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LSPDFR 0.4 - Coming February, 2019
LSPDFR 0.4 - Coming February, 2019
Detective Dennis and 243 others reacted to Sam for a post in a topic
244 pointsSo, it's been a while since we've provided an update on LSPDFR 0.4. As you might've guessed from the title, though, there's a good reason for this... It has taken us a lot of work to get to this point, and in the last couple of months alone we've made hundreds and hundreds of changes. Anyway, here we are - who knows how many months late - but we're here. No riddles, no treasure hunts, no @MSA (at least I'm pretty sure they're not here), but straight to the point! We can now confirm that we'll be releasing LSPDFR 0.4 in February, 2019. Anyway... with the scary part out of the way, I wanted to take the opportunity to explain ourselves a little. No, @LMS wasn't renditioned to an IAA black site, no I didn't fall victim to the Orbital Cannon, and no... the ghost of @ineseri didn't drive a train into us. Perfectly plausible scenarios given our silence about 0.4 as of late, but we're actually still alive. Instead, we've been pretty busy rushing to the finish line as far as 0.4 is concerned, and to complement the big news above, we thought we'd throw in a couple of sweeteners below to show just how much 0.4 is going to change things. We've talked a lot about our Character system in LSPDFR 0.4. It's one of the biggest changes to the mod, but we also think it represents an entirely new direction in general. I say this because, not only does it allow us to have a bunch of really cool stuff natively integrated into the mod, like customizing a character, but it also lets us have a bunch of other really cool stuff natively integrated into the mod! Having your own character dials up the immersion quite substantially, but we wanted to take things to another level. We thought, for example, wouldn't it be cool if instead of spawning as Franklin in Franklin's house, you could instead, say, I don't know? Actually spawn as your own character, in their house. Or maybe, instead of switching to Trevor and your camera panning down to him being pursued by the LSPD, you could switch to one of your other characters, and "Google Earth" down to them being the LSPD. LSPDFR 0.4 introduces a fully functional GTA Online Apartment to single-player, complete with transition sequences, working interactions and more Steve Haines than you can handle. It's not just that, though, we really wanted to dial it up. Having your own character, them having an apartment, switching, customizing, it's all cool, right? But you might be thinking, what's the point? These are "multiplayer features". And sure, LSPDFR is and most likely always will be a single-player mod, but that doesn't mean we can't think outside of the box every once in a while. Recently, @Cyan, in addition to all of her work on the website, has also been developing an all new framework called LSPDFR Sync. LSPDFR Sync lets you connect up to your LSPDFR.com account in-game, and you can then synchronize your LSPDFR characters with your LSPDFR.com profile. To top it off, we've brought back statistics too. Ever wanted to know how many shots your character has fired? It's as simple as taking a look at your character's profile on the site - which, we should add, you can actually edit. LSPDFR Sync provides all-new, seamless connectivity with your LSPDFR.com profile. And frankly, it doesn't even end there. When I said before that we wanted to dial the immersion up to the max, I guess I lied. What I actually meant to say was that we'd just ripped the dial clean off the controls, strapped it to a rocket, and sent the damn thing up to the moon. Not only can you now create a character, customize them, share them, spawn as them... You can actually do things as them too! Like, actual game things. Ever wanted to run the triathalon as your LSPDFR Character? Now you can. Or, how about practicing with your sidearm down at the range? Yep, got that too. Simply want a can of sprunk from a vending machine? No problem. With the introduction of a new innovative system by @LMS, it's now possible to do many of the single-player minigames while playing as your LSPDFR Character. Of course, with the Character system, and all of the features that come with it, being such a huge part of LSPDFR 0.4 it'd be easy to forget that this is a police mod. Indeed, I think we almost did given the grotesquely gargantuan amount of work that has gone into it. Fear not, though, as we have also been working on some incredible new gameplay features too, including massive improvements to interaction with suspects and people that you arrest. LSPDFR 0.4 introduces, in a game-changing way, the ability to take hold of and drag arrested suspects. Yes, we know that there's some great API mods which have held the fort, and we're grateful for that, but this is something we wanted to get absolutely right, and indeed, we think the result is simply stunning. The possibilities are pretty far-reaching too and encompass just about everything from shoving suspects up against cruisers, to personally escorting them into their cells. No, these aren't cutscenes. No, they're not edited screenshots. With 0.4, this is real.244 points -
LSPDFR 0.4 - Announcement + First Preview
LSPDFR 0.4 - Announcement + First Preview
eBakedPotato and 211 others reacted to Sam for a post in a topic
212 pointsBeen a while, huh? You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes: there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well. And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see. So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself. But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it. While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them. Of course, with that being said, there's still a lot of new stuff crammed into 0.4! With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :) Aside from the cool little additions like this, though, the major theme of 0.4 is Character. Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR. There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too. And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant. With 0.4, this separation is gone. No, these shots aren't taken from GTA Online. This is our own, fully-featured, LSPDFR Character Creator. Of course, we'll talk more about the new Character features in LSPDFR 0.4 later. The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to. Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether. Officer Ronson and his clones obviously couldn't make it to the flashlight party. Stay tuned! We'll be sharing more about 0.4 soon.212 points -
LSPDFR 0.4 - Ambience
LSPDFR 0.4 - Ambience
Charles Charmichael and 130 others reacted to Sam for a post in a topic
131 pointsThis is the fifth and final part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/ One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years. Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail. More Realism Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world. Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay. In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently. As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right. You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all. Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic. Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun. Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer. These adjustments to the game's core apply in a number of other cases too, of course. We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure. Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it. All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge. And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints. Our changes are at a much lower level and offer us a higher degree of control on a per-character basis. This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols. New Interaction Menu Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4. Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist. Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood. Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones. The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion. Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all). Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example. New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc. Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4. Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different. Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers. It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light. If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest. The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod. Ambient Crime In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops. Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these. Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game. In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example. In LSPDFR 0.4, as a result of some research by @LMS, we've now been able to implement the same system, but for NPCs instead. This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations. Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol. Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation. Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0. Thanks for reading the preview. We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.131 points -
LSPDFR 0.4 - Now Available
LSPDFR 0.4 - Now Available
Mega9 and 129 others reacted to Sam for a post in a topic
130 pointsFirst time playing 0.4? Check out our new getting started guide for LSPDFR 0.4: https://www.lcpdfr.com/wiki/lspdfr/04/getting-started/ About a year ago, we announced the development of LSPDFR 0.4. We said it was big, and we said it was different, but I honestly don't think any of us quite imagined just how big and different it would turn out to be, nor how much of a challenge it would be to take the concepts and ideas that we had and turn them into reality. Still, here we are. Thousands of changes later, we're here. Everyone on the team is delighted to announce the first public release of LSPDFR 0.4, available now. LSPDFR 0.4 brings sweeping changes which have been implemented over a number of years, so much so that we're not able to provide full release notes. Instead, we've put together a number of resources, new to LSPDFR 0.4, including a 'wiki' and a collection of more in-depth guides. Note as well that because of this - the sheer number of things that have changed - there will be issues. We've put over two months into testing 0.4, and we've made hundreds of fixes in this time. Still, there's undoubtedly going to be things that we've missed, or things that simply can't be tested in a controlled environment. This is a big release, and we wanted to do right by all of you by getting it out as soon as we can. With that being said, I'll shut up now and let the mod speak for itself. LSPDFR 0.4 Page: https://www.lcpdfr.com/lspdfr LSPDFR 0.4 Wiki: https://www.lcpdfr.com/wiki/lspdfr/04 Note that we strongly recommend installing LSPDFR 0.4 for the first time on a clean copy of Grand Theft Auto V with no other mods or plugins.130 points -
LSPDFR 0.3 Announcement + First Preview
LSPDFR 0.3 Announcement + First Preview
JohnBart and 122 others reacted to Sam for a post in a topic
123 pointsAfter a short break from the non-stop development of the first couple of versions of LSPDFR, we're really excited to officially announce the next installment in the series - LSPDFR 0.3. As you might have come to expect, LSPDFR 0.3 takes strongly after its predecessors, introducing a big bunch of groundbreaking new features and gameplay. With actually only a few weeks of development, it is amazing how far this next version of LSPDFR has come, and the extent of fresh, new content and possibilities that it offers. You asked, we listened. Arresting suspects has been drastically improved, especially with the brand new addition of interactive cuffing - no guns required! With 0.3, we've taken the time to rebuild some of the core mechanics of the modification, particularly as it comes to arresting suspects. With a brand new interactive system, you can now easily and seamlessly place stopped suspects in handcuffs. The animations for this are incredibly fluid, as is the way in which the process works, with interactivity being a key component. In 0.3, when you arrest someone, there's a very tangible feeling of control - a massive improvement from earlier versions where, due to a reliance on normal playback, it could often feel as though you had been taken out of the game as you waited for an animation to finish. The Vapid Police Interceptor makes its LSPDFR debut in 0.3. Well, with our entirely new and seriously powerful XML based backup unit customization, so does every other vehicle (and ped) in your game too! We'll be sharing more about the features and changes in LSPDFR 0.3 over the next week or so, as we take a more in-depth look at what 0.3 brings to the table, including the full Downtown Police Station interior, amazingly improved interaction with suspects, and much more!123 points -
Open-Sourcing Albo1125's Mods & 'Retirement'
Open-Sourcing Albo1125's Mods & 'Retirement'
Michael21107 and 108 others reacted to Albo1125 for a post in a topic
