Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

LSPDFR Future Development

Featured Replies

  • Replies 124
  • Views 21.2k
  • Created
  • Last Reply

Top Posters In This Topic

Most Popular Posts

  • Something like this was maybe planned, but it'd rely on us having the jail interior working I think. A taste of things to come:

  • patrickm28
    patrickm28

    I think that the first release of LSPDFR is very good considering its age. It is amazing what the development team has accomplished in the short period of time since the game release, and with such li

  • Ultimately the limitations imposed by the RAGE Plugin Hook were not made by any LSPDFR developers.  With LCPDFR, we didn't provide support for people using cracked versions of the game, but it wasn't

You guys ever thought about creating your own game. You have a lot of members and a lot of support. Just throwing that out there lol.

There are no plans to make a standalone game, and probably never will be.

de816a4fa5.png

Awesome job.  Love playing it, the long pursuits are amazing.  The backup system is way more than I expected.  Top notch.  And no crashes !  Now if only there was more time in the day to play ;)

Getting bored roleplaying?  Need ideas for calls to respond to?  Try out http://sandyshorespd.weebly.com/  Tons of role play dispatches to use your imagination on.

I just simply like the fact that there is hope to develop LSPDFR further and further. At least we have some stuff we can do in LSPDFR Beta that we wasnt able to do in the Beta release of LCPDFR.

Overview

With all the discussion about the features in LSPDFR being a hot topic right now, I'd like to take the time to provide some information on the current state of script modifications in GTA V and what our plans for future versions of LSPDFR are.

A lot of people have expressed their desire for things like stop and frisk, more detail on traffic stops, etc. which we introduced in LCPDFR to be added to LSPDFR.  Yes, these are pretty important features, but they are also ones which we're just not quite ready to implement in the mod due to the current state of script development for GTA V and some limitations in the game itself.  Let me make it quite clear that nobody is saying that these limitations will never be resolved - it is highly likely that they will be, however this is unfortunately a process that takes time.  Perhaps now would be a good time to remind everyone that the game was released two months ago.

If we compare the first version of LSPDFR to the first version of LCPDFR, the huge amount of differences between the two is immediately clear, with just a few below:

  • No pursuits
  • No callouts
  • No suspect transporation
  • No AI management
  • No ambient features
  • And it crashed every 5 minutes

The first version of LSPDFR was never going to be LCPDFR 1.0.  There was an almost two year gap between the LCPDFR 0.95 series and the first release of LCPDFR 1.0.  Additionally, LCPDFR 1.0 was also developed a whopping four years after the release of the game - when almost every scripting function for GTA IV was documented and when nearly anything in the game could be modified.  Furthermore, we had amazing developments in scripting like AdvancedHook, allowing us the possibility to access the game's internal memory, giving birth to features like helicopter searchlights and muted sirens.  Despite there being two months since release, these are features that are both in LSPDFR 0.1.

 

What about stop and frisk, etc.?

Of course, one of the things that the first version of LCPDFR did include was the ability to search suspects.  This was done by going up to literally anyone and pressing ALT + F, which in case you had by some miracle aligned everything properly, would result in the player patting down thin air.  Nicely though, this animation was something we had to work with in GTA IV.  In GTA V, as far as we know yet (and we've looked over a list containing more than 35,000 animations), there is no such thing.

Beyond this, we've been asked why it is simply not able to stop pedestrians yet, or why you have to aim at a suspect to arrest them.  The answer is simply that because of technical limitations caused by the game being only two months old, we don't have access to the internal pool containing all of the game's pedestrians.  At the moment, we can only detect certain ones (e.g. ones the player has aimed at, or ones that are spawned by mods), which makes coding what you might think to be 'simple' features, actually quite hard.

On a related note, because of this, we don't have access to every police officer in the game either, meaning we can't manage every cop like we did in GTA IV.  Although it should be noted that we only started managing every cop in the game in LCPDFR 1.0, which again, was four years after the game was released.

 

So, what does this mean for future development?

