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The Hepster Project (Unlimited Car slots in Game)

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The Hepster Project is a project I started because I wanted to add my own cars in game without replacing and current cars. Having unlimited car slots instead of having the limited number of cars GTA Lets you. In The Hepster Project rar file their is a few files letting you bypass the game. Letting you add your own cars with custom names and spawning names.

*UPDATE* The Hepster Project does work for LCPDFR (1.0C Only) 
- Add car name to AdditionalCopCarModels
- Also include the car name to SuspectTransporterModels


What does it let me do:
- Add any number of cars to the game
- Add custom car names
- Custom spawn names

Known Bugs:
- Doesn't work for ELS.

The Hepster Project 1.5 (Coming Soon)
- Custom Sound File for the new cars


The Hepster Project tutorial
https://www.youtube.com/watch?v=rXLilr0wUuk&list=UUbwG_RXh7fIyvx8xyPX4SGg

How to make the Cars randomly spawn in game and driven by AI's tutorial
http://youtu.be/QmEyicryELU

  • Author

GTA doesn't let you add more cars than the game has. You can only simply replace car models. This way it by passes the system letting you have unlimited car slots. Meaning you don't replace cars. You add them with their own Custom names. You keep all the default cars and add your own. If you try to add your own cars into the default Vehicle.img file it won't work. 

Sorry to break it to you, but this has already been done. I have been using added cars for about 2 years now. Still, I like the easy to understand tutorial - more people should know about the fact that you can add more cars to the game.

3t6pa79.png

Who else read "The Hipster Project" first and then thought "uhhh? new ped mods??". 

 

Jokes aside, sounds like a good idea. The only thing I'm concerned about is if the game will be able to cope with more models than it already has, especially when users have the line "Preloadallmodels" set to true.

 

If I ever want an additional slot in my game, I usually just add it to the vehicles img using OpenIV, then redefine it in carcols dat, vehicles ide, handling and the vehoff files and it works fine. Oh, and make sure it is defined in the ELS _SLOTCONTROL ini as well.

  • Author

Right now it's annoying me how it's not working for ELS. I swear to got it's the ASI file. SO If I can't decript the ASI files in ELS. I am tempted just to recode ELS to make it work. As well I am currently developing a software that lets you add handling, dat, Carcols and the models all in 3 seconds. You just add the lines and the models into the program and it adds it into the game files by it's self. 

From ELS User Guide:

*A list of the vehicle model names as recognized by ELS can be found in sec. 6.03 of this guide. Note that ELS supports 7 added vehicle slots: EMERG1 
to EMERG7.

 

3t6pa79.png

  • Author

The problem is that ELS is only set to work with certain cars meaning you can't have custom name cars working for ELS. It defeats the purpose of adding new cars. I am currently trying to make it so all cars can use ELS. I can make any car in the default Vehicle.img file have ELS. That is not problem. It just doesn't work for the new img file. I am trying to make it so people can have unlimited cop cars in gaming fully working for ELS and LCPDFR with no issues at all. When I create the custom ELS config file like I do for any other non-els slot it works fine unless it's a model on the secondary file. 


Who else read "The Hipster Project" first and then thought "uhhh? new ped mods??". 

 

Jokes aside, sounds like a good idea. The only thing I'm concerned about is if the game will be able to cope with more models than it already has, especially when users have the line "Preloadallmodels" set to true.

 

If I ever want an additional slot in my game, I usually just add it to the vehicles img using OpenIV, then redefine it in carcols dat, vehicles ide, handling and the vehoff files and it works fine. Oh, and make sure it is defined in the ELS _SLOTCONTROL ini as well.

 

The added cars will not spawn out through the game unless you add the models to Cargrp. If the model names are not added to that file. You can only spawn the car via trainer or command Promp. 

Edited by Hepster

  • Management Team

Right now it's annoying me how it's not working for ELS. I swear to got it's the ASI file. SO If I can't decript the ASI files in ELS. I am tempted just to recode ELS to make it work. As well I am currently developing a software that lets you add handling, dat, Carcols and the models all in 3 seconds. You just add the lines and the models into the program and it adds it into the game files by it's self. 

 

I don't think reverse engineering is permitted. Although you could do it, you couldn't distrubute it for copyright reasons.

As well I am currently developing a software that lets you add handling, dat, Carcols and the models all in 3 seconds. You just add the lines and the models into the program and it adds it into the game files by it's self.

 

Wouldn't you be stealing my ideas? Although the project I'm working on is a bit more complex than that (on paper) and still very early in development, it's basically what I'm trying to achieve...

 

I know such tools already exist, but I'm looking to add more features to make my own stand out.

I don't think reverse engineering is permitted. Although you could do it, you couldn't distrubute it for copyright reasons.

I think re-implementing from scratch is allowed, though (this means no looking at anything about ELS code, just having your own thing that toggles extras). However, now that ELS a) does a lot of fairly complex stuff with sirens that I don't think is publicly documented (as opposed to, say, toggling extras), and b) uses AdvancedHook, meaning it actually hooks into GTA's internal functions instead of relying on the native functions (and it's a *lot* more difficult to work with GTA's internal functions, because there aren't nice convenient lists of them by name like you have with natives), it'd be orders of magnitude harder to re-implement ELS 7 or 8 than the earlier versions of ELS. Especially with V about to come out (and if you're skilled enough to reverse-engineer GTA IV, you're probably going to have more fun working on V than continuing to mod for IV), I highly doubt it's worth it.

@Jackson I don't think it counts as stealing an idea if it's a fairly common idea.

  • 2 weeks later...

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