109 pointsDear all, As many of you will have noticed, my activity in the LSPDFR scene has decreased significantly over the past few months. There are many reasons for this, the details of which I won't bore you with. It mostly comes down to being busy with other things in my life, as well as LSPDFR becoming less interesting for me having played it for so long and the introduction of frameworks allowing modded GTA5 multiplayer environments. How times have changed since when I joined the community in 2015, from me taking an interest in learning to code in C# to having multiple plugins released on the site. It's been one heck of a journey here. I recall well the first 'mod' I uploaded for the LSPDFR community, which was called 'More Jail Points' at the time. This was first published for RAGEPluginHook 0.20. This later evolved into 'More Jail Points & Prisoner Transporter' and is now known as the all-so-familiar Arrest Manager. When I was contacted by @dbock1989, who was so enthusiastic about my More Jail Points & Prisoner Transporter plugin at the time, I couldn't quite believe it. He had been so kind as to create a variety of images related to the plugin (see below)! It frankly couldn't have been a more exciting moment at the time and, alongside other overwhelmingly positive and welcoming feedback, served as a major motivation factor for me to continue learning to code and create plugins. Following this, I was looking to give more purpose to the LSPDFR traffic stop system. And so, Traffic Policer was born - a plugin originally intended to add a few ambient events related to traffic offences. This has now grown into one of my most feature-packed plugins to date. By this time, some YouTubers started using my plugins in their videos. Not only was this a great way for me to obtain feedback on my mods' user experience, I also watched @Zachary Houseknecht with great pleasure while my ANPR Hit AI lit many of his police vehicles on fire... An absolute howler: https://youtu.be/4D8HshZzWMQ?t=606 Some weeks on and Assorted Callouts was next in line. This was originally created out of a callout idea by @CaptainSugarFree and turned into what is now known as the Pacific Bank Heist. This took about 4 weeks of intensive development to fully complete (and am I shocked at the code quality looking back at it now... works though). As the first of its kind, the callout featured voice-overs and an intense, detailed SWAT based LSPDFR callout. I was incredibly proud for this to be featured on @Jeff Favignano's channel and I see now that the video in question has amassed over 1.9 million views... breathtaking. https://www.youtube.com/watch?v=eIXKvUyzylA Moving on again. At this point, @FinKone had managed to get me into YouTube. After having released British Policing Script, longing for an LSPDFR experience closer to home for me, many longed a version of the plugin for international and American users to incorporate the traffic stop improvements and a court system. With that, I released LSPDFR+ by doing my first ever YouTube live stream, which was quite the experience. After this, I released Siren Mastery, PoliceSmartRadio and a variety of other tools and smaller plugins. Many hours of coding, effort, stress, giving support and obtaining feedback had been put in by this point. I was absolutely chuffed to then achieve one million downloads on my published files... This figure has since risen to over five million. Following some negative coverage of LSPDFR in some of the Australian media, I'm also very happy that Wired UK decided to publish an overwhelmingly positive article on the whole GTA5 police modding scene: https://www.wired.co.uk/article/gta-5-mods-lsdpfr-british-police?utm_content=buffer9ca53 After PoliceSmartRadio's release - with the infamous April FoolsRadio download giving four thousand people a perhaps frustratingly good laugh - I placed the whole modding scene lower in my priority list. As mentioned previously, this has since been pushed far further down. Some thoughts on the community's development over time I would describe the LSPDFR community as healthy. @Sam @LMS and all the other contributors have created something very special for all the right reasons and this is largely reflected in the attitudes of the staff & moderation team and community members. With publishing mods on a popular website like this, unfortunately, comes some drama and negativity - and while I have not always agreed with the way and speed the moderation team dealt with my reports relating to me and my work, they have done a good job overall. The few issues that I experienced were all resolved. From my experience in the plugin side of the modding scene, this continues to be the case now. One thing I noted during the months that passed is that both experienced but particularly newer modders are now frequently treated with disdain in the scene. The modding scene has grown massively since when I first started and unfortunately, in this area, it shows. Everyone starts somewhere and the fact someone is spending their free time creating something for all of you to download, for free, has become massively underappreciated and taken for granted. Sure, a new modders' release may be full of bugs and be nowhere near as feature-rich as more developed plugins, but this takes time to solve. Had I received the negative feedback I've seen on many a new modder's release page back in 2015, you can rest assured I wouldn't have continued my development here. When providing feedback, by all means, point out the issues, but do so in a friendly, constructive manner, not in an entitled, toxic one. Have a look at the first few comments on my Arrest Manager download page to see what that is like - this was a major factor for me to consider continuing development! It is essential for the development of the LSPDFR modding community that this attitude is changed back to what it was in the 'good old days'. With all that said, I also hope the release of LSPDFR 0.4 kicks a breath of fresh air into the now somewhat stale core LSPDFR modification. With over 2 years having passed since the latest update of the core modification, I'm sure we all agree that an update would be a very welcome step. From the various preview posts released by the development team, it looks that we all have something great to look forward to there. 'Retirement'? So does that mean you're permanently done with the LSPDFR modding scene? No, but I won't be actively developing plugins for LSPDFR any more. To be fair, nothing's really changing much now compared to the past few months. I intend to remain as a member of the LSPDFR Testing Team and I'm sure I'll be drawn back in at some point to explore some of the new development options in the 0.4 API. I'll also stay around on my discord and occasionally the forums and I intend to continue publishing occasional videos on my Youtube channel. If my time and motivation levels allow, I may publish some minor updates to my current mods before 0.4 is released. The fact remains, however, that I would currently classify myself as 'inactive' in the scene. With so much other stuff going on, I simply don't have the time to commit that I used to. It would be a pity to say the least to let all my work slowly deteriorate and waste away. Therefore, I've decided to publish the source code to some of my plugins to https://github.com/Albo1125/. At the very least, I would like it to be a learning resource for other ambitious plugin developers in the scene. At best, I hope other developers will take it upon themselves to improve the code where necessary (yes it is very necessary!) and create pull requests to share those improvements. These can then be merged and released, with credits obviously included for contributors. Back when I started developing for LSPDFR, very few learning resources were available bar the great example project by @LukeD . This hasn't really changed since, despite the creation of the LSPDFR API repository by LMS (https://github.com/LMSDev/LSPDFR-API) and some posts aiming to document the LSPDFR functions by myself in the API development subforum. A noteable step was the creation of the LSPDFR Developers Discord server thanks to @Stealth22 A full post with current development resources can be found here: I'm planning to publish the source code to a number of my plugins one-by-one to improve this and give something to the community: Arrest Manager: https://github.com/Albo1125/Arrest-Manager Assorted Callouts: https://github.com/Albo1125/Assorted-Callouts Albo1125.Common: https://github.com/Albo1125/Albo1125-Common Traffic Policer: https://github.com/Albo1125/Traffic-Policer LSPDFR+: https://github.com/Albo1125/LSPDFRPlus British Policing Script: https://github.com/Albo1125/British-Policing-Script By no means do I claim that any of the code I post is perfect or amazing - on the contrary, far from it. With the experience I have now gained, reading through some of my old code makes me want to tear my hair out. This is only to be expected, though - most of my plugins were created as part of my learning experience of C#. Prior to this, I had no coding experience or knowledge. It's fascinating to see how the quality of my code has evolved over time by looking at my various different plugins in order of initial release date. Wrapping up. I hope this post provides some clarification and closure for those of you wondering where on earth I've been over the past few months. It's been an absolute blast and a pleasure. To all of you who were a part of my journey here, thank you.109 points -
LSPDFR 0.4 - The Technology
LSPDFR 0.4 - The Technology
theultimateabel and 105 others reacted to Sam for a post in a topic
106 pointsThis is the third part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview So, this article is a little bit different than most. Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code. While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to. The Crime System To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System. The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in. This is back in LSPDFR 0.4, but with a big twist. The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over. Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it. This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime. The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols. The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear! Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect. This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle. Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually. Scenarios Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios. In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world. In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops. This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop. Perhaps they exit their vehicle while you're approaching? Do they have a weapon, or are they just angry and complaining? From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR. The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios. Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR. The scene after an escaped pursuit suspect's burned out vehicle was located. Artificial Intelligence Finally, in 0.4, we've re-worked a lot of our artificial intelligence. We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS Stay tuned for more news about 0.4, coming soon.106 points -
LSPDFR 0.4 - Pursuits & Intervention
LSPDFR 0.4 - Pursuits & Intervention
theultimateabel and 96 others reacted to Sam for a post in a topic
97 pointsThis is the fourth part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/ It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated. LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod. As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult. Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements. Pursuit Interaction Menu Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop. While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious. In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force. With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever. The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage. The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews. So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase. If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable. With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business. Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below). And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home. Pursuit Intervention Techniques As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits. Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit. Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too. So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver: Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4 YouTube version: https://www.youtube.com/watch?v=TiFFFho3hd0 As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option. If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking. A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver. Air Support Throughout the history of our two mods, air support has always been a touchy subject. For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines. In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action. With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters. Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area. They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them. A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot. Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target. In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly. When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings. Not a helicopter, but just in case you were wondering what happened to the guy pictured above... This, though, definitely is a helicopter. It's also not flying at street level! As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.97 points -
LSPDFR 0.4 - Epic Customization
LSPDFR 0.4 - Epic Customization
eBakedPotato and 95 others reacted to Sam for a post in a topic
96 pointsThis is the second part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map. Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now. Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies. As such, we wanted to find a way to bring these in to LSPDFR. So, forget just rolling the ball. With 0.4, we're hoping to hit it clean out of the park... LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas. Custom Agencies One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game. LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking. Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with? LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too. The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add. Patrol Areas Of course, what good are a bunch of custom agencies if you don't actually see them? 0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas. With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage. Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup. Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too. You'll now see your agencies actually patrolling in their designated areas. Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat. And not just any cops... your cops! Police Stations In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR. Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too. Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it. This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency. Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired). The Davis Sheriff's Station, all grown up... It looks a lot better now with the right people outside! Outfits & Inventories For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too! If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props. And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters. With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves. It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition. Putting it all together We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire. To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others. There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4. Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above. We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon! Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis. No smart captions here - we just thought this looked cool ;] Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.96 points -
