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LSPDFR 0.4 - Epic Customization

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Will we finally see the long anticipated return of built in LSPDFR Partners??, so many plugins for that but not as good as the old one from LCPDFR

PC Specs - i9 9900K ~ RTX 2080 SUPER 8GB ~ 32GB DDR4 RAM ~ 2x 4TB HDD ~ 1TB SSD ~ 512GB m.2 SSD ~ Corsair AX850 Titanium PSU ~ Corsair H100i Premium

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  • Reddington
    Reddington

    AHHHHHHHHHHHHHHHHHHHHHH!   Units patrolling without the need for extra mods?   I can now have Los Santos County Sheriff and LSPD?   and both patrolling at the same time?

  • Psssst..  Don't tell anyone, but I think we fixed that. Don't tell anyone though!

  • Police stations?   Well, I know one really cool "station" that could use some love. Of course, I mean the FIB building in Pillbox Hill.  It would be really cool if LCPDFR 0.4 will have it's 

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I hope you'll be reaching out to developers before the public release so we can give feedback/requests on the API and update our mods to be compatible. With the level of complexity of some LSPDFR plugins, and the amount of changes here, it could take a lot of work to update some mods. For 0.3 we never got consulted on the API, and as such many mods are chock-full of fragile workarounds that often cause performance issues and delay plugin development. A more robust API and the chance for us to weigh in on it before release would be a very nice gesture to the development community which has kept LSPDFR alive during its long silence. 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

  • Author
5 hours ago, PNWParksFan said:

I hope you'll be reaching out to developers before the public release so we can give feedback/requests on the API and update our mods to be compatible. With the level of complexity of some LSPDFR plugins, and the amount of changes here, it could take a lot of work to update some mods. For 0.3 we never got consulted on the API, and as such many mods are chock-full of fragile workarounds that often cause performance issues and delay plugin development. A more robust API and the chance for us to weigh in on it before release would be a very nice gesture to the development community which has kept LSPDFR alive during its long silence. 

 

Yes, and we've already been reaching out to various developers regarding LSPDFR 0.4, primarily focused around EUP and RDE at the moment, as these mods tie in very nicely with a lot of our new systems.  

 

Regarding your other point, it's not a one-way street.  It's fantastic that there's many people like yourself who have created some great mods (and indeed we do frequently recognize and promote these mods throughout the community) which do a bunch of cool things, and add features that, for one reason or another, didn't make their way into an LSPDFR release.  At the same time, though, I feel like part of the reason this is possible is because of the way in which these same people can thrive during these periods between LSPDFR updates.  I don't think it'd be ideal if we were pushing updates and enhancements every three months as then there's just not the same opportunity for people like you to evolve and enhance their own work if you're constantly having to work around aggressive release cycles.

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

31 minutes ago, Sam said:

 

Yes, and we've already been reaching out to various developers regarding LSPDFR 0.4, primarily focused around EUP and RDE at the moment, as these mods tie in very nicely with a lot of our new systems.  

 

Regarding your other point, it's not a one-way street.  It's fantastic that there's many people like yourself who have created some great mods (and indeed we do frequently recognize and promote these mods throughout the community) which do a bunch of cool things, and add features that, for one reason or another, didn't make their way into an LSPDFR release.  At the same time, though, I feel like part of the reason this is possible is because of the way in which these same people can thrive during these periods between LSPDFR updates.  I don't think it'd be ideal if we were pushing updates and enhancements every three months as then there's just not the same opportunity for people like you to evolve and enhance their own work if you're constantly having to work around aggressive release cycles.

 

I understand long release cycles (and am guilty of it myself), all I'm asking is that we be included in the discussion before it gets released, so we don't have to wait another 2 years to get any shortcomings of the API addressed. ;) 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

  • Author
On 3/12/2018 at 9:40 AM, Pipeline said:

So what you're saying is... EUP uniformed custom cops on the beat, only requiring LSPDFR and EUP? If so, even more HYPE than there was already!

 

Right, but EUP isn't strictly required for anything in 0.4 - it's more of an optional thing (although one that we'd highly recommend).

 

In it's default state, LSPDFR 0.4 will support the default LSPD uniforms for the multiplayer characters.  Of course, normal peds are still supported too, and EUP only makes sense if you want to use the multiplayer characters for other agencies than just the LSPD.

 

Having said that, we'll probably release 0.4 with an optional pre-built configuration pack which works with EUP "out of the box", so you won't have to spend time adding all of the outfits into our system.