We'll do what we can with what we have.  Indeed, as time goes by, more progress will be made.  There have been all sorts of features requested, like using the police station interior found in GTA: Online during the Prison Break Heist for booking suspects, etc.  This has always been a planned feature of LSPDFR ever since I first saw the interior.  Using the interior is entirely different thing, however, as it is simply not loaded outside of Online.  There is literally no way to load the interior through native script function invocation - it would require modifications to GTA V's memory, and despite trying for two weeks to do this, we were unsuccessful.

The most important thing to take away from LSPDFR at this stage is how far we've come in under two months of development of the modification.  We've introduced beautiful new cinematics, we've drastically improved usability by limiting the number of functions bound to keys and implementing more intuitive ways of doing things.  You don't need to remember four different keys for backup anymore, you don't need to hope that the unit you request will come to you instead of a pursuit, and you have more choice over backup units than ever before.  Likewise, we've added our own custom pursuit AI, literally written from scratch, to stop the LSPD from decimating your suspects.  Not only that, but we've finely tuned this through weeks of development to the point where you can have one hundred units in a pursuit, and not drop below 30 fps on capable systems.

Of course, if that wasn't enough, the first release of LSPDFR is more stable than any previous release of LCPDFR.

I think that the first release of LSPDFR is very good considering its age. It is amazing what the development team has accomplished in the short period of time since the game release, and with such limited access to game resources. I cannot wait for "LSPDFR 1.0" with all of the functions included there. In a future release of LSPDFR, I would like to see things such as:

  • Fire Department and Emergency Medical Services assistance.
  • Los Santos County Coroner's Office assistance.
  • The ability to call a tow truck for a damage, or misparked vehicle.
  • Random events (intoxicated subject, assist a citizen locked out of their vehicle, assist a citizen in finding a lost item, etc.).
  • BOLOs where the dispatcher announces the vehicle description, and then you have a chance of finding the vehicle on patrol, and you must attempt to stop it.
  • Support for water patrols (there are sound files saying "Stop Your Boat", etc.)
  • Support for air patrols (there is the ASU skin) where you have to follow a fleeing suspect while ground officers try to stop him/her.
  • Foot patrol support where the calls are closer to you (only in busy areas such as the pier, Vinewood Blvd, the airport, etc.).
  • Ability to be a desk officer where you have to take reports to citizens who come to the station
  • Ability to be the dispatcher where you need to take calls, then dispatch appropriate units
  • Ability to do a prisoner transport from an LSPD/LSSD station to the prison
  • Ability to drive the police transporter around, and just respond to pick up prisoners along your route  

Overview

With all the discussion about the features in LSPDFR being a hot topic right now, I'd like to take the time to provide some information on the current state of script modifications in GTA V and what our plans for future versions of LSPDFR are.

A lot of people have expressed their desire for things like stop and frisk, more detail on traffic stops, etc. which we introduced in LCPDFR to be added to LSPDFR.  Yes, these are pretty important features, but they are also ones which we're just not quite ready to implement in the mod due to the current state of script development for GTA V and some limitations in the game itself.  Let me make it quite clear that nobody is saying that these limitations will never be resolved - it is highly likely that they will be, however this is unfortunately a process that takes time.  Perhaps now would be a good time to remind everyone that the game was released two months ago.

If we compare the first version of LSPDFR to the first version of LCPDFR, the huge amount of differences between the two is immediately clear, with just a few below:

  • No pursuits
  • No callouts
  • No suspect transporation
  • No AI management
  • No ambient features
  • And it crashed every 5 minutes

The first version of LSPDFR was never going to be LCPDFR 1.0.  There was an almost two year gap between the LCPDFR 0.95 series and the first release of LCPDFR 1.0.  Additionally, LCPDFR 1.0 was also developed a whopping four years after the release of the game - when almost every scripting function for GTA IV was documented and when nearly anything in the game could be modified.  Furthermore, we had amazing developments in scripting like AdvancedHook, allowing us the possibility to access the game's internal memory, giving birth to features like helicopter searchlights and muted sirens.  Despite there being two months since release, these are features that are both in LSPDFR 0.1.

 

What about stop and frisk, etc.?