Our Response to Channel 7 News
Our Response to Channel 7 News
Xplorer4x4 and 92 others reacted to Sam for a post in a topic
93 pointsChannel 7 News in Australia ran a story regarding LSPDFR yesterday, misrepresenting that LSPDFR and other modifications are used as a simulation for killing police officers. This has since been picked up by other media outlets, as well as the gaming press. Obviously, this simply isn't the case, and you can read our statement regarding this matter below.93 points -
Our Community - What we stand for & How to get involved
With all the talk about LSPDFR 0.4, it's been a little while since we've provided a general update on our community. Of course, LSPDFR 0.4 is our main priority at the moment and we'll have more to say about it shortly, but we thought it important to also address and announce a couple of things regarding our community. What our Community stands for Before anything else, I'd like to take a moment to reflect on who we are, as people that run this website, and as a community. LCPDFR was founded, back in 2009, simply because I thought it'd be a fun thing to do. To play as the police in GTA IV. It was an idea, ambitious for its time, and nothing more. I worked on LCPDFR because it was fun, I published it because I thought others might also enjoy it. LCPDFR has come a long way since then, it has evolved from one person's topic on a forum, to its own website, to its own forum, to its own community. We've spanned two games, our reach has grown massively, our community is approaching 300,000 registered members. The amount of work that goes into developing LSPDFR alone is staggering - the time that we've spent on it is measured not in days, weeks or months, but years. Likewise, the effort required to keep our website online is vastly underestimated - in the past month we've served around 30 terabytes of download traffic alone, and have done all of this despite persistent, targeted denial of service and hacking attacks against us. To put this in context, if you were to serve 30 terabytes of data through Amazon Web Services, it'd cost you $3,000 a month - and that's just one month of download traffic. Why do we do this? Because it's fun. We love developing our community, we love developing our mod, and we love that other people - complete strangers, from all over the world, from countries you've probably never heard of, from all walks of life... we love that they love LSPDFR. Our community has achieved incredible things: we've created an entire gaming phenomenon and we've developed things that nobody ever thought would be possible. Our members have done more than simply play games or make mods: we've fought hand-in-hand against corporate giants (and won), we've transformed peoples' entire lives by sparking new careers and we've been covered everywhere from massive YouTube channels to mainstream media publications. Heck, we've even triggered out of touch government ministers in Australia. That's not the whole story, though. Sometimes we are the story. Sometimes we make mistakes. We've had catastrophes, like the time where we had a hyped countdown on the website only to reveal a private testing version of LCPDFR that nobody could access. Our first ever livestream had to be rescued by Steve and Jeff after it started with Prophet driving a train around Los Santos and infamously stating "this is not the preview for LSPDFR 0.3" while our community manager could do nothing but watch helplessly after being accidentally disconnected. We've messed up releases, we've announced things too quickly, and sometimes we've not announced things at all. Yet, despite all of this. Nine years later, we're still here. We're still making mods, we're still developing this community, and we've stuck true to our principles the entire time: Our community is open to all. We treat members equally regardless of their status. Everything is completely free of charge, with no catches. Why? It's not about fame, it's not about money, it's not about status. It's about love. We love LCPDFR, we love LSPDFR, and we love our community. We don't think that modding should be hidden in private Discord servers. We don't think that modding should be something people pay for. We don't think that modding should be an ego boost. We just think that modding should be fun. It should be open, and it should be free. That's what we stand for, and that's what we do. How you can get involved Last year, we opened up applications to join our Community Team for the first time. This resulted in a couple of new faces joining our moderation team and upon reflection, we think it's a good change in approach from previously handpicking staff members ourselves. We've decided to open these applications again, and would invite anyone who is interested in volunteering some of their free time to moderating our community to apply by following the link below. Our volunteer Community Moderators are a vital part of everything that we do, and it wouldn't be possible to maintain the community without them. To find out more and to submit an application, please visit: http://lcpd.fr/staffapp92 points
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LSPDFR for GTA Enhanced now available for Insiders: a short update
LSPDFR for GTA Enhanced now available for Insiders: a short update
killercopz and 85 others reacted to Cyan for a post in a topic
86 pointsStatus Updates LSPDFR for Enhanced We're very excited to announce that LSPDFR Enhanced, after months of development and testing, is now entering the next phase of the development process and is now available to our Insiders. We are deeply grateful to everyone in our staff team and closed testing community for their feedback and support that have brought us to this point. The current build is largely stable, though a handful of bugs remain and we are not yet feature complete with Legacy. Development is advancing quickly, and each new revision brings us closer to a fully polished release. Several community members have asked whether the Legacy edition will continue to receive attention. Both RAGEPluginHook and LSPDFR have been engineered to accommodate the Legacy and Enhanced branches side‑by‑side. With most of the heavy lifting complete, our goal is to roll out updates to both editions in parallel. As soon as we’ve smoothed out the last few wrinkles and made sure everything runs flawlessly, we can’t wait to roll out LSPDFR Enhanced to everyone. The new LCPDFR.com Work on the redesigned LCPDFR.com is progressing steadily. The site and its companion, RDR2Mods.com, run on the same underlying codebase. An early version of the community upgrade is already live on RDR2Mods.com, allowing us to gather real‑world feedback, refine new concepts, and further stabilize the platform before bringing the enhancements to LCPDFR.com. We thank you all for your patience and continued enthusiasm, and hope to share even more with you soon.86 points -
LSPDFR 0.2 Delay Update - 13 July
LSPDFR 0.2 Delay Update - 13 July
Officer19and 81 others reacted to Sam for a post in a topic82 pointsTo follow on from the previous update I posted yesterday, we're still hard at work preparing LSPDFR 0.2 for release. At this time, it would appear that all issues caused by the latest update to GTA V have been resolved. Indeed, I spoke of the problem and its solution in more detail in the previous update regarding 0.2. Unfortunately we're still experiencing issues with LSPDFR 0.2 which appear to be unrelated to the recent update and more of a problem with the modification itself. These are in the form of script crashes that some, but not all, have encountered during pursuit testing and this is something we've been looking in to. Unfortunately this seems to be quite a tricky problem to find as different users are experiencing different results. Nonetheless, I'm hopeful that we'll find the problem and resolve it relatively soon. While LMS has been hard at work debugging most of our issues (both the ones caused by Rockstar's protections and ones of our own making), I've taken advantage of the extra time to add more polish to LSPDFR 0.2, and even introduce a new feature which I know will be very popular. To complement the police computer in a vehicle, here's a sneak peek of the equivalent system on foot: Bear with us as we work this out. I guarantee you that LSPDFR 0.2 won't disappoint.82 points -
LSPDFR & RAGE Plugin Hook Enhanced and Upcoming Site Upgrades
LSPDFR & RAGE Plugin Hook Enhanced and Upcoming Site Upgrades
Kuttroat2x and 79 others reacted to Ben for a post in a topic
80 pointsLSPDFR & RAGE Plugin Hook Enhanced and Upcoming Site Upgrades We're excited to share the latest updates on projects bringing LSPDFR and RAGE Plugin Hook to GTA 5 Enhanced Edition alongside refreshing our entire website - with new features, a new design and a more fluid experience. LSPDFR & RAGE Plugin Hook Enhanced With the recent release of Grand Theft Auto V Enhanced Edition @LMS has been working on porting RAGE Plugin Hook. While still in its early development stages, RPH is now successfully running on the Enhanced Edition with most of the basic features working, including running small plugins and DX12 rendering. In addition, our biggest LSPDFR update ever is currently in closed-beta testing and we hope to have more news on it soon. Below are some screenshots of these previously console-only vehicles being spawned through RPH in the Enhanced Edition. RPH running on the Enhanced Edition. RPH on Apple Silicon As part of the port to the Enhanced version and DX12 support, we have streamlined some core systems, now allowing RPH and LSPDFR to run on Apple Silicon. We're still addressing performance issues and visibility concerns before considering a potential future patch. LSPDFR and RAGE Plugin Hook running on a MacBook M4. Website Platform Update and Invision Community 5 We're in the early stages of migrating from Invision Community 4 to 5, which will transform our entire platform. This update combines rewrites of Invision Community core features with rewrites of our own software to provide users with a faster and cleaner experience. Community members will enjoy a fresh design and responsive theme that follows your OS dark mode decision. On top of this, substantial effort across the board has been made to fix performance issues. Most of the changes to our new platform are behind the scenes, but the most visible improvement you'll see, apart from the general design change, is the new editor. This new editor comes with many improvements and is easy to use. It also introduces some new features, like Content Boxes, that will make structuring mod download pages a little bit better. We hope to provide further updates over the coming weeks and months as we prepare this for release. In progress development of our new platform using mock data. The new editor, showcasing the Content Boxes feature.80 points -
LSPDFR 0.4.2 - Coming Soon!
79 pointsHot off the release of LSPDFR 0.4 a couple of months ago, we're upping the ante with another update which brings not only sweeping improvements to the LSPDFR 0.4 API, but also some unique features which have long been requested. Originally, the plan was merely to release 0.4.2 as a quick follow-up to 0.4 and 0.4.1 - just simple fixes and changes, plus the API improvements to help developers make the most of 0.4. Necessary changes, but not really cool enough, right? So, with that in mind we took a little time to dig back into the archives of LSPDFR and revisit some of our old concepts and ideas. Now, while some of these are actually in the mod - they're most likely either tucked away as 'easter eggs' or just disabled because they weren't quite right. If you're a connoisseur of traffic stops, for example, you might've noticed that occasionally the unexpected and oh so demoralizing experience of pulling over a federal agent hits you right in the feels as they arrogantly flash their shiny badge, tell you where to stick your comparatively less shiny badge, and drive off. (If you haven't seen this before, here's a video: https://www.youtube.com/watch?v=HNOxZR2ak0M) Originally the plan was to add this as a feature for players to use, but it just didn't quite fit in with 0.3, and we had some trouble with the animation not being quite as fluid as we'd like. That was then, though, and given that you now play as your own character both on and off duty, we thought it'd be a bit of a must-have now, so we've tidied it up and are introducing it as a player action in 0.4.2. With one quick glance at the shimmering shield, her problems are suddenly your problems. (Note, a custom badge model is shown instead of the default FIB one - you will be able to define custom models to use on a per-agency basis) Now, not only does this look exceedingly awesome, but it serves a practical purpose too. Available both on and off-duty, showing your badge will clear any wanted level and may also instill the fear of the law in nearby citizens, potentially de-escalating the otherwise unavoidable confrontations that flare when you walk around Mirror Park without the latest iFruit phone, for example! Of course, that's not all. Continuing with the idea of adding things that are just generally cool, we know that people have wanted a ballistic shield feature in LSPDFR for quite some time. Sure, you can spawn one with a trainer or download another mod, but it's just not quite the same is it? We thought it'd be particularly sweet to have it at your fingertips instead, fully integrated with LSPDFR, ready to kick some butt. As if being Frank Tenpenny isn't cool enough... Our ballistic shield, accessed from the Interaction Menu, uses our new animation system in 0.4.2 which we think looks absolutely gorgeous. There's also the freedom to switch between Stealth and Action mode which will vary your pose accordingly, compatibility with most weapons and the potential for future AI support. Oh yeah, did we mention you can actually arrest people at gunpoint while holding a freaking shield?! Keep your eyes open for LSPDFR 0.4.2, coming soon.79 points
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LSPDFR 0.3 - Downtown Police Station