 

22 hours ago, J T said:

im really hoping it doesn't take a performance dip and also hoping the keyboard will be less dependent when getting information on foot to having it only when you get in a police car that was a big pet peeve in 0.3

 

We take great care to make sure that LSPDFR performs nicely, and our own @LMS is quite the master at getting under the hood and profiling all of that stuff.  If you can add cars and peds to your game already without any issues, then you shouldn't have any problems with using those added assets in 0.4.

 

25 minutes ago, PNWParksFan said:

 

I understand long release cycles (and am guilty of it myself), all I'm asking is that we be included in the discussion before it gets released, so we don't have to wait another 2 years to get any shortcomings of the API addressed. ;) 

 

When we get around to dealing with the API, it's definitely something that we can do.  Regardless, anyone is always free to reach out to us before then, though.  There's nothing stopping you, or any other developers from getting involved in the conversation about 0.4, just like loads of people have been doing in these topics.

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

17 minutes ago, Sam said:

When we get around to dealing with the API, it's definitely something that we can do.  Regardless, anyone is always free to reach out to us before then, though.  There's nothing stopping you, or any other developers from getting involved in the conversation about 0.4, just like loads of people have been doing in these topics.

 

Thanks :) 

 

As a starting point, we still have quite a few well-fleshed-out API feature requests open on the LSPDFR-API github here: https://github.com/LMSDev/LSPDFR-API/issues?q=is%3Aopen+is%3Aissue. If the LSPDFR dev team is still using that issue tracker to monitor requests from plugin devs, we can promote this on the plugin dev Discord and in the API forum here on lcpdfr.com to let developers know that it's a good time to think about requests. 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

  • Author
6 minutes ago, PNWParksFan said:

 

Thanks :) 

 

As a starting point, we still have quite a few well-fleshed-out API feature requests open on the LSPDFR-API github here: https://github.com/LMSDev/LSPDFR-API/issues?q=is%3Aopen+is%3Aissue. If the LSPDFR dev team is still using that issue tracker to monitor requests from plugin devs, we can promote this on the plugin dev Discord and in the API forum here on lcpdfr.com to let developers know that it's a good time to think about requests. 

 

I imagine that'd be fine, although it'd probably be best to wait until 0.4 is a little more set in stone and we've talked about some of the other key features - especially our character system and some of the major changes to AI.  There's also a couple of things on that list (adding police stations for example), which might not be so relevant anymore.

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

On 3/12/2018 at 7:13 PM, xXAlduin99 said:

wonder how the game will run with this..

every GTA online update the performance in SP with mods was getting worse. I wonder if this is intentional by rockstar. 

 

Of course its intentional. They want us to play multiplayer and be exposed to shark card advertisement.

Things LSPDFR players never say:

 

-Worst Update Ever

-I love these AI cops

-LSPDFR frickin and heckin sucks (excuse my language)

-@Lundy's retro cars go perfect with this 2011 CVPI :tongue:

-Kifflom

-I hate CHP cars

-ELS is horrible

 

 

-----------------------------------------------

On a serious note though, I can't wait. It looks amazing!

Edited by Niedosik
Update: found out I cannot say heck on this great christian website

  • Author
2 minutes ago, Niedosik said:

Things LSPDFR players never say:

 

-I love these AI cops

 

But...  they're our friends :(

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

  • Author
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Just now, Niedosik said:

not when they try to pit us into a wall during a 120mph pursuit :sad:

 

Psssst..  Don't tell anyone, but I think we fixed that.

Don't tell anyone though!

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

Nice, hope the criminal chase AI will get some improvements too, so they, for example, don't just do the same thing after every chase ends and try to run away,
but sometimes fight back or steal another car to escape (didn't they do that in LCPDFR sometimes?),
I love it when callouts have some randomization.

1 hour ago, Matthewtinman98 said:

Also It would be nice if when chasing a criminal on foot they don't fall flat on their face every couple of feet.

 

I don't recall which it is, but a plugin does this.  By default the AI will just run marathons and your only means of catching them is in a vehicle, since you have a sprint limit and they do not.  That's why this "AI trips" feature was included.

I need donations to help fund my food addiction. DM for details 😂

Sam, quick question. Obviously we have no idea what Lt. Caine is doing, not sure if you do, but since there hasn't been an update to ELS V in a long time do you think you'd be able to implement changes in LSPDFR that fix the "suspects lock their steering and drive off slowly, most likely crashing after a while" that occurs when you have the ELS traffic control feature enabled? I'm not sure if it's something that can be fixed in LSPDFR, might have to be from ELS V, but it's an unfortunate issue that dampens the great experience of LSPDFR + ELS V.

Ah'm orderin' you to STAHP!

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