static trees to optimize performance
•   Added parameter to gameconfig which sets mission frequency
•   Reworked indoor fire extinguishing
•   Bug fixed: Invisible persons in vehicles
•   Bug fixed: Disappearing target marker at deployment journey
•   Bug fixed: Wrong path calculation if a character was not correctly placed in the navigation area
•   Bug fixed: Hose of the TL disconnects not until the crane is back in basic position
•   Bug fixed: Wrong orientation calculation of characters in the TL basket
•   Bug fixed: Improper starting of new games after loading a savegame
•   Bug fixed: Incorrect graphics in and around the fire station
•   Bug fixed: Using some resolutions resulted in missing Ok/Cancel Buttons of the fire configuration, "Escape" can also be used to quit now
•   Bug fixed: You were able to store items from the "wrong" side of the vehicle
•   Bug fixed: Starting position CV
•   Bug fixed: TL basket didn't always connect to ground
•   Bug fixed: Wrong placement of the position marker
•   Bug fixed: Rotating AI traffic
•   Bug fixed: Invalid path calculation created paths leading through
geometry
•   Bug fixed: Hose reels couldn't be moved farther after leaving the ingame
menu
•   Bug fixed: Missing items at the hose reel
•   Bug fixed: Defective navigation range at the rear of the station
•   Bug fixed: Blocked path finding at gate with integrated door
•   Bug fixed: Static steering wheel WT
•   Bug fixed: UI scaling wasn't saved, when set via keyboard
•   Bug fixed: Blocked path finding at doors during missions
•   Bug fixed: Water connection was not completed when TL secured
•   Bug fixed: Resetting items and hose at TL works properly now
•   Bug fixed: Buildings were reintegrated
•   Bug fixed: Crane display shows the correct angles
•   Bug fixed: CV driver window uses right texture
•   Bug fixed: Vehicles won't change the roadsides anymore
•   Bug fixed: Crash while pathfinding
•   Bug fixed: Hose cage could be opened while carried
•   Bug fixed: Items could be placed where AI could not reach them
•   Bug fixed: AI could sometimes not enter flats
•   Bug fixed: Cockpit GPS was not active in some vehicles
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #107 on: June 02, 2017, 04:33:25 PM »
Patchnotes 1.1.7449b (BETA)
2 JUNE - RUBICON


DLC KEF
•   Adjusted blue lights frequency
•   Remodelled size of the blue lights (model)
•   Optimized transparency of the windows in cockpit view

Skins
•   Implemented KEF
•   Added and optimized PSD Texture for KEF
•   Included an additional layer "UV net" in all PSD textures
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #108 on: June 23, 2017, 02:13:28 PM »
Patch Notes 1.1.7526b
Notruf 112 | Emergency Call 112 - Rubicon

•   Reworked terrain
•   Added chat window in multiplayer mode (Ctrl+T)
•   Added helmet lamp (Default: ;), can be used with equipped helmet
•   E-Horn added (Default: 0)
•   Updated to the latest Steam API
•   Added pedestrians, number adjustable in settings



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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #109 on: June 25, 2017, 02:34:38 AM »
Had this for quite a while. Thought it was time to answer the call



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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #110 on: October 04, 2017, 04:24:49 PM »
Patchnotes 1.1.7636b
4 OCTOBER - RUBICON

•   New: New mission for the KEF vehicle. We want to thank all of you, who supported us by buying the DLC.
•   New: Graphical terrain presentation is based on a new standard. Work in progress!
•   New: Lane markings on crossroads and new road textures
•   New: Option to deactivate AI step by step, when selecting a mission (command and control)
•   New: Head of operations can be played after getting the achievement Probationary Inspector (Beta)
•   New: Multiplayer lobby visually reworked
•   Bug fixed: Pedestrians sometimes lost their paths and went astray in the scene.
•   Bug fixed: Some normals on roads were misaligned
•   Bug fixed: Optimized Occlusion Culling (performance)
•   Bug fixed: Optimized sensors for AI vehicles in road traffic (performance)
•   Bug fixed: Wrong call sign for KEF
•   Bug fixed: Wrong mission report for KEF
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #111 on: December 11, 2017, 10:46:26 PM »
Patchnotes 1.1.7730b