77 pointsThis is the third part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the second installment in this series here: http://www.lcpdfr.com/forums/topic/55363-lspdfr-03-backup-customization Perhaps one of the hottest talking points about LSPDFR, even way before the modification was released, was the question of if and how LSPDFR would make use of the new police station interior in Downtown Los Santos. Indeed, while we attempted to incorporate the interior into the earliest versions of the mod - we were only really scratching the surface as to the potential it holds. Back then, there was also no way of unlocking the expanded version of the interior featuring the locker room, briefing room and downstairs areas, which always acted as a further limit to any plans we had for it. The exciting news is that with LSPDFR 0.3, the entire interior is unlocked and open for exploration, and this is where the fun really begins. We've made a big effort to make the station come alive, much like we did the lawyers office in LCPDFR, but on a much larger scale. Now, while to go into great detail about all of the new scenes and scenarios in the station would be telling, you can take a look at a couple of the screenshots provided to get a mere taste of the sights and sounds of the Downtown Police Station. The cool stuff we've put in with the Downtown Police Station doesn't end there, though. To allow for maximum immersion, you can now actually walk into the locker room and directly go on duty from inside, without any loading screens. By simply approaching the lockers and hitting a key, the camera will seamlessly transition to give a view of the player, with the familiar character selection menu appearing shortly after. Continuing with this theme, LSPDFR 0.3 also introduces a great deal of new functionality for dealing with arrested perps. We'll cover most of this in the next installment of this series, but for now be safe in the knowledge that 0.3 lets you actually walk inside and drop-off your prisoners directly inside the cells. Plus, for those of you looking for the authentic southern Californian law enforcement experience, you can quite literally throw your prisoners down the stairs on the way there! Of course, on the topic of arresting people, there's so much more that we could show you, but that'd maybe be a little too much awesomeness to take in for one day. Instead, stay tuned for the next part of this update series - you won't want to miss it!77 points
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The road ahead: 2013 and beyond (LCPDFR, ELS.Net and more)
So, I was thinking that after a day of April fools jokes and such that perhaps a few people would appreciate some real news regarding our community, LCPDFR and our plans for the future. I used to do something like this at the beginning of the year however we were a little sidetracked and honestly didn't have much news that we were ready to share - something which has changed considerably. The first thing that I want to say is that right now, as I speak, we're actually in the middle of a huge surge in popularity, traffic and activity and although the numbers are still a little rough, I can quite confidently say that the past few days have been our most active ever. Yesterday alone we saw over 400 registrations - a phenomenal number for one day. Today, we've had 414 so far. Put simply, we're doing our biggest numbers ever and as the guy that sat for years and watched this project grow slowly, the past few days have been really exciting for me. We have now surpassed GPM in total member count, which I'm pretty sure was the only thing that was left to surpass them on. Indeed, just a year ago when we really started to expand and grow I don't really think anyone expected that we'd do so well in the long term. Back at the time, we understood the surge of traffic, all the new content and our sudden boost in popularity, but we didn't really think that it would continue that way - we thought of it as something that would come and stay, or even go, but certainly not come and then keep coming and coming (don't read that the wrong way please!). Back in late summer 2011, all I could hope for was that we could be a viable and progressive alternative, and now I feel pretty silly for setting my expectations so low. On the subject of all this development and activity, 2013 is shaping up to be quite a big year for us. Aside from the blockbuster release of GTA V later on in September, there's a lot more going on closer to home with the recently announced ELS v7 coming out, for the first time ever on LCPDFR.com, in a little bit and also with LCPDFR and another project I've been working on for the past couple of months in close collaboration with Lt.Caine and LMS. Basically, as a lot of you will know, I've always wanted to make a lighting system that's a decent alternative to ELS. Years ago I put out a small and unfinished script called Illumination which used GTA IV's native method to draw light coronas in the game world, making a decent LED lightbar and an absolutely horrible traffic advisor. This didn't really go anywhere because of how bad it was, the complications of the whole thing and the popularity of ELS at the time. A while back I decided to revisit it, and didn't really get much closer although I did come up with some ways of making things look a whole lot better but nonetheless it was scrapped and forgotten about. The real breakthrough came early this year, however, when Lt.Caine sent me a message after something like 2 years of being away. After a few days, we had a basic plan put together, which brings me to the first announcement I have for everyone: Emergency Lighting System (ELS) Dot Net ELS Dot Net is a special version of ELS, running on the .Net Framework and being developed primarily by myself. It is a corona based system, like a few of the ones that have been shown of recently, although it has several key differences: Fully customisable and distributable patterns and vehicle configurations The ELS interface everybody knows and loves Several different light types, such as LEDs and halogen bulbs Realistic rotator lightbar emulation (with rotating beacons and environmental lighting) Built-in visibility checks for coronas shining through solid objects and such AdvancedHook integration for flashing headlights and taillights (agan, these are customisable) I hope to get some video of some of the cool features of ELS.Net released in the next week. The next thing I want to address is LCPDFR, and where we're headed with it. For the past few months, LMS has been really hard at work with the mod, doing his best to write a whole host of new systems for it which I'll talk about a little later on this year - most likely in a couple of months. All of our development energy and focus as far as LCPDFR is concerned has, however, been directed towards these improvements which I suppose you could describe better as a complete rewrite, because that, to be quite frank, is what they are. We wanted to go further with the mod in the sense that instead of adding new callouts or pursuit features, we wanted to make the very core of it much more powerful and easy to build on. After many months, we're finally almost there with almost all of the features of the ever elusive 0.95 RC3 ported over and re-worked for the new engine. I thought that instead of waffling about the things LMS has been doing, it would be better to briefly list some examples of the new functionality present: PedIntelligence class - it handles AI for peds, meaning that now instead of people not giving a damn that you're pursuing a highly armed suspect right in front of them, they'll actually notice and care about it! Pursuits - We have some really powerful stuff for all sorts of chases, both in cars and on foot. Instead of using ranges and distance checks, officers can now lose sight of the suspects, and if they do, will spread out and search a perimeter like in real life (helicopters are really useful now). Drastically improved Police AI - Suspect with a gun? Cops will start shouting at him to drop it. Misc. Improvements - New tasks for things like pulling over (they do it a lot better now), ability to get the side of the street that a vehicle is on (useful for traffic stops) and full support for controllers. All in all, we're trying our best to make the next version of LCPDFR (which is most likely going to be 1.0) as powerful as we can given our limited resources not to mention all of our other commitments. I'm sorry that it has taken this long for us to provide some concrete information about the state of the project - we've just been incredibly busy with all sorts of other things and only a few weeks ago were we anywhere near certain of what direction we were headed in with it. That being said, the one thing I can say with confidence is that you will see a release of LCPDFR this year, unless of course LMS gest run over by a bus or something and my screen spontaneously combusts sending highly charged lethal glass shards through my body, but that won't happen hopefully! To conclude, I'm feeling really optimistic about the next 8 months. I think we've got a lot of exciting things on the way and from what we can tell, we're obviously doing something right on the community side of things given our recent statistics. I think we've all proven that LCPDFR, both the mod and this awesome website, has been nothing short of a total game-changer. On behalf of the entire team here, I'd like to thank everyone for their continued support, even after 3 and a half long years. We've really made something special here, and it's not going to stop anytime soon. Sam.72 points
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LSPDFR 0.3 - Backup Customization
LSPDFR 0.3 - Backup Customization
deleteduser and 66 others reacted to Sam for a post in a topic
67 pointsThis is the second part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the first installment in this series here: http://www.lcpdfr.com/forums/topic/55130-lspdfr-03-announcement-first-preview/ In spirit of keeping up to date with the most hotly requested features for future versions of LSPDFR, customization of responding police units simply had to be near the top of our list. LSPDFR 0.3 introduces an all-new Backup XML file which lets you customize, in great detail, just what kind of cops and vehicles LSPDFR should dispatch for each of the seven in-built backup types. (The eagle-eyed among you are probably thinking "but wait, there's only six types". Not anymore!) I like planes. Now, LSPDFR likes planes too. The power of this new XML based system is absolutely unparalleled to anything we've ever had before in LSPDFR or LCPDFR, and also allows much, much more refinement than traditional .ini configuration files seen in other modifications like ELS. Presented in the same sort of format as many of the data files in the original game itself, we hope it will be super easy to use, too. With this new feature, you can precisely choose: The vehicles that respond for each backup type (and you can have as many as you like). + Vehicle liveries (on a per-vehicle basis) + Minimum and maximum number of occupants (again, for each vehicle) The peds that respond for each type (again, as many as you please).+ Ped component models (for each ped) On top of this, you can do the above customization for each of the four distinct areas within the game: Blaine County North Yankton Los Santos Los Santos County That's right, this means you can now finally have different units operating all four different areas. Plus, if you're feeling particularly adventurous you could actually think of each of these areas as being a different entity entirely with their own state, local, SWAT and air units. There's really very little in terms of limits as to what you can do with this exciting new system. Oh yeah, it doesn't even end there either. With 0.3, an all-new unit type has been added which, for the first time, lets you call for emergency medical services. Furthermore, unlike the regular medics in the game, medical units dispatched by LSPDFR will actually attempt to treat injured pedestrians. Just one more thing... As if completely configurable backup units and the new medics weren't enough, we also managed to make a few improvements to the way in which units arrive at backup requests. This means you can have scenes that look almost like they're straight out of a cop movie, without the trainer.67 points -
LSPDFR 0.2 - Stun Guns & More
LSPDFR 0.2 - Stun Guns & More
ChristmasTree and 66 others reacted to Sam for a post in a topic
67 pointsThis is the final part of our LSPDFR 0.2 preview series. For more information about the changes we're making with 0.2, take a look at the previous installments in this series, found here:: http://www.lcpdfr.com/forums/forum/880-news-updates/ LSPDFR 0.2 not only goes some way in addressing a lot of the feedback we received as far as features were concerned, but it also includes a large number of fixes for issues reported to us. A full list of these fixes will be published with the release, although among the things we sorted out are many of the frustrations people had with arresting, as well as traffic stop suspects reversing into players and the problems with detecting vehicles for traffic stops. Aside from these fixes and the features we've already covered, there's still more to talk about. One of the big things that we saw people wanted was the return of the stun gun. Thankfully, with the inclusion of a stun gun in the game, this was quite an easy task unlike in LCPDFR. LSPDFR 0.2 introduces support for both the player and all AI officers to use stun guns. The AI support has been somewhat improved since LCPDFR 1.1, with more fluid animations and better mechanics in general thanks to the stun gun already being present in the game. Players are also now given a stun gun when going on duty, and we've been experimenting with AI configuration flags to make suspects tougher, so that they don't die after one hit - currently this works for all callout spawned criminals, and we hope to expand it universally. Stun guns make their return in LSPDFR 0.2, with player and enhanced AI support. Shown is an AI officer drawing his. One of the other main things that we've been experimenting with in 0.2 is audio. GTA V comes with a massive amount of police related audio which is fantastic, and we're looking to take advantage of this as much as we can. For 0.2, we've introduced a basic version of the Police Scanner seen in LCPDFR 1.1, with a couple of key differences: The weird clicking noises between sounds have been drastically reduced. More variations of audio lines are present. You will now hear other officers talk on the radio too. Of course, this is still very much an experimental system and we'll be looking to make extensions and improvements in future versions. As this is the final installment in this update series, instead of promising another article the next day, we'll promise something else: LSPDFR 0.2 - coming very, very soon.67 points -
LSPDFR Future Development
LSPDFR Future Development
Lowbob2109 and 65 others reacted to Sam for a post in a topic
66 pointsOverview 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 pursuitsNo calloutsNo suspect transporationNo AI managementNo ambient featuresAnd it crashed every 5 minutesThe 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.66 points -
LSPDFR 0.3 - "Busted!"
