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Does anyone go strictly no ELS?

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I thought that car mods were bad because they have stupid poly counts.

Original police car (CVPI like): ~13,094 polys

A CVPI from GPM: ~125,911 polys

That is an 862% increase, the game engine cant handle that, especially many cars in a pursuit, these people need to learn to stick to a polygon budget.

You are using the WRONG right theme!

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Flashing LED lightbar in British configuration

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  • I thought that car mods were bad because they have stupid poly counts. Original police car (CVPI like): ~13,094 polys A CVPI from GPM: ~125,911 polys That is an 862% increase, the game engine can

  • Author

Well I decided to try something new with ELS V6. It seems that if you use cars that haven't been updated since V6 was released it is much more prone to crashing. Bxbugs notes on his mods if the car is compatible with a particular version of ELS. I've used two of the newer models, that are V6 supported and so far no crashes and very nice frame rates.

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I thought that car mods were bad because they have stupid poly counts.

Original police car (CVPI like): ~13,094 polys

A CVPI from GPM: ~125,911 polys

That is an 862% increase, the game engine cant handle that, especially many cars in a pursuit, these people need to learn to stick to a polygon budget.

This.

Car mods which have similar poly counts to the originals wouldn't be a problem, but nobody fucking makes them.

Sniper speaks the truth ^^ Now a way to get around that is making the AI use as little high-poly mods as possible. Which means that you should always keep police1 and police2 default cars for the purposes of having lag and crash-free pursuits. It's what I do and it works.

Due to the graphic nature of this post, reader discretion is advised.
lspdfrsig2njsuy.jpg

Sniper speaks the truth ^^ Now a way to get around that is making the AI use as little high-poly mods as possible. Which means that you should always keep police1 and police2 default cars for the purposes of having lag and crash-free pursuits. It's what I do and it works.

That is what I do, FIB & NoosE are custom.

This.

Car mods which have similar poly counts to the originals wouldn't be a problem, but nobody fucking makes them.

Maybe that is because they are mostly ripped from other games, the person "converting" them is either too lazy or can't optimise the model to a reasonable count; 30,000 polys and good normal mapping is more than enough for a vehicle to look detailed.

You are using the WRONG right theme!

[ WIPs | Donate | 🌌 Join Mod Multiverse!]
Flashing LED lightbar in British configuration

The CVPI's are supposedly ripped directly from Need For Speed Hot Pursuit (2010), as are a couple of other cars currently floating out there on the internet. What exactly is it about the game that can't handle high poly counts? That should be up to your graphics card and processors ability to cope with them. Does it come back to memory dumps not taking place frequently enough and then build-up over time will ruin it? Why not make a script that forces them? Better yet, fixing the ELS glitch that leaves abandoned police cars behind might be helpful too, or "removing" the normal traffic CVPI units and replacing them with a different cars after a certain distance. Or probably even limiting the number of CVPIs that can join a chase in LCPD:FR. I think everyone here can agree that he AI cars get a little out of control, mods or no mods. Too many things slamming into each other, pedestrians, buildings, running you over, etc. A finite number of how many normal traffic cops will "stick with" the chase could be established, and from then on increased only when you hit the 'F12' button if you feel you need more help. There should all be easily achievable things logically. But, I won't claim to be a know it all since I don't know exactly how much control over the game we really have. And I'm sure everything I mentioned have their negatives.

But, I think I can safely say that most of my crashes are not due to high polygon count models. I'd agree to that theory if the game lasts without crashing for a prolonged period of time like it used to sometimes in .91. But crashes (which are fairly infrequent) are happening earlier on than they used to, probably due to a couple of small glitches. I'm willing to put up with them for the new content. The way I see it, it's worth it. Rather, the thing that takes away from it are the random "breaking" of things like the arrest and backup buttons, the entrance to the police station, etc. That forces me to restart the game, full on crash or not. However, I expect us to iron out those things with time. That's what the betas are for after all.

