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LCPDFR 1.0 - The Video Preview

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To clarify: By default, they'll work like they do now. They won't auto-break with 1.0, but they need to be updated by the authors before they can take full advantage of 1.0.

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  • Merry Wednesday everybody!

  • Hah, you think the FDLC cares about innocent property damage?   The big change is that they take a bit longer to come now, which is more realistic, and sort of adds to the experience a bit when you'

  • Remember to turn off your cell phones, and please don't masturbate     Ladies and Gentlemen, the LCPDFR 1.0 preview!

Ah I understand, thank you for clarifying. :)

Now I don't know what I'll do though, do you have any suggestion? Put them or wait until they are fully adapted to 1.0?

Edited by Hugo_Agante

Thank you Sam and the rest of the Staff here for a Wonderful Christmas Present. Hope you guys have a Wonderful Christmas and a Happy New Year

 

~XIceKillerX

:smile:  :thumbsup:

Hah, you think the FDLC cares about innocent property damage?

 

The big change is that they take a bit longer to come now, which is more realistic, and sort of adds to the experience a bit when you're wondering if they'll get there in time before everyone is dead.  I think its a pretty core feature that they kill more people than they save though.

When you call for AI Backup (non-pursuit) in 1.0, did any aspects change such as response time? Or is the non-pursuit backup the same as in RC2?

Only news available on that subject is on our devblog (might be too technical): http://devblog.lcpdfr.com/2013/12/multiplayer-mode-taking-a-look-at-disconnects-scripting-problems/

 

Beautiful, that was not too technical at all.  So the disconnect while running to slow and alt-tabbing/making the game disconnect is now fixed via LCPDFR 1.0 or is this a third party fix that we must do to our own game?

 

I normally bypassed the "Your game is running to slow"  in multiplayer by adjusting my scripts so they load with a delay so it gives time to connect to MP session.

 

EDIT:

I made a post about this in General Discussion, but I wanted to ask in hopes of getting a developer response:

 

Is there a way to bypass the GTA IV multiplayer object/ped/vehicle limit ?

 

Are callouts possibly to sync in multiplayer or are they done like this in LCPDFR 1.0?

 

 

Thanks and Merry Christmas to everyone!

Edited by daimyo21

That is awesome! Seriously, considering you guys are doing all this for free in your spare time, and that GTA isn't exactly the most mod-friendly game out there, this is one of the most awesome modifications I've seen so far!

 

Keep up the great work!

Absolutely brilliant. I was actually just researching ways to better use my controller with LCPD:FR, looks like you guys have me covered! :) Good thing I have plenty of time off over the next week, I'm going to need it :)

Edited by GTA NYPD

-W

Just a qucik question chaps - will there be a new key guide as assume some of the key commands have changed?

 

Also, if i understand correctly,i can hook up a wirless controller to use to drive and use the keyboard and mouse for on foot work?

 

Thansk for your hard work on this - much appreciated!

Just a qucik question chaps - will there be a new key guide as assume some of the key commands have changed?

 

Also, if i understand correctly,i can hook up a wirless controller to use to drive and use the keyboard and mouse for on foot work?

 

Thansk for your hard work on this - much appreciated!

 

You can use the controller for both driving and on foot activities in LCPDFR 1.0

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