64 pointsThis is the fourth part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the third installment in this series here: http://www.lcpdfr.com/forums/topic/55644-lspdfr-03-downtown-police-station/ So, from the hundreds of thousands of videos on YouTube, the near half-million million downloads of the mod itself and the the fact we keep on smashing records, like when we had 5,000 of you crazy folk online at once, we've got this really small, tiny suspicion - and I'm just going on a hunch here - but we think you guys quite like to arrest people? If there's actually some truth to this wild guess, I'm very happy to tell you that we've got quite the new feature set for when dispensing your own brand of justice is necessary. Don't just take my word for it though, this is one of those occasions where a picture tells probably a lot more than a thousand words. As you can see, we've implemented a beautiful new gameplay mechanic for performing certain tasks which gives you real-time visual feedback in the form of a progress bar. The cool bit is that it looks like exactly like the user interface found in the original game, too. Now, instead of simply pointing a gun and pressing a key to arrest a suspect, you have to actually keep aim in their general direction while holding down said control. As you do this, the progress bar fills (and it does so really quickly). Now, we know a lot of people wanted to see the ability to arrest suspects on the ground, so the end result of a successful gunpoint takedown is a suspect laying flat on the floor, ready to be cuffed up. Oh yeah, we're just getting started... As you might be able to work out, the same new gameplay mechanic is then used for giving the gift of metal bracelets to your suspect, where you actually interactively apply the cuffs; progress meter filling in time with the animation. Not only is this system really cool, but it is also truly immersive - you have complete control over the process meaning that a sudden change in heart can be realised by simply releasing the control. This new system is pretty awesome, and we can't wait for everyone to be able to try it for themselves. Of course, all of this is a little bit mean so far. We've got people getting guns shoved in their faces as they are forced down to the ground and what not; wouldn't it also be nice to be able to serve up some justice with a friendly smile? We think it would be, so you can now arrest people without using any weapons at all through the way in which this new gameplay mechanic is now tied in with the Stop & Identify feature. When stopping pedestrians on the street, everything works as it did before: pressing E will bring up the same menu with the same options. One key difference, though, is that by merely looking at your target, then pressing and holding the same key, you can begin seamlessly cuffing them on the spot. The results can be quite spectacular. You've probably sussed that we really like this new mechanic by now, and we hope that you like the sound of it as much as we do. To seal the deal though, you can use the same process to release suspects from handcuffs now. It's as simple as walking behind them and pressing and holding the same key used to set them down on the ground.64 points
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Check out ELS for V!
Check out ELS for V!
goldencandy610 and 60 others reacted to Lt.Caine for a post in a topic
61 pointsHehe, it would probably be pretty great, especially since Albo is much more talented than I am. Regarding an ELS release, I know the long wait has disappointed and frustrated many. For this, I apologize. Please keep in mind, however, that there is nothing more discouraging in this context than to work on a modification for so long and yet still not get to share it with others. After all, the purpose of taking on such a large endeavor, is in many ways to watch others explore, enjoy and benefit from it. That said, why have we not been forthcoming with information regarding ELS? This has been a point of frustration for several members of the community, and understandably so. However unintentional the consequences may have been, the reason for this strategy was simple: nothing in ELS was--or is--set in stone. Throughout the development process, things have evolved, features have come and gone or been completely rethought. Even flash patterns have been redone about three to four times (that's hundreds of patterns!). Because ELS was--and is--constantly changing, an accurate picture of the mod could not really be conveyed to the public. We also wanted to strike a balance between reassuring the community that the mod was indeed in development, while not creating the type of hype that would result in people becoming impatient and ultimately frustrated. Perhaps that hasn't been entirely successful, in which case, I apologize. At this point, most of the core ELS features are complete. However, a release is not yet possible for several reasons: a few core features still remain to be coded (takedowns, for instance); several features are being polished; and, I am constantly on the lookout for more ways to squeeze things out of the game in order to provide ELS users and vehicle modelers with more options and a better experience. Furthermore, the recent developments regarding default siren ("carcols") configuration have provided a new avenue to explore for ELS. For instance, the entire "extra" method may be discarded and replaced with a new method using the "siren" parts. This is being explored, but is far from guaranteed. If it can be done, it would provide ELS with 20 individual lights as opposed to only 12, in addition to freeing up the extras to be used as random vehicle components--which, no doubt would be greatly appreciated. It would also mean more complex--and fun--flash patterns. However, this would also inevitably increase development time. Were ELS a mod like most others, it might have already been released. However, the issue in this particular case is that ELS requires vehicle models configured to a particular standard. The fear is that were ELS to change dramatically due to a new development after an initial release, that players and websites would be cluttered with a plethora of obsolete vehicle models and ELS vehicle configuration files. Not to mention the confusion this would cause, which has materialized in the past. Therefore, the idea is to build ELS to a point where subsequent releases will feature only minor updates that won't disturb the community. And hopefully that won't take too much longer. I hope this clears things up for most people interested in the development of ELS for V. I know it's been a very long wait, but I ask you for just a little more--just a little more time so that I can at least try to make it live up to your standards and expectations and prevent the need for huge messy overhauls down the road. For those wondering about the damage issue, you may rest assured that it is fixed, but LMS is working on a solution that will make it portable and capable of withstanding GTA V game patches/updates. As for stability, there really is no comparison to be made to GTA IV. ELS V is extremely stable, and not a single crash has yet been reported outside of routine testing/development, even with AI vehicles enabled.61 points -
A list of what works and what doesn't with LSPDFR 0.4. Feel free to add.
A list of what works and what doesn't with LSPDFR 0.4. Feel free to add.
Law and Order and 59 others reacted to Hisel for a post in a topic
60 pointsDisclaimer: I can't guarantee these will work universally across the board, but these are the plugins and callouts that I have working in my game personally. Remember to always make a backup. I am not liable for your broken game. Keep in mind to remain grateful as this is a modification we are playing free of charge. We are literally just over 12 hours into 0.4's release, so time is needed for authors to make the proper adjustments to their mods for implementation from 0.3. Also, please do not include any visual or audio modifications as these should be irrelevant to the version of LSPDFR being played. 0.4 Plugins Arrest Manager Better EMS Callout Manager Cop Holster EUP Menu (Emergency uniforms pack - Serve & Rescue) Interaction+ Keep The F****** Door Open LSPDFR Computer+ Police SmartRadio Real Police Tape Mod Speed Radar Lite Spike Strips V Spotlight StickyWheels Stop The Ped Traffic Policer Ultimate Backup 0.4 Callouts (install any audio folder manually into GTA V -> lspdfr -> audio -> scanner) Assorted Callouts CalloutsV (MVA callout seems to crash game once pressing "T") Code 3 Callouts Code Red Callouts 2.9.7 PeterUCallouts (some callouts work, some don't) UnitedCallouts Wilderness Callouts 0.4 Miscellaneous Emergency Lighting System NOT WORKING LPCallouts LSPDFR+60 points -
★ Modslist / Plugins Suggestions (Stable&Tested 0.4.9 February 2026) ★
★ Modslist / Plugins Suggestions (Stable&Tested 0.4.9 February 2026) ★
THEE OH and 55 others reacted to tritratratsche for a post in a topic
56 pointsHi There, Good decision to play LSPDFR (again) and good to have you here. I play LSPDFR several years and I modded the game to perfection. The provided Links here are hand picked and my favourites. It runs very stable and my aim is to achieve the greatest possible degree of realism and immersion and I attach great importance to realism and immersion. I have often read the question about stable plugins. That's why I decided to open this thread. i'm taking the time here to list the plugins with the links because i want to give something back to this community. Most plugins are from lspdfr.com. but some are from GTA5mods.com. Disclaimer: I do not own any of these plugins and I am not the owner. The software download links I linked are for informational purposes only. I do not endorse or guarantee the accuracy, safety, or suitability of the linked software. Please exercise caution and verify the legitimacy of the software before downloading or installing. I am not responsible for any issues, damages, or losses that may arise from the use of the linked software. Download and use at your own risk. I have marked the plugins or extensions with a *, which should satisfy your minimal plugin needs for a great gaming experience. E s s e n t i a l s LSPD First Respone (link) * Scripthook V (link) * Custom Gameconfig XML (link) * HeapAdjuster (link) * Packfile Limit Adjuster (link) * Emergency Lighting System (link) * Open IV (link) * Visual V (link) Brighter Emergency Lights by MSTB Developments 2.1 (link) Forest of San Andreas Revised (link) GTA V Remastered: Enhanced (link) Vegetation reflection (link) Stow that Weapon (link) Better Hit Reactions (link) KTFDO - Keep the F****** Door Open (link) Restrain the Deceased (link) Delete Vehicle (link) Scene Manager (link) Spotlight (link) Vehicle Keys (link) Deadly Weapons - Guns are actually dangerous! (link) Automatic Siren Cutout (link) Callout Interface (link) * Compulite (link) * Stop the Ped (link) * Ultimate Backup (link) * ALPR Lite (link) Speedradar Lite (link) Complete EUP Suite (follow the instructions in the text -> link)* GrammarPolice (link) Immersive Ambient Events (link) * Ransom Ambience (link) Plain Sight (link) Radio Realism FR (link) XScanner (link) * Kifflom Replacement - ID Requests from GTA IV (link) Player Location Display (link) * German Shepherd / Malinois - K9 Dog (link) Realistic Blood V (link) I am aware that there are many more (very good) callouts out there. But it has turned out that these callouts are sufficient, partly because they receive continuous updates. 686 Callouts (link) * Dynamic Callouts (link) BLK Highway Callouts (link) Kuchera Callouts (link) SuperCallouts (link) N*A*R*C*O*S (link) Country Murders (link) Community Mission Row Police Department (link) ... ... ... I hope this list helps you and I will try to keep it up to date. Feel free to bookmark the thread, click following on top of this thread and I would be happy about likes if you liked the post. You are also welcome to link the thread to other users. Please don't forget to like and review the developers' plugins to give a little love. Let me know what you think is missing and I'll see if I can add it. Please keep in mind that I am linking my self-installed plugins that I have tested extensively. Have a good Shift Officers!56 points -
LSPDFR 0.2 Announcement + First Preview
LSPDFR 0.2 Announcement + First Preview
AwsomeAnonymus and 55 others reacted to Sam for a post in a topic
