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LSPDFR 0.2 Update - 12 July

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First up, we're all sorry for the problems we encountered with the release last night.  Unfortunately, there was a game breaking performance issue which was found only a few hours before we intended to release and this has required some time to investigate.

The good news is that we've done our best to mitigate this problem, related to the way in which Rockstar has started to introduce anti-modding protections.  For those of you interested in the technical detail, here's a snippet of a performance test ran by Alexander Blade and LMS:

Performance difference between GTA V version 372 and 393
 
Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook:
372: ~582ms (RPH: ~585ms)
393: ~2480ms (RPH: ~2490ms)
 
Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.

In short, on the previous patch (372), it took 585 milliseconds for the function to be executed 1000 times.  On the newest patch (393), it took 2490 milliseconds, which is roughly 2.5 seconds, to be executed 1000 times.  This means that this particular function takes five times longer to execute on the latest patch than it did previously.  LSPDFR 0.2 and 0.1 call this function a lot, mainly to stop other police officers from killing suspects, as we force them to be unarmed when appropriate by using it.  As such, during a pursuit with even a couple of units, performance takes a hit.

With the problem identified, we've managed to come up with an alternative way of doing things that doesn't have such a dreadful impact on performance.  This version is currently undergoing testing, and we hope to be in a position to release 0.2 as soon as possible.  Note that I won't commit to a date, as it is possible we run into further issues, and we'd like to avoid a situation similar to last night's, but there is still the possibility that we can release today, and we'll keep you updated as to our progress.

Sam.

Edited by Sam

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

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  • Just as a quick update, we're doing our best to continue to fix things up.  The main cause of the performance issues was resolved earlier today, although there's still one problem which is resulting i

  • Sam, you and the whole team are just amazing. There's no need to apologize considering how hard you all are working to fix this issue.   Great work.

  • @Sam can I haz API at least Plz? :D

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Sam, you and the whole team are just amazing. There's no need to apologize considering how hard you all are working to fix this issue.

 

Great work.

Edited by FtDLulz

Thank you for the countless months you have spent, for free, developing this mod to be the best it can possibly be, as feature packed as possible and as stable as possible.

f5206360dd4e4e316b6c1f56c39f20d3.png

 

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You guys are among the most ambitious persons I've ever seen in any kind of modding community

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Thank you sir for the update, and thank you all for the hark work and dedication to the wonderful community! Take your time, theres no pressure.

First up, we're all sorry for the problems we encountered with the release last night.  Unfortunately, there was a game breaking performance issue which was found only a few hours before we intended to release and this has required some time to investigate.

The good news is that we've done our best to mitigate this problem, related to the way in which Rockstar has started to introduce anti-modding protections.  For those of you interested in the technical detail, here's a snippet of a performance test ran by Alexander Blade and LMS:

Performance difference between GTA V version 372 and 393
 
Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook:
372: ~582ms (RPH: ~585ms)
393: ~2480ms (RPH: ~2490ms)
 
Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.

In short, on the previous patch (372), it took 585 milliseconds for the function to be executed 1000 times.  On the newest patch (393), it took 2490 milliseconds, which is roughly 2.5 seconds, to be executed 1000 times.  This means that this particular function takes five times longer to execute on the latest patch than it did previously.  LSPDFR 0.2 and 0.1 call this function a lot, mainly to stop other police officers from killing suspects, as we force them to be unarmed when appropriate by using it.  As such, during a pursuit with even a couple of units, performance takes a hit.

With the problem identified, we've managed to come up with an alternative way of doing things that doesn't have such a dreadful impact on performance.  This version is currently undergoing testing, and we hope to be in a position to release 0.2 as soon as possible.  Note that I won't commit to a date, as it is possible we run into further issues, and we'd like to avoid a situation similar to last night's, but there is still the possibility that we can release today, and we'll keep you updated as to our progress.

Sam.

thanks sam

Thank you for the update, Sam. 

Ladies, and gentlemen, let's not forget the fact that Sam, LMS, Alexander Blade, and all of the other rightfully legendary members of the GTA Communities contributing to LSPDFR, are doing this for FREE. Rockstar got paid to cause this kind of competences. 

Edited by Drunkpolice

SmsqmYF.png

 

 

Hype train! Choo Choo!!

As a developer myself, I don't think it will be release today (because when you think a bug is fixed, some more wild bugs appears), but I keep faith nevertheless :)

Good job anyway, Sam & the whole LSPDFR team. You guys deserve a medal for the fast fix you are trying to provide.

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