Edited by unr3al

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  • Author

The CVPI's are supposedly ripped directly from Need For Speed Hot Pursuit (2010), as are a couple of other cars currently floating out there on the internet. What exactly is it about the game that can't handle high poly counts? That should be up to your graphics card and processors ability to cope with them. Does it come back to memory dumps not taking place frequently enough and then build-up over time will ruin it? Why not make a script that forces them? Better yet, fixing the ELS glitch that leaves abandoned police cars behind might be helpful too, or "removing" the normal traffic CVPI units and replacing them with a different cars after a certain distance. Or probably even limiting the number of CVPIs that can join a chase in LCPD:FR. I think everyone here can agree that he AI cars get a little out of control, mods or no mods. Too many things slamming into each other, pedestrians, buildings, running you over, etc. A finite number of how many normal traffic cops will "stick with" the chase could be established, and from then on increased only when you hit the 'F12' button if you feel you need more help. There should all be easily achievable things logically. But, I won't claim to be a know it all since I don't know exactly how much control over the game we really have. And I'm sure everything I mentioned have their negatives.

But, I think I can safely say that most of my crashes are not due to high polygon count models. I'd agree to that theory if the game lasts without crashing for a prolonged period of time like it used to sometimes in .91. But crashes (which are fairly infrequent) are happening earlier on than they used to, probably due to a couple of small glitches. I'm willing to put up with them for the new content. The way I see it, it's worth it. Rather, the thing that takes away from it are the random "breaking" of things like the arrest and backup buttons, the entrance to the police station, etc. That forces me to restart the game, full on crash or not. However, I expect us to iron out those things with time. That's what the betas are for after all.

I do agree whole heartedly unr3al, the chases get WAY out of hand. I had a chase going earlier with 9 other units. A little ridiculous. Not having ELS cars helps a lot. When I was using non-els, but modded CVPI and Impala, I had zero crashes. I have found that editing cargrp.dat in the GTAIV/Common/Data folder and removing the models you have modded makes it so you never see another ELS car on the road unless you F12 it into existance, this also seemed to help stability quite a bit. I can't stand the stock noose cruiser though, and a road filled with Polpatriots is probably not a great idea lol. Just how do you check the poly count on a vehicle? I'm thinking about modding in some non-els, low poly vehicles into my FBI and Noose slot for normal police traffic and keeping my els units to call in for chase back up.

I'm not sure, but the non-els squads on gpm weren't too bad in poly count, if I remeber correctly. Also, use advanced search, check downloads, and search, in quotes, "not els". Oh, someone modeled a few cars on this website that are low-poly, right?

Now it's Strictly no ELS for me, I wanna use the usual lights, with LCPDFR.

In that case i recommend checking Luxart's vehicle mods on GPM. They have some very nice non-ELS cars with LCPD liveries like the Crown Vic, the Impala etc.

BXbugs also has a few nice non-ELS cruisers, mostly unmarked ones if I remember correctly.

I'm only using ELS for 1 car, which is truely epic: the Ford Mustang from Britishpolicemods

[center][url="http://styragressor.tumblr.com/post/33331898333"][img]http://i.imgur.com/b2aNE.gif[/img][/url][/center]

This is quite a nice low poly car <3

http://www.lcpdfr.com/cops/forum/index.php?showtopic=1511

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

  • Author

I actually found a GREAT combo that works really well for me. On GPM I found a CVPI and Impala that are non-els, fairly reasonable for poly count. Further looking found an IDENTICAL CVPI but is ELS-H. I use the non-ELS CVPI and Impala for police and police2. The ELS-H CVPI for my own cruiser in place of FBI, with ELS V6 installed. With the edited popcycle.dat file to cut down on native game police population (thus also cutting down on polys) and also editing cargrp.dat to make sure the only units responding to backup (unless NoOOSE is called for) are the Non-ELS CVPI and Impala. I have the LCPD enhanced livery installed on all vehicles, they all look identical, until the lights are turned on. It's a great set-up. I have had zero game crashes, and unit continuity. If anyone is interested I can make a post of the downloads.

In that case i recommend checking Luxart's vehicle mods on GPM. They have some very nice non-ELS cars with LCPD liveries like the Crown Vic, the Impala etc.

BXbugs also has a few nice non-ELS cruisers, mostly unmarked ones if I remember correctly.

Thanks for the lookup, I looked before I saw this comment though, but still, thanks!

EDIT: Found a nice ambulance, there is a ELS version too, but it's ELS-Halogen (ELS-H)

For those who wanted it

Edited by OldSchoolSD

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