56 pointsFollowing on from the massive debut of LSPDFR on GTA V a mere two weeks ago, we're proud to announce the next installment in the series - LSPDFR 0.2 - featuring not only numerous enhancements and fixes, but also some highly requested features. Indeed, while originally versioned as 0.1.1, the number of changes introduced in 0.2 seemed too significant to be represented by only a minor increment. LSPDFR 0.2 goes some way in adressing much of the feedback after the first public release and is our first response, pun most definitely intended, to thousands of the comments we've received since then through the forums, YouTube and social media. From the electroshocking glory of stun guns, to a blast from the past with the LCPDFR style search areas and pursuit blipping, LSPDFR 0.2 packs a serious punch and is a major improvement from our first offering. Asking for ID in traffic stops - one of the many suggestions that have made their way into LSPDFR 0.2. For those of you familiar with LCPDFR 1.1, the lack of search areas and blips in LSPDFR pursuits might have been confusing. Fear no more, however, as we've reintroduced the system with much the same aesthetic style as that of before. There are, however, some notable improvements including the way in which each unit in the pursuit is now being uniquely marked on the game's map. This means that the legend at the side of the map can be used to highlight each different type of police vehicle currently involved. We'll have more to share regarding the features in LSPDFR 0.2 tomorrow, when we'll move away from the pursuits and action sequences, and take a look at how 0.2 brings about better support of routine police work - something I know a lot of people are looking for.56 points -
LSPDFR 0.2 Update - 12 July
54 pointsFirst 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.54 points
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Recommended handlingIds for your police vehicles
Recommended handlingIds for your police vehicles
Broax and 52 others reacted to Reddington for a post in a topic
53 pointsSo you downloaded a fancy 2015 Tahoe and installed it in the police3 slot, only to find that it rolls more than your eyes when your boss is talking to you. Does your Silverado not drive like a truck should? or maybe your '15 Charger doesn't feel right. There are a lot of options to choose from when deciding which handlingid you want to use for your car. I've compiled a list of what I use for handling lines, and thus far, all have worked just fine. For some of them, such as the Silverado and Expedition, someone else might of found a better handling, and if that's the case, please comment below letting me know what you're using and I'll give it a shot. Some people like to edit the handling.meta. This is not a requirement, the handlingid is all you need to touch if you just want the basics. Handling.meta is there for those who know a bit about modding and want to refine the handling lines to feel realistic. For those that might be confused on what the handlingid is, it's one of the top lines in the vehicles.meta. Here's an example: <handlingId>police3</handlingId> All of these will be for police vehicles, I will not be covering modded civilian cars. Also note that this topic really only applies to those who have modded their police fleet. Crown Vic police Dodge Charger If 09-10 version, police2 If 2013+ version, buffalo2 Ford Taurus, Chevrolet Caprice and Chevrolet Impala police3 (this is meant for smaller vehicles, such as the Impala) premier (this is an alternative for smaller vehicles, such as the Impala. Use this if you don't like the way police3 feels) fugitive (this is meant for bigger/heavier cars, such as the Taurus) felon (this is an alternative for bigger/heavier cars in case you don't like Fugitive) Ford Explorer gresley Chevrolet Tahoe baller baller2 Ford Expedition fbi2 Chevrolet Silverado sandking Dodge Durango baller Dodge Challenger gauntlet Ford Mustang dominator Ford Fusion tailgater (There is most likely a very better choice out there, I'm just not sure which would work) BMW motorcycle policeb Ford F-150 sandking Ford F-350 sadler sandking - may work for this as well, not confirmed Chevrolet Corvette coquette Chevrolet Avalanche sandking Chevrolet Camaro gauntlet Nissan GTR elegy Land Rover baller Hearse romero Dodge Polara glendale53 points -
LSPDFR 0.4 - Announcement + First Preview
LSPDFR 0.4 - Announcement + First Preview
Markes45 and 51 others reacted to Jeff Favignano for a post in a topic
52 pointsYAYYYYYYYYYYYYYYYYY52 points -
LSPDFR 0.3 - Hot Pursuit
52 pointsThis is the fifth 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/ While we've already added an amazing amount of cool new features to 0.3, an update to LSPDFR, or even LCPDFR, wouldn't truly be an update without some further refinement of the pursuit system. It is, in many ways, one of the largest and most important parts of the modification and with 0.3, we've been taking the time to make a number of small but noticeable improvements. From more cautious cops to more daring suspects, we think you'll really enjoy pursuits in 0.3. And in a refreshing change - I think for this update, we'll let the pictures do the talking... Allow me to quickly note as well. No, we don't have a release date for 0.3. Releasing a new version of LSPDFR is actually quite the mammoth of a task - one that you can't simply put a date on. We're putting out these previews as it is something that the majority of our fans asked for, and it gives us a great opportunity to get feedback on the modification as we develop it. Will your game be rocking LSPDFR 0.3 soon? Absolutely, but we're not quite ready to define exactly when that will be.52 points
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[WIP][REL] Police SmartRadio - The Successor to Police Radio
[WIP][REL] Police SmartRadio - The Successor to Police Radio
NoisMaker and 49 others reacted to Albo1125 for a post in a topic
50 pointsAfter nearly 3000 of you downloaded April FoolsRadio (and, dare I say, got caught out ) it's finally time for you to sit back and enjoy some additional smartness added to your game Enjoy guys! Police SmartRadio Police SmartRadio is the successor to Police Radio, originally by @FinKone. After he 'retired' from the script modding scene, I was appointed to maintain the source code and I have released a number of updates to Police Radio since this happened. However, after seeing Police Radio's code become more and more obsolete, and with further developments within the script modification scene, I took it upon myself to start with the whole Police Radio concept from scratch. Hence, Police SmartRadio was born - and after weeks of me developing it from scratch, testing it and mentioning it on my Youtube channel, I figured now is the time to make a public announcement on it. Police SmartRadio vs Radio? What can you expect from this Police SmartRadio? Ultimately, I have focused on providing optimal user customisation while designing the SmartRadio's core. Think of stuff like adding your own (functional) buttons, creating and finetuning your UIs to a T and tweaking all settings and behaviour to your liking. Additionally, all the major logic has been rewritten from scratch as well, with a focus on modernisation and ease & pleasure of use. As an example of this, Plate Checks now fully tie into all available API databases, meaning you will experience more consistency. You're also able to run the same vehicle twice, and the data is presented to you in a far more pleasurable fashion than before. All other core parts of SmartRadio enjoy similarly significant improvements. Police SmartRadio's Features Most features from the 'old' Police Radio will be included in Police SmartRadio's initial release. As hinted at just now, there will also be a number of all-new features for you to enjoy. An overview of features planned for the initial release will follow shortly - although you should watch my videos to see for yourself. I am also happy to announce flickering is virtually non-existent in Police SmartRadio. "Release Date Pls" I hope to release Police SmartRadio as soon as some external plugins have been made up to date for it, which will happen imminently. Its current state, which is not the final release, is currently available to all participants of the Loyalty Rewards Programme. This ensures the public release is as smooth as possible as potential bugs are found out, and people who support me by donating get rewarded. Ultimately, the release date will mostly depend on the amount of time I can spend on developing SmartRadio - you can help me here by donating, allowing me more time to focus on development and less on worrying about my student finances. Donating can also grant you access to the Loyalty Rewards Programme, meaning you get earlier access as a bonus as well as supporting me and expediting the release. Update: currently waiting for some other plugins (BetterEMS, CustomBackup, new RPH, my other plugins etc.) to get their updates released. This is not something I have control over for the most part. The full release will wait until that satisfactorily happens to ensure proper functionality. Apologies for the delay. "Can't wait, Moar Info!" I'll be updating this topic as I go along. For the latest updates you should check out my Youtube channel, where I regularly ask for your feedback so I can implement it and showcase Work In Progress parts of the modification. The most recent video where I used Police SmartRadio can be found here: Further videos: Ta-ta for now and until next time! Please feel free to post questions and suggestions as a comment here or on my relevant YouTube videos.50 points -
LCPDFR 1.0d Now Released
50 pointsContinuing with the ongoing development of LCPD First Response - a process which has been going on for about five and a half years now, we're excited to announce the release of the next installment in the 1.0 series, 1.0d. LCPDFR 1.0d brings with it a number of fixes and new features. For the first time, we've also put together a comprehensive on-line guide to the new release, hopefully giving everyone more accessible information about what LCPDFR 1.0d can do, and how you can use it and this is accessible here: https://www.lcpdfr.com/page/guide.html Among the new features added in LCPDFR 1.0d are water pursuits, red laser Tasers, multiple partners, and all new Quick Action Menu. As always, we've taken the opportunity to fix several bugs and to increase overall stability. For those of you who play GTA IV Multiplayer, you'll be pleased to know that improvements have been made with regards to multiplayer compatibility too. Again, this release, along with various changes that have been happening on the website are part of a wider flurry of activity that is taking place right now at LCPDFR.com. Of course, with this release, the focus will soon shift back to the website, and more details about that can be found in my news post from last month: '?do=embed' frameborder='0' data-embedContent>> We hope you enjoy LCPDFR 1.0d, Sam Problems with the automatic installer downloads? Your anti-virus may be detecting them as false-positives: either disable your anti-virus momentarily or use the manual installation instead.50 points
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Problems with a Girl
Problems with a Girl
AgentCharles and 49 others reacted to AlconH for a post in a topic
50 points<snip>50 points -
[GUIDE] Police car mods: the whys and hows, and troubleshooting
[GUIDE] Police car mods: the whys and hows, and troubleshooting
nonosquare and 48 others reacted to Hystery for a post in a topic