Of course, one of the things that the first version of LCPDFR did include was the ability to search suspects.  This was done by going up to literally anyone and pressing ALT + F, which in case you had by some miracle aligned everything properly, would result in the player patting down thin air.  Nicely though, this animation was something we had to work with in GTA IV.  In GTA V, as far as we know yet (and we've looked over a list containing more than 35,000 animations), there is no such thing.

Beyond this, we've been asked why it is simply not able to stop pedestrians yet, or why you have to aim at a suspect to arrest them.  The answer is simply that because of technical limitations caused by the game being only two months old, we don't have access to the internal pool containing all of the game's pedestrians.  At the moment, we can only detect certain ones (e.g. ones the player has aimed at, or ones that are spawned by mods), which makes coding what you might think to be 'simple' features, actually quite hard.

On a related note, because of this, we don't have access to every police officer in the game either, meaning we can't manage every cop like we did in GTA IV.  Although it should be noted that we only started managing every cop in the game in LCPDFR 1.0, which again, was four years after the game was released.

 

So, what does this mean for future development?

We'll do what we can with what we have.  Indeed, as time goes by, more progress will be made.  There have been all sorts of features requested, like using the police station interior found in GTA: Online during the Prison Break Heist for booking suspects, etc.  This has always been a planned feature of LSPDFR ever since I first saw the interior.  Using the interior is entirely different thing, however, as it is simply not loaded outside of Online.  There is literally no way to load the interior through native script function invocation - it would require modifications to GTA V's memory, and despite trying for two weeks to do this, we were unsuccessful.

The most important thing to take away from LSPDFR at this stage is how far we've come in under two months of development of the modification.  We've introduced beautiful new cinematics, we've drastically improved usability by limiting the number of functions bound to keys and implementing more intuitive ways of doing things.  You don't need to remember four different keys for backup anymore, you don't need to hope that the unit you request will come to you instead of a pursuit, and you have more choice over backup units than ever before.  Likewise, we've added our own custom pursuit AI, literally written from scratch, to stop the LSPD from decimating your suspects.  Not only that, but we've finely tuned this through weeks of development to the point where you can have one hundred units in a pursuit, and not drop below 30 fps on capable systems.

Of course, if that wasn't enough, the first release of LSPDFR is more stable than any previous release of LCPDFR.

 

Nice Statement.

But Your Rage Plug in and lspdfr DONT WORK for my official GTA V Version...

I just want to say what a great job ya'll have done so far. No crashes! It's AMAZING that I don't have problems like LCPDFR. It crashed like every 3 minutes and then the bizarre taxi glitch.

Overview

With all the discussion about the features in LSPDFR being a hot topic right now, I'd like to take the time to provide some information on the current state of script modifications in GTA V and what our plans for future versions of LSPDFR are.

A lot of people have expressed their desire for things like stop and frisk, more detail on traffic stops, etc. which we introduced in LCPDFR to be added to LSPDFR.  Yes, these are pretty important features, but they are also ones which we're just not quite ready to implement in the mod due to the current state of script development for GTA V and some limitations in the game itself.  Let me make it quite clear that nobody is saying that these limitations will never be resolved - it is highly likely that they will be, however this is unfortunately a process that takes time.  Perhaps now would be a good time to remind everyone that the game was released two months ago.

If we compare the first version of LSPDFR to the first version of LCPDFR, the huge amount of differences between the two is immediately clear, with just a few below:

  • No pursuits
  • No callouts
  • No suspect transporation
  • No AI management
  • No ambient features
  • And it crashed every 5 minutes

The first version of LSPDFR was never going to be LCPDFR 1.0.  There was an almost two year gap between the LCPDFR 0.95 series and the first release of LCPDFR 1.0.  Additionally, LCPDFR 1.0 was also developed a whopping four years after the release of the game - when almost every scripting function for GTA IV was documented and when nearly anything in the game could be modified.  Furthermore, we had amazing developments in scripting like AdvancedHook, allowing us the possibility to access the game's internal memory, giving birth to features like helicopter searchlights and muted sirens.  Despite there being two months since release, these are features that are both in LSPDFR 0.1.