•   Updated engine to the latest Unity version
•   Updated to the latest Steamwork version
•   New: 32bit and 64bit version of the game
•   New: Postprocessing completely exchanged
•   New: Integrated new system for the graphical representation of trees
•   New: Added a new, Christmas mission
•   New: Underfloor hydrant spanner can be used now
•   New: Preparations for WLF deployment
•   New: Graphic settings for depth of field and reflections
•   Bug fixed: Characters no longer fall down sliding poles
•   Bug fixed: Optimized vegetation shader
•   Bug fixed: Optimized vehicle lights
•   Bug fixed: Optimized static objects
•   Bug fixed: Station bug fixed and optimized sectioning
•   Bug fixed: Adjusted navigation mesh in the fire station
•   Bug fixed: False traffic light setting
•   Bug fixed: Corrected character orientation when using the broom
•   Bug fixed: Replaced wrong paramedic animation in traffic accident mission
•   Bug fixed: Wrong AI unit positioning in vehicles
•   Bug fixed: Corrected sitting positions of suaq members in the LF24
•   Bug fixed: Added missing texts
•   Bug fixed: Adjusted garage hight in KEF mission "Pump operation"
•   Bug fixed: Emergency blanket in traffic accident mission correctly set
•   Bug fixed: Changed traffic light settings at the fire station's exit to improve traffic flow
•   Bug fixed: Leaving pump operation no longer affects the changing of the camera perspective
•   Bug fixed: It is displayed now, if you are in range of the mounting at the LF24, when putting down the hose reel
•   Bug fixed: UI scaling is now limited by display settings
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #112 on: December 12, 2017, 07:50:46 PM »
Patchnotes 1.1.7730b Added the following


•   Bug fixed: Removed trees and vegetation in buildings
•   Bug fixed: Rotated stand pipe of the underfloor hydrant 90 degrees
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #113 on: December 21, 2017, 08:15:16 PM »
Patchnotes 1.1.7775
Notruf 112 | Emergency Call 112 - Rubicon

•   Bug fixed: Ingame menus were displayed without texts, because of wrong UI scalings
•   Bug fixed: While using a vehicle, depth of field will now be deactivated
•   Bug fixed: Wrong visualization while customizing (missing effects)
•   Bug fixed: Head of operations/section leader playable again
•   Bug fixed: Reintegrated absent dispatcher characters
•   Bug fixed: Missing position marker in highway mission
•   Bug fixed: Corrected missing lights/shadows of the KEF vehicle
•   Bug fixed: Added missing localizations
•   Bug fixed: Multiplayer: Interaction with vehicles / environment was defect
•   Bug fixed: Multiplayer: After finishing a multiplayer game single player mode didn't work

This patch includes all Beta-Patches from 1.1.7449b to 1.1.7747b.

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Offline wilso845

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #114 on: February 16, 2018, 07:14:19 PM »
My God Hell has frozen over.....

As a little highlight for the weekend, we would like to announce the Emergency Call 112 Update of the next week.
Look forward to new missions for the WLF, numerous bugfixes and many new features!

Following you will find the complete changelog. Until then - have a nice weekend!

New: Swap body vehicle mission
New: First radio messages during missions (modable)
New: Pump operations at vehicles
New: Water tanks of vehicles get empty
New: AI characters use chairs in the recreation room
Bug fixed: Adjusted entry/exit position of the KEF vehicle. It can't be knocked over any longer.
Bug fixed: Extinguishing fire on "flat" objects like carpets was too difficult, so the hitboxes were optimized
Bug fixed: Localization errors
Bug fixed: Optimized terrain
Bug fixed: Move out of vehicles is now mission specific, normally the TL before the WT
Bug fixed: Corrected HUD options for the head of operations
Bug fixed: Tooltip for the helmet lights
Bug fixed: Lighting issues of buildings
Bug fixed: Reduced amount of water for inside attacks
Bug fixed: Adjusted blue lights

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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #115 on: February 22, 2018, 10:46:09 PM »
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #116 on: February 24, 2018, 09:35:36 PM »
Hotfix 1.1.7910b
Notruf 112 | Emergency Call 112 - Rubicon

Bug fixed: Pathfinding error on mission start
Bug fixed: Swap body vehicle mission updated
Bug fixed: Crash when using extinguisher
Bug fixed: Replaced missing fire configurations
Bug fixed: Localization errors
Known issue:
Game can sometimes CTD on 32bit systems. We are working on a solution.