49 pointsUpdated for the latest GTA Online update: Further Adventures in Finance and Felony. Alright, I've been thinking about doing this since a while. "But, Hystery, why would you bother doing a whole thread about this? Especially since it seems to have taken quite some time to write." you may ask. Well, I could say that it is because I'm a philantropist, but I'm not a good liar. Nah, the main reason is that I find it a bit sad and irritating to see the same topics popping out over and over again in the support section with the same questions and the same fixes that have already been repeated when it comes to installing car mods. So I thought I'd actually give a bit of myself to try and solve the problem. Yes, I'm nice like that. Anyway, now that this introduction is done, let's jump into the fun stuff. Note: if you see clicky stuff, click it, it'll lead you to a page related to what I'm talking about. First, you have to make sure you've the tools to mod your game properly for modded cars. Those tools include: OpenIV (includes the OpenIV.asi and ASI loader that have to be installed with it) Common sense Yes, common sense is a tool, and can come incredibly handy. But gladly for you, thanks to this thread, it will not be mandatory (even though strongly recommended) as I'll address most of the common problems encountered when a car mod is not working as intended. Don't worry, you'll get used to my passive-aggressiveness. It's part of my charm! Jokes aside, let's move on. /!\ IMPORTANT /!\: USE A MODS FOLDER. IF YOU DON'T AND END UP SCREWING YOUR GAME, IT'S ENTIRELY YOUR FAULT. Basic information: the whys Something to understand very well and is important to know before starting to install car mods is how Rockstar organized their files, and what are those files. Let's take a look at the second before talking about the first. Files come in various forms. The ones that will be of interest to us are .rpf archives (Rage Package File). Why? Because they contain all data of the game, and most importantly all the 3D models of the game, from the subway wagons to the trashmaster truck, passing by the different kinds of peds in the game. Though only the ones containing cars will be of use: the vehicles.rpf archives. They contain ALL the vehicles of the game. No exception. So far so good? Alright, let's talk about the file organization. Over time, Rockstar released different updates for GTA Online. You may have heard of it, that's the updates breaking Ragehook and Scripthook every time they are released. Those DLCs are all located in one single location. The thing is, when Rockstar released new vehicles, they released them in the form of new vehicles.rpf archives. Sometimes it contains just 2 or 3 new cars, sometimes more, and sometimes it contains updated versions of already existing models. This last part is VERY important. The game works in such a way that it will load the cars of the game starting from the most recent released vehicles.rpf, and then will go back in time in the different updates installed. That means that the most recent versions of the cars will be loaded first and will override the previous versions of the said cars as they are judged obsolete. That's why you can find the police3 model in the vehicles.rpf archive in the DLC folder called patchday4ng, but it is also present in an older vehicles.rpf archive in an older DLC folder. The one in the patchday4ng DLC folder was released more recently on the timeline and thus is loaded first in the game, and overrides its previous version. Keep that in mind, it's very important for the next part. Installing car mods in my game: the hows To install a police car mod, you need to replace the in-game model with the car you want. It must fill one of the existing slots, that are detailed below. fbi (unmarked Bravado Buffalo 1st Gen) fbi2 (unmarked Declasse Granger) police (LSPD Vapid Stanier 2nd Gen) police2 (LSPD Bravado Buffalo 1st Gen) police3 (LSPD Vapid Interceptor) police4 (unmarked Vapid Stanier 2nd Gen) policeb (LSPD police bike) policet (LSPD police transport) policeold1 (North Yankton Declasse Rancher) policeold2 (North Yankton Albany Esperanto) pranger (Park Ranger Declasse Granger) riot (LSPD/NOoSE Riot) sheriff (LSSD Vapid Stanier 2nd Gen) sheriff2 (LSSD Declasse Granger) Any police car that does not replace one of those slots is considered an add-on and needs specific manipulations that WILL NOT BE EXPLAINED HERE. We're here to talk about original police car slots. Now. Those cars are actually not located in one single vehicles.rpf archive. They are scattered a bit everywhere. If you wanted to be really cautious and tidy, you would have to replace each model in its actual location. For example, if you wanted to replace the police2 model, you would have to go to the DLC folder called patchday3ng, and replace the model in the vehicles.rpf archive it contains. If you wanted to replace the police3 model, you would have to go to the DLC folder called patchday4ng, and replace the model in the vehicles.rpf archive it contains, and so on with the different models and their actual locations. BUT! Do you remember when I said the game was loading cars starting from the most recent vehicles.rpf archives and then was going back in time? That's where the trick is, we can abuse this system. Basically, if you install ALL your police car mods within the most recent DLC patch, they will be loaded first and override the previous versions of the car slots you placed your cars in. That means that you need only ONE DLC folder with only ONE vehicles.rpf archive to install your police car mods. It makes everything easier. Let's put this in practice. Installation: At the date of 09/06/2016, the latest DLC patch that has been released by Rockstar is the patch called patchday10ng. This DLC patch is located with all the other DLC patches, at this location: update/x64/dlcpacks. You will find the folder called patchday10ng there. Inside, you'll find a dlc.rpf. You will right click on it and click on "Copy to mods folder". Once done, you'll automatically be in the dlc.rpf archive, so you'll just have to navigate to x64/level/gta5, and you will find the vehicles.rpf archive. Open it, and as you'll find out, there's no police car in it. But we can make the game believe that there are police cars. Click on the Edit mod button and then on the green cross to IMPORT cars. Select the cars you want, don't forget to rename them to the name of the slot you want them to be, and simply import them. DONE! Yes, that's all you need to do. From there, the cars will spawn in your game at the slots you placed them into, because the game will load them and believe they are more recent version of the already existing police cars, and thus will override those. Crazy right? Now now, let's calm our tatas there. That was only to install the 3D models. Most cars don't need more to work in your game. But some cars require a bit more attention than that, and when those cars need more manipulations, those manipulations are often detailed in readme files or similar provided with the said cars. Please. PLEASE. IF YOU SEE A README FILE, READ IT. It might seem like a silly request, but that's where common sense mentioned earlier comes into play. Many people ask for support when most of the time they simply did not read those installation instructions and slapped the car into their game without doing the manipulations mentioned. But before we get to that, let's talk about technical stuff. As you may have noticed, the police model has halogen and LED lightbar, the police2 model has only LED lightbar, and the police3 model has rambar LEDs on top of having a LED lightbar. Because of those different setups, the lighting setups are different depending on the car, because the lights have to flash differently depending on what setup is on what car. That's why sometimes you will install a car in the police slot, and find out once in-game that the lights are actually not flashing properly and do weird stuff. That's because the lighting setup needs to be modified for the lights to work properly. Those light setups are written in files called carvariation.meta. When a car mod works with a different lighting setup than the original model it is supposed to replace, you will find in the installation instructions something called carvariation.meta lines. Those lines of code will have to be installed in a carvariation.meta file that will be specified in the installation instructions. They are absolutely needed for the lights of the car to work properly. At this point, all you have to do is follow the instructions, do as they say and you're good to go. To modify a carvariation.meta file, or any .meta file, you will have to extract it somewhere with OpenIV, open it with a software like notepad, modify what has to be modified and then replace the original .meta file with the one you modified. That's pretty much it. That doesn't seem that complicated now, does it? Well then, why do people encounter problems? I wonder as well. But let's look at the most common problems encoutered, and how to fix them. Troubleshooting "Help, the car I installed does not appear in game!" Easy fix for that: install cars as I mentioned above. Most of the time, when the installed car doesn't spawn in game, that means that it has been installed in a specific vehicles.rpf that contains an obsolete version of the police model you wanted to replace. A more recent vehicles.rpf was released with an updated version of that police model, and thus the game loads it first, overriding the car you installed. As said, to fix this, install your car mods in the most recent DLC patch. Alternatively, it might also be caused by the fact you did not install the OpenIV.asi and the ASI loader, which you can do by clicking on the Tools tab in OpenIV and clicking on ASI Manager. You'll just have to click to install those two things. "Help, the lights of my car are flashing weirdly/seem to be misplaced!" Once again, easy fix. I see it happen often with cars having to be installed in the police, police3 and sheriff slot, but it can happen in different slots occasionally. When lights are not flashing properly or seem weird, like lights appearing mid-air, floating over the car and so on, that means that you did not modify the carvariation.meta lines I mentioned earlier and that should be included with the car you downloaded. Simply follow the installation instructions provided with the car and you should be good to go. Scroll up if you want to know the reasons behind this. "Help, my car rolls over when I steer/take a corner!" This is a specific problem. You see, every car in the game has what is called a handling line. That's what is defining how the car accelerate, brakes, turns, the weight of the car, how the weight is moved with inertia when the car is on movement, and so on. When a car is rolling over in corners and ends on the roof, most of the time it means that the original handling line is incompatible with the installed car. In those cases, most of the time a handling line is provided with the downloaded car to replace the original handling line with the modified one for the car to act normally/with specific perfomance. Those handling lines are in a file called handling.meta which is located in update/update.rpf/common/data. Remember to modify those files only once you copied them in the mods folder. In the rare cases were there are no handling line provided, there are two possible explanation: either you have to change the handling line by yourself, or you made a mistake at some point, and there's no real way we can help you. For the first case, you can modify what handling line the car you replaced uses by modifying the vehicles.meta file which is located in update/update.rpf/common/data/level/gta5. In this file, you'll find all the cars specifications. Simply press ctrl+F to open the search box, type what car you want to find, then once you found the dedicated lines for that model just scroll down to find a line starting with <handling> and finishing by </handling>. Between those two is the name of the handling line, which is often the name of the car it was made for. Just change the name to a car you think it fits better and see if it gives better results. "Help, the lights of the lightbar are all white!" Dear, I've seen this question one too many times. Just set your Shaders and PostFX settings to High or above in the graphic options tab of your game. Also, USE THE DAMN SEARCH BAR BEFORE ASKING THAT AGAIN. Dozens of people already created threads about that, you can get your answer from them instead of creating another thread. Matter of politeness for the moderators trying to keep the forums clean. "Help, how do I install textures on my car!"