 

What about stop and frisk, etc.?

Of course, one of the things that the first version of LCPDFR did include was the ability to search suspects.  This was done by going up to literally anyone and pressing ALT + F, which in case you had by some miracle aligned everything properly, would result in the player patting down thin air.  Nicely though, this animation was something we had to work with in GTA IV.  In GTA V, as far as we know yet (and we've looked over a list containing more than 35,000 animations), there is no such thing.

Beyond this, we've been asked why it is simply not able to stop pedestrians yet, or why you have to aim at a suspect to arrest them.  The answer is simply that because of technical limitations caused by the game being only two months old, we don't have access to the internal pool containing all of the game's pedestrians.  At the moment, we can only detect certain ones (e.g. ones the player has aimed at, or ones that are spawned by mods), which makes coding what you might think to be 'simple' features, actually quite hard.

On a related note, because of this, we don't have access to every police officer in the game either, meaning we can't manage every cop like we did in GTA IV.  Although it should be noted that we only started managing every cop in the game in LCPDFR 1.0, which again, was four years after the game was released.

 

So, what does this mean for future development?

We'll do what we can with what we have.  Indeed, as time goes by, more progress will be made.  There have been all sorts of features requested, like using the police station interior found in GTA: Online during the Prison Break Heist for booking suspects, etc.  This has always been a planned feature of LSPDFR ever since I first saw the interior.  Using the interior is entirely different thing, however, as it is simply not loaded outside of Online.  There is literally no way to load the interior through native script function invocation - it would require modifications to GTA V's memory, and despite trying for two weeks to do this, we were unsuccessful.

The most important thing to take away from LSPDFR at this stage is how far we've come in under two months of development of the modification.  We've introduced beautiful new cinematics, we've drastically improved usability by limiting the number of functions bound to keys and implementing more intuitive ways of doing things.  You don't need to remember four different keys for backup anymore, you don't need to hope that the unit you request will come to you instead of a pursuit, and you have more choice over backup units than ever before.  Likewise, we've added our own custom pursuit AI, literally written from scratch, to stop the LSPD from decimating your suspects.  Not only that, but we've finely tuned this through weeks of development to the point where you can have one hundred units in a pursuit, and not drop below 30 fps on capable systems.

Of course, if that wasn't enough, the first release of LSPDFR is more stable than any previous release of LCPDFR.

 

I think many of the things that were left out are actually improvements. Suspects names that would come up during traffic stops were always silly puns and random names and the randomly generated ped age would say an elderly woman was 20. Good riddance to it. Also, having to point a gun at a suspect to arrest them is better than LCPDFR's system. With LCPDFR, you always had to play this sort of hokey pokey with the suspect ped while pressing the arrest keys and hope they turned around the right way and that your arrest animation was not, as you said, "in thin air." The only things missing that are of merit:

 

  • Getting that police station to work. (Some trainers load North Yankton and other interiors and one I saw loads the battleship from one of the online heists but I remember it brought you to the coordinates but there was no ship.)
  • Fast-roping helicopter noose team as backup
  • Spike strips
  • Partners
  • Inter-operability with other mods/trainers
  • More diverse callouts/shootouts (clearly)

Edited by Senatov

[img]http://www.lcpdfr.com/cops/forum/crimestats/user/2378/sig.jpg[/img]

How many devs works on LSPDFR?

Two primarily. LMS and Sam, with contributions from some others. It says in the documentation pdf btw.

OT: With time comes possibilities. I think many people expected too much from this first release, which has been said probably just short of a million times already. I'm happy that you've created a good foundation that you can work with. The future is bright. :)

"My heroes are those who risk their lives every day to protect our world and make it a better place - police, firefighters and members of our armed forces."

P3WILiW.png

This might sound like a stupid question, I have never modded a GTA game before this so I hope you guys can forgive me if it is haha, but is it possible (or does it seem possible in the future) to create and add your own animations into GTA V?  I ran a heavily modded skyrim and this was possible through things like FNIS or even replacing animations with your own.  It seems like the devs are running into trouble finding animations for certain things and if new animations could be added im sure there are more than a few members of the community that would be willing to make some for this mod.  Hell its been a few years since I booted up 3ds max but I might be willing to try and make something if this is at least possible.

