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LSPDFR 0.4 - The Technology

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  • PNWParksFan
    PNWParksFan

    Thanks for giving us some insight into the technical and API enhancements you're working on! Looking forward to using these as a developer and a player. 

  • Mikofiticus
    Mikofiticus

    It'd be interesting to know if since the AI is being reworked, if they'll be able to utilize all those alleyways and such that are in the city. I've always wanted suspects to really feel like they're

  • Let's just say the LSPD implemented a very strict "no more deaths" policy.   (or in other words, we found a very reliable way to prevent it from happening)

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  • Management Team
14 hours ago, Wippy said:

I has been out of the loop, you guys are doing great with the next LSPDFR update, thank you. I have a question though. Since Albo1125 was "integrated" into the team (as far as I remember), are (some of) his mods going to be included into LSPDFR? Albo's mods are essential (in fact they're in "essential" category), they look like they should be in the package by default.

I think you've been misinformed. You can see who is involved in the team from our staff page.

  • Author
On 5/14/2018 at 11:47 PM, Mikofiticus said:

It'd be interesting to know if since the AI is being reworked, if they'll be able to utilize all those alleyways and such that are in the city. I've always wanted suspects to really feel like they're trying to ditch me, rather than drive around the same block 100,000 times.

 

On 5/15/2018 at 8:47 AM, IdeallyStoddy said:

Nice to see that a lot of work is being done to the AI for both cops and criminals, hopefully that means there's more variation in pursuits in terms of paths the suspect takes and that they can present a challenge to the player. In 0.3 one of the problems I noticed is the suspect doesn't try any maneuvres and they would always carry on in a straight line using the same road over and over.

 

I have a few questions though, are there any improvements to the AI that you would have liked to implement but are unable to due to game limitations? Does the engine still offer you many ways to improve the AI despite this obstacle? I hope that makes sense.

 

My final question is, have you fixed the AI making U turns on major roads and highways?

 

Looking forward to future updates, keep up the excellent work.

 

Yeah, it's definitely possible to have more variation.  Obviously with our improvements it's now possible to have faster pursuits for one, and then there's other things like our improved backup response.  We try to have backup units respond from more appropriate positions during pursuits so that they're in a better position to actually intervene.  Of course, this is also where the new Scenarios come in as you can have them happening during pursuits as well, so there's really any number of things that could happen in that sense.  I'm sure we'll see some interesting ideas.

 

On 5/15/2018 at 7:10 PM, Boone4796 said:

I’m fairly new to lcpdfr (joined approx 1  month ago )and I have to say this is some

of the most incredible developing I have ever seen! I am beyond thrilled to see an update fairly close to me starting off.  To any developers involved in anyway, shape, or form it is because of you and this mod that I bought a gaming pc 

i have ZERO regrets 

 

Thank you, it's always nice to see new people enjoying LSPDFR.  I'm sure some of us that have been here for far too long can forget just how exciting it first is when you find something like this for the first time.

 

5 hours ago, MarginalButter said:

Who else just wants that portable coffee where you are mid-drink then randomly get shot at, so you gotta just drop the coffee to shoot back, but then you are sad because you got no coffee so you just press O to get a new coffee and the world is saved.

 

Not sure if you're aware, but LSPDFR does have coffee!

image.png

 

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

  • Management Team
On 5/15/2018 at 2:47 AM, IdeallyStoddy said:

I have a few questions though, are there any improvements to the AI that you would have liked to implement but are unable to due to game limitations? Does the engine still offer you many ways to improve the AI despite this obstacle? I hope that makes sense.

 

As stated in the original post, we have improved the driving ability of the AI quite a bit to make it more challenging. Depending on your preference on realism you can fine-tune these improvements. The biggest issue with making the AI drivers a real challenge in my opinion is them taking turns: they slow down way too much and approach the turns way too carefully when compared to a player driver. There are a few ways to improve this, but it is often times still the main reason that allows you to catch up. I am not sure if we can get them to the same level as a good player yet, but we are certainly trying.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

44 minutes ago, Matthewtinman98 said:

In regards to pursuits, will the ability to TPAC a suspect safely with AI units be an option? I'm tired of either myself or the AI having to ram the suspect off the road to bring pursuits to an end.

 

I'm unaware, what is TPAC?

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1 hour ago, Matthewtinman98 said:

TPAC or Tactical Pursuit and Containment is when either 3 or 4 cars create a box around the suspect vehicle forcing it to stop safely. I'd suggest checking out this demo video. https://goo.gl/VPVoLJ

 

I've never seen this before.  I've seen police bring in a Bearcat to prevent a vehicle from continuing to move, or if it's a stand off.  I'm not entirely sure how this would play out with the AI.  Not only that, at least from what I've seen, TPAC is not all that common in the US, certainly not the state of California where they'd rather let suspects have free reign while they switch to the oh so helpful surveillance mode. 

 

If you're looking for an easy, but not 100% guaranteed way of forcing a suspect to stop after a while, try this mod.  http://www.lcpdfr.com/files/file/11933-pursuit-deterrence/

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5 hours ago, LMS said:

 

As stated in the original post, we have improved the driving ability of the AI quite a bit to make it more challenging. Depending on your preference on realism you can fine-tune these improvements. The biggest issue with making the AI drivers a real challenge in my opinion is them taking turns: they slow down way too much and approach the turns way too carefully when compared to a player driver. There are a few ways to improve this, but it is often times still the main reason that allows you to catch up. I am not sure if we can get them to the same level as a good player yet, but we are certainly trying.

 

Though one thing to keep in mind is the benefit the AI gets when it passes the distance where traffic populates for you: they don't have to navigate around traffic like the player has to.

 

Improving their ability to negotiate actual traffic would be a huge change, of course.

20 minutes ago, The Loot said:

 

Though one thing to keep in mind is the benefit the AI gets when it passes the distance where traffic populates for you: they don't have to navigate around traffic like the player has to.

 

Improving their ability to negotiate actual traffic would be a huge change, of course.

 

I second this, I also wonder if it's possible to improve how they negotiate pedestrians so they avoid hitting them the best they can. I've always thought the backup AI was more reckless than the suspect AI.

Edited by IdeallyStoddy

Regarding pedestrians, if at all possible, please make them react to lights and sirens too (or at least, most of the time - seen some crazy stuff thanks to phones).  That would be awesome too, as at the moment they never react to anything but shots or horns (and they can so panic over horns it is ever so silly).  Please, if possible.

This text does not really say anything of any significant importance.

@Sam If I may request something for the API, it would be an option to set wether or nor the suspect will flee.

Edited by NoNameSet

17 hours ago, Giordano said:

 

I've never seen this before.  I've seen police bring in a Bearcat to prevent a vehicle from continuing to move, or if it's a stand off.  I'm not entirely sure how this would play out with the AI.  Not only that, at least from what I've seen, TPAC is not all that common in the US, certainly not the state of California where they'd rather let suspects have free reign while they switch to the oh so helpful surveillance mode. 

 

If you're looking for an easy, but not 100% guaranteed way of forcing a suspect to stop after a while, try this mod.  http://www.lcpdfr.com/files/file/11933-pursuit-deterrence/

Giordana, does that mod still work. From the comments it's outdated and doesn't work anymore. There was talk of a replacement, but no activity for a while.

1 hour ago, phantoms said:

Giordana, does that mod still work. From the comments it's outdated and doesn't work anymore. There was talk of a replacement, but no activity for a while.

 

It works perfectly fine for me on the latest version. 🙂

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

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