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LSPDFR 0.3 - November Update

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This is the sixth part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the previous installments here: http://www.lcpdfr.com/forums/forum/880-news-updates/

Continuing with the idea of posting regular updates on our progress with 0.3 on Tuesdays, we're back with a look at what's to come in the next version of LSPD First Response.

First of all, let me very quickly pay attention to the success of the mod so far - we've surpassed the half-million mark in terms of total downloads, and despite there only having been two releases, you can clearly tell that everyone is still as engaged and excited as ever, awaiting what the future holds.  Especially nice to see has been the flurry of suggestions and ideas that have been floated around by so many people throughout the community, and you can be sure that we're really looking forward to delivering LSPDFR 0.3, which features many of them.

In an interesting twist, one of the new features coming to 0.3 is actually something that we don't think has been suggested much.  When developing the final versions of LCPDFR, we invested some time in creating a development system which basically turned LCPDFR upside down, putting the player in the position of a criminal being chased by the police.  This turned out to be a vital tool for us when testing police pursuits, with the rationale being that if the cops could chase the player, they'd have no problems at all chasing non-player characters.

zhjbnC3.jpg

This system has actually been present in all versions of LSPDFR, although it was a last minute addition and therefore very rough around the edges, which might explain why it was tucked away as an 'Easter egg' (one that I won't spoil for those of you who haven't found it).  In tandem with the development of our new pursuit logic, we also re-created the ability to be chased by the police, ensuring that our logic was designed both for players and peds.  Therefore, while off duty with 0.3, you now have the option to hand over control of any pursuing officers during a wanted level to LSPDFR - making it so that you will be chased in exactly the same way that all other suspects are.

I4BipF8.gif

It's fair to say that the results of this can be staggering (literally)! 

Perhaps it is also worth mentioning as well - while there's a massive number of big new features making their way to LSPDFR 0.3, we've also been making an effort to pay attention to the little details in a number of areas, including things like smoother animations and improved backup spawning positions.

Indeed, one cool example of this is the new 'hand on holster' animation that we've added in LSPDFR 0.3.  Unlike some other ways of doing this, the player's body isn't rigidly locked, meaning that character body movement is actually properly synchronized with player movement.  This also acts as a really cool way to draw your weapon, as the transition from holding at the holster to aiming down the sights is seamless.

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

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  • Not gonna lie I almost messaged everyone that 0.3 had been released... don't do that to me man :( The  LSPDFR 0.3 - November Update title can be very misleading!! :P I can't be alone

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    Oh, you've created GTA within LSPDFR within GTA, huh? Yo dawg I heard you liked GTA... It's nice to see the animation, though. CopHolster is a little bit "rough", to say the least. Being abl

  • We're not a large company, we have 2 developers working on this free modification. If we decide to not give a release date for our free modification, we won't. That does not make us

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Oh, you've created GTA within LSPDFR within GTA, huh?

Yo dawg I heard you liked GTA...

It's nice to see the animation, though. CopHolster is a little bit "rough", to say the least. Being able to be chased just like chasing in LSPDFR will be very nice, especially for cinematics.

 

  • Popular Post

Not gonna lie I almost messaged everyone that 0.3 had been released... don't do that to me man :( The  LSPDFR 0.3 - November Update title can be very misleading!! :P I can't be alone

2 hours ago, theninja35 said:

Oh, you've created GTA within LSPDFR within GTA, huh?

Yo dawg I heard you liked GTA...

It's nice to see the animation, though. CopHolster is a little bit "rough", to say the least. Being able to be chased just like chasing in LSPDFR will be very nice, especially for cinematics.

 

GTASeption

1 hour ago, Lundy said:

Any say if there will be an option for disabling stun guns? I've never been a fan of them. Even in LCPDFR. It'd be much nicer to replace that with the actual batons.

Two options,

A.) Don't use it.

B.) Use the trainer and remove the stun gun from your inventory.

SmsqmYF.png

 

 

1 minute ago, GravelRoadCop said:

Two options,

A.) Don't use it.

B.) Use the trainer and remove the stun gun from your inventory.

A. The AI police officers still equip them, making foot pursuits end quickly and a lot less fun.

B. I am fully aware I can do that. That's quite common sense.

I also have the option to give SUGGESTIONS to the development team, that's my third option.

26 minutes ago, Lundy said:

A. The AI police officers still equip them, making foot pursuits end quickly and a lot less fun.

B. I am fully aware I can do that. That's quite common sense.

I also have the option to give SUGGESTIONS to the development team, that's my third option.

I get it. You want to recreate this :

rodney-king-beating.jpg

SmsqmYF.png

 

 

13 minutes ago, vynlthrash said:

I NEED TO KNOW THIS EASTER EGG

 

Go to the FIB building entrance. Choose to enter Steve Haynes mode

Sticks and stones may break bones, but 5.56 fragments on impact.

6 minutes ago, Versace said:

Does anyone know a rough release date?

When it's done. That's the only release date that has been or will be given.

Sticks and stones may break bones, but 5.56 fragments on impact.

  • Management Team
13 minutes ago, Versace said:

Does anyone know a rough release date?

We don't give release dates. Back when LCPDFR was in very early alpha we made the mistake of giving a release date, then failing to meet it by a few days.
The community response was overwhelmingly immature and negative. After that, we made a vow to never give release dates to anybody, not only can they not be guaranteed, but the immature uproar that follows afterword simply isn't worth it.

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