I am happy with what we have now. It's proof that progress is being made. And while y'all (the devs) could have just made a youtube video of the gameplay, you release the current version for everyone to play around with. It's a very nice gesture and I think it'll satisfy the community until the next update. Yes, the mod is at a barebones state, but it's something. Like you said, the mod in it's current form is more stable than even the latest form of LCPDFR, and I believe that. I haven't had a single crash yet. The install was easy. The whole ragehook thing with the typing into console is the worst part of the entire mod I think, but for now it will work. I know that once an easier way is found, it'll be implemented. Everyone just needs to be patient. Although, you have given us a sample of that juicy, 20oz. steak, and now you have to deliver it to us. But I know that won't be a problem ;)

Keep up the terrific work guys! You've got a whole community supporting you!

Is there a "Donate" button somewhere?

I`m sure I would not be the only one who would donate a little amount to the developers of this awesome mod.

Could you PLEASE created a version of the mod that does not require Rage Hook?

It would help so many people with errors and crashes.

Please please please think about it.

Thanks,

John.

Could you PLEASE created a version of the mod that does not require Rage Hook?

It would help so many people with errors and crashes.

Please please please think about it.

Thanks,

John.

I guess that will never ever be an option. Having an "own" pluginhook is much better.

And it would be the same thing with another scripthook. Doesn't matter what scripthook is used there will always be people having issues with it. Just think about all the different PC setups out there.

Regarding crashes and issues with the rage plugin hook, go to http://www.forums.ragepluginhook.net/

"Some say that the outline of his left nipple is exactly the same shape as the Nurburgring, and if you give him a really important job to do, he’ll skive off and play croquet."

Why is fcking RAGEHOOK ??..... please create it on scripthook or anthing or create RAGEHOOK to pirate versions :D sorry for my bad english

Yeah that's not going to happen.

The developers of LSPDFR are strongly against piracy.

But it would be great for them to create another version for the people having trouble running the mod.

Appreciate the update.

With my honesty hat on, I'm going to say this....

The mod is great, and what it lacks can be made up with imagination. Going forward I'm confident features will be added as more is discovered about the code.

If people are disappointing, I suspect it's down to the lack of information that was given during development of the mod. Expectations were extremely high and comments by some of the staff about how much better the system was to work with compared to GTAIV lead me personally (and I suspect others) to believe we were going to get something even better than LCPDFR in terms of features or at least on a par.  To me, that's a disappointment and I can't help feel the hype train was allowed to speed on unchecked, but it is what it is and I'm grateful to the team for what we have, especially knowing 'now' the difficulties faced.  I think if the team had made it clear throughout development that this was not going to have the advanced features of LCPDFR, there would be less complaints.

 

Edited by Officer Bonds

Appreciate the update.

With my honesty hat on, I'm going to say this....

The mod is great, and what it lacks can be made up with imagination. Going forward I'm confident features will be added as more is discovered about the code.

If people are disappointing, I suspect it's down to the lack of information that was given during development of the mod. Expectations were extremely high and comments by some of the staff about how much better the system was to work with compared to GTAIV lead me personally (and I suspect others) to believe we were going to get something even better than LCPDFR in terms of features or at least on a par.  To me, that's a disappointment and I can't help feel the hype train was allowed to speed on unchecked, but it is what it is and I'm grateful to the team for what we have, especially knowing 'now' the difficulties faced.  I think if the team had made it clear throughout development that this was not going to have the advanced features of LCPDFR, there would be less complaints.

 

Considering the game only released on PC 2 months ago I thought it was impossible to expect the same amount of progress which took years in GTA 4 to appear in that short amount of time with barely any knowledge of the code for 5. Expecting all that and more in such a short time span is ridiculous.. Over time, absolutely the game has huge potential... But 2 months. This sorta thing needs more realistic expectations.

Guest
This topic is now closed to further replies.

Similar Content

Recently Browsing 0

  • No registered users viewing this page.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.