Update
Fixed AI navigation problems on stairs (thanks to all who sent us detailed repro steps)
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #117 on: March 01, 2018, 03:37:59 PM »
Patchnotes 1.1.7933b
Notruf 112 | Emergency Call 112 - Rubicon

•   Fixed: Error when resetting the game
•   Fixed: Wrong AI planning at pump controls
•   Fixed: Simplified collision system in missions with persons behind doors
•   Fixed: Improved AI behavior during inside attacks
•   Fixed: Optimized and repaired navigation calculation
•   Fixed: Adjusted commander menu layout
•   Fixed: Water tanks of vehicles are refilled when starting a new mission
•   Fixed: Refined collision and navigation geometry on streets
•   Fixed: Some missions were not offered due to a bug in setting the internal status of AI squads
•   Fixed: Waste receptacle will not be removed, as long as AI crew member has to dispose anything
•   Fixed: Adjusted parking positions at scenes
•   Fixed: Bug when setting down the turntable ladder
•   Fixed: Performance break down / Crash during fire fighting
•   Fixed: Physics error when resetting cars to parking positions

Known Issue (32bit only):
If you encounter a freeze/CTD when the level is loading, please set all graphic settings to minimum and try again.

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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #118 on: September 12, 2018, 07:20:04 PM »
UPDATE

Seems the devs have stopped work on this and making a V2, which is apparently NOT free to current owners...This one is still broken  :thumbdown
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #119 on: September 20, 2018, 12:40:34 PM »
Patchnotes 1.1.7991b
Notruf 112 | Emergency Call 112 - Rubicon


•   New: New mission for the TL vehicle
•   New: Added more small conflagrations
•   New: Unlocking the Head of operations gives the option to chose the units to be sent on a mission, including alerting further units during an assignment
•   New: Missions on motorways lead to traffic jam near the scene
•   Fixed: Wrong order while moving out of vehicles (some of them got no 'Go' )
•   Fixed: Fire attack in buildings: Attack squad now moves in groups of two and tries to stay together
•   Fixed: Wrong positionings on chairs in the recreation room
•   Fixed: AI controlled crew members no longer stand in front of vehicles in the hangar, which led to various bugs
•   Fixed: Side door of the command vehicle can be closed again and leads no longer to the deactivation of the unit and massive bugs during a mission
•   Fixed: Securing an accident scene could interfere with placing the hose reel
•   Fixed: Corrected texts in the Commander Menu of the Head of operations

Hello,

we implemented a new, experimental feature in 'Emergency call 112 – The Fire-fighting Simulation'. There is a new option that gives you the possibility to chose, which units are sent on an assignment. We will apply the experiences we gain with this feature in the second part of 'Emergency call 112 – The Fire-fighting Simulation'.

We would like you to use this new option and have fun with it. If something does not work as expected, we would appreciate if you send the game_log.txt you find in folder \Documents\Notruf 112 to notruf@crenetic.de .
Thank you very much,
Your Crenetic Team

The feature:
First you have to unlock the possibility to play as Head of operations (achievement). Afterwards you get the option to select which units are sent to an assignment, when you start a mission in the control room. You can deselect vehicles using the check boxes.

If all designated units are sent on a mission nothing changes.

If you deselected units and/ or added others, you have to actively change into the role of Head of operations to assign tasks or alert further units. E.g. a fire attack has to be ordered using the Commander Menu of the Head of operations. Afterwards you can switch to the attack squad and complete their tasks.

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