/"Help, the texture I installed is all distorded/misplaced!" Unrelated to car installation, but since I'm a nice guy, I'll tell you anyway. For that, you'll have to open the .ytd file(s) of the car model you want to install the texture on in OpenIV. The .ytd are where all the textures of the car are located. Once opened, just scroll down and browse through all the textures to find where the original car texture is and simply click on replace once you selected it, and select what texture you want to replace it with. Alternatively, you can find how this texture is actually called, give the texture you want to apply the same name, click on import and select that texture for it to automatically replace the original one. Now, for the second question. Every car has what we call a template. It's basically a 2D scheme of the car's bodywork. It allows skin modders to make skins properly. Every car has its own template. Sometimes, similar models even have different templates! Yes, I know it's a bit annoying, but you'll have to live with it. Any texture released is made for specific templates/cars, and works only on those models. Don't try to apply a texture made for a 2014 Dodge Charger on a 2008 Chevrolet Tahoe, it won't work. "Help, I installed many textures on a car but only the first one shows up in game!" A particular problem that occurs only for a few police slots. You see, there are two categories of police cars in the game. The ones that have a pool of unit numbers so the cars can spawn with random unit numbers when they dispatch, and the cars that don't have that. In the first category, you can find police, police2, police3 for example. In the second category, you can find fbi, fbi2, police4 for example. For that category, we say that the cars are not multi-livery enabled, means they only have one livery and spawn always with the same, on the contrary of the cars in the first category that can spawn with various, different liveries. To solve this, it's very easy. You installed a car and only one livery shows up when there are supposed to be more than that? Find in what slot you installed that car, then go to update/update.rpf/common/data/level/gta. You'll find a file called vehicles.meta. Extract it somewhere. Once done, open it with notepad or a similar software and look for the name of the police slot you installed the car in. Once you find them, scroll down to find a line filled with a bunch of 'FLAG_HAS_STUFF'. Simply add 'FLAG_HAS_LIVERY' at the end of it, and save. Then replace the original vehicles.meta file with the one you modifed, and you're good to go. "Help, all my windows are tinted pitch black, and my lightbar doesn't light up because of that! It's a problem that is, to my knowledge, inherent to only the sheriff2 and pranger files. It makes some models having pitch black tinted windows, and since many models have the lightbar glass of the same material as the windows, it tints the lightbar glass as well, preventing the lights from flashing through. There's a very easy fix for that. Search for the vehicles.meta file located in update/update.rpf/common/data/level/gta5, and extract it somewhere. Open the extracted file with notepad or similar software, and press Ctrl+F to open the search bar. Search for the name of the car slot you installed your modded car in and causing this problem. Once you found the car lines, scroll down until you find a line that looks like this: <diffuseTint value="0xAA0A0A0A" /> And replace it with this: <diffuseTint value="0x00FFFFFF" /> It'll make the windows transparent and make the lightbar light up. That's all I can think of on top of my head. Hopefully this will help people. If you see someone creating a support thread about a non-working car mod, feel free to redirect them here. If this helped you in any way, feel free to leave a like. Took me forever to write all that down.49 points -
LSPDFR 0.3 - November Update
LSPDFR 0.3 - November Update
deleteduser and 48 others reacted to Sam for a post in a topic
49 pointsThis 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. 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. 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.49 points -
List of Mods To Use With LCPD:FR [With Links]
List of Mods To Use With LCPD:FR [With Links]
OfficerAndrew and 48 others reacted to Carrythxd for a post in a topic
49 pointsAre you looking for some mods to use with LCPD: First Response? Well, here are some of the most useful: (Big thanks to Sgt.Person for providing some of the links in the list and of course the users who have mentioned mods in the replies below that should be added to this list) Here is a list of the sections that you can find from this list, use Ctrl+F and type/paste the section's name there if you don't want to scroll down to find it. Notes Updates Important Mods Weapons Script Mods Vehicle Packs Uniforms & Ped Models Graphic Mods (ENB's, iCEnhancer's & Time Cycle Edits) Red Sky Fixes Sound Mods Realism Series Other Mods/Links List of Tutorials List of Mod Sites Notes: The GTAPoliceMods (GPM) links have been blocked in LCPDFR.com, so you just have to copy the link below and paste it to the URL bar above 2Shared links have been also blocked in LCPDFR.com, so you just have to copy the link below and paste it to the URL bar above Updates: Last update: 15.4.13 Last update: 18.4.13 Last update 24.4.13 Last update 10.5.13 Last update 8.7.13 Last update 19.7.13 Last update 22.7.13 Last update 23.7.13 Last update 30.12.13 Last update 3.1.14 Last update 24.6.2014 Last update 17.12.2014 (Pretty big update: completely removed the 'Emergency Vehicles' section as I don't think that is needed when people can just use the search box above to find the vehicle they want, added a list of sections that the list has in order for quick searching and just made the list more clear) Last update 21.3.2015 Important Mods: LCPD: First Response V0.91: '?do=embed' frameborder='0' data-embedContent>> (For older versions of GTA IV. (1.0.4.0)) LCPD: First Response V0.95 RC2 R2: '?do=embed' frameborder='0' data-embedContent>> LCPD First Response 1.0: '?do=embed' frameborder='0' data-embedContent>> (Currently the newest version of LCPD:FR, for newest patches of GTA IV and GTA EFLC. (1.0.7.0, 1.1.2.0)) FDLC Script: '?do=embed' frameborder='0' data-embedContent>> (Useful for LCPD:FR clans) Firefighter mod by gangrenn: '?do=embed' frameborder='0' data-embedContent>> vdH TowingService 2.0.0: '?do=embed' frameborder='0' data-embedContent>> vdH METT/Coroner Mod: '?do=embed' frameborder='0' data-embedContent>> vdH PoliceHelper: '?do=embed' frameborder='0' data-embedContent>> ELS V5/V6: http://www.mediafire.com/?ad2s6oqe73sxnem>/ (You need this mod to get the lights flashing on ELS enabled cars, see the Tutorials section to learn how to install it) ELS V7: ?do=embed' frameborder='0' data-embedContent>'?do=embed' frameborder='0' data-embedContent>>?do=embed' frameborder='0' data-embedContent> ELS V8: ?do=embed' frameborder='0' data-embedContent>'?do=embed' frameborder='0' data-embedContent>>?do=embed' frameborder='0' data-embedContent> SpeedReader Radar Script (PSS): '?do=embed' frameborder='0' data-embedContent>> Indicator Mod: '?do=embed' frameborder='0' data-embedContent>> Weapons: Weapons from GTA4-Mods: http://www.gta4-mods.com/weapons Weapons from GTAInside: http://www.gtainside.com/en/download.php?do=cat&id=336 Script Mods: Braveheart's Mods: http://www.lcpdfr.com/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=1830 Abraxas's Mods: http://www.lcpdfr.com/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=32093 Big City Life: http://www.gta4-mods.com/script/big-city-life-v02-f17278 vpCallouts: '?do=embed' frameborder='0' data-embedContent>> WoutersCallouts: '?do=embed' frameborder='0' data-embedContent>> Callouts+: '?do=embed' frameborder='0' data-embedContent>> The Wasteland: '?do=embed' frameborder='0' data-embedContent>> BikePatrol: '?do=embed' frameborder='0' data-embedContent>> Stocks Sticks (Spike Strip): '?do=embed' frameborder='0' data-embedContent>> GTA V Dispatch for IV: '?do=embed' frameborder='0' data-embedContent>> Food Mod: '?do=embed' frameborder='0' data-embedContent>> Area Livery Mod: '?do=embed' frameborder='0' data-embedContent>> More Realistic Gunplay and Accuracy: '?do=embed' frameborder='0' data-embedContent>> Seat Belt Chime: '?do=embed' frameborder='0' data-embedContent>> Door Ajar Chime: '?do=embed' frameborder='0' data-embedContent>> LiveryChanger: '?do=embed' frameborder='0' data-embedContent>> Braveheart's Automatic Number Plate Recognition System + Speed Radar: '?do=embed' frameborder='0' data-embedContent>> MPCarWash: '?do=embed' frameborder='0' data-embedContent>> EMT + FDLC Script: '?do=embed' frameborder='0' data-embedContent>> Traffic Lights Fix: http://www.gtainside.com/en/download.php?do=getfile&id=39645&t=1 (There is a chance it'll cause some pretty nasty stuttering whenever you drive places. Also, the light poles are roughly as resilient as the Battery Bridge, nothing knocks them down and minor collisions can damage the front of your car pretty bad. - BroCop.) Repair/Wash Mod: http://www.gta4-mods.com/script/repairwash-v1-f18404 Parked Cars: http://www.gtainside.com/download.php?do=comments&cat=349&start=0&id=38071&orderBy= (And the missing .ini file: http://www.mediafire.com/?yu1s0yya4rmvr11) Farnsworth's Business Mod: http://www.gta4-mods.com/script/farnsworths-business-mod-complete-v2-f21460 GTATerminal's Fuel Mod: http://www.gta4-mods.com/script/gtaterminals-fuel-mod-v1-net-fuel-mod-f21222 GTA 5 Weapon HUD: http://www.gta4-mods.com/script/gta-5-weapon-hud-in-gta-4-0905-f22972 Realistic Fuel Mod 2.2.0.4: http://www.gta4-mods.com/script/realistic-fuel-mod-2204-f22621 Location Mod: '?do=embed' frameborder='0' data-embedContent>> CruiseControl Mod: Daimyo's RPG Mod Pack - Community Edition: '?do=embed' frameborder='0' data-embedContent>> Guard Duty Script: '?do=embed' frameborder='0' data-embedContent>> Tranquilizer Gun: http://www.gta4-mods.com/script/tranquilizer-gun-f21091 IVDashCam 2.2: '?do=embed' frameborder='0' data-embedContent>> vdH K-9 Script: '?do=embed' frameborder='0' data-embedContent>> No Control: '?do=embed' frameborder='0' data-embedContent>> Police Officer Extras Script: '?do=embed' frameborder='0' data-embedContent>> Spitfire's Quiet Pedestrian Realism Mod: '?do=embed' frameborder='0' data-embedContent>> Spike Strip: http://major-gaming.com/files/file/1-spike-strip/ Radar Mod: www.2shared.com/file/tpcpym-f/Radarnet.html DAS/Dispatch Assistance System: http://gtapolicemods.com/downloads.php?do=file&id=799 Interactivity Mod 0.1 Beta: http://www.gta4-mods.com/script/interactivity-mod-01-beta-f19256 (Good mod for LCPD:FR clans. Now there can also be civilians and they can do stuff in the game.) Breathalyser Script: '?do=embed' frameborder='0' data-embedContent>> Automatic License Plate Recognition System: '?do=embed' frameborder='0' data-embedContent>> Bait Car Mod: '?do=embed' frameborder='0' data-embedContent>> Automatic Plate Reader Script: '?do=embed' frameborder='0' data-embedContent>> GTA Policing Tools: http://www.lcpdfr.com/files/file/2436-gta-policing-tools/ Less Overtaking: http://www.gta4-mods.com/script/less-overtaking-f15306 OvertakingFix: http://www.gta4-mods.com/script/overtakingfix-102-f23075 Mechanic Mod: http://www.gta4-mods.com/script/mechanic-mod-f13626 Taxi Pickup Script: '?do=embed' frameborder='0' data-embedContent>> LCPD MDC: '?do=embed' frameborder='0' data-embedContent>> Simple Fuel Mod: http://www.gtagarage.com/mods/show.php?id=8711 Traffic Flow V5: '?do=embed' frameborder='0' data-embedContent>> Chikamru Real Traffic: http://gtamania.ru/load/mods_for_gta_4/script_mods_for_gta_4/chikamru_real_traffic_v1_0/128-1-0-5199 Real Traffic: http://www.gta4-mods.com/misc/real-traffic-f5912 Half Traffic Behind for Arrest Warrant: http://www.mediafire.com/?l4rh6cl48xs3ir2 Ambient Fire Dept.: http://www.gta4-mods.com/script/ambient-fire-dept-f8510 Real Reload: http://www.gtagaming.com/downloads/gta-iv/script-mods/10256 Car Alarm Mod: http://www.gta4-mods.com/script/car-alarm-mod-f17893 Engine Blow-Out: http://www.gta4-mods.com/script/engine-blow-out-v11-f17636 Deadly Wrecks: http://www.gta4-mods.com/script/deadly-wrecks-updated-111812-f18038 Trailer Mod: http://www.gta4-mods.com/script/trailer-mod-v11-f14070 (I wouldn't recommend to use this mod if you have any Traffix Fix/Taxi Bug Fix in your game) Dead Eye Script V2: http://www.gta4-mods.com/script/dead-eye-script-v2-f18302 (If you're having troubles shooting the suspect this mod will help you to hit him/her) Vehicle Packs: New York Police Car Pack: http://gtapolicemods.com/downloads.php?do=file&id=1278 Charger + Crown Vic: '?do=embed' frameborder='0' data-embedContent>> Los Angeles Emergency Services Vehicles Pack: '?do=embed' frameborder='0' data-embedContent>> Texas DPS Highway Patrol - Pack: http://www.gta-modding-chest.com/database/grand-theft-auto-iv/vehicle-models/police-vehicles/north-america/101-texas-dps-highway-patrol-pack-els/index.html 2008 Ford Crown Victoria Police Interceptor - Los Angeles Police Department Pack: http://www.gta-modding-chest.com/database/grand-theft-auto-iv/vehicle-models/police-vehicles/north-america/70-2008-ford-crown-victoria-police-interceptor-los-angeles-police-department-pack-els/index.html Liberty City Police Department Pack - Charger, CVPI & Tahoe: http://www.gta4-mods.com/vehicles/liberty-city-police-department-pack---charger-f18746 Ultimate London Met Police Car Pack: '?do=embed' frameborder='0' data-embedContent>> Scrimpy's NoN-ELS LAPD Car Pack: '?do=embed' frameborder='0' data-embedContent>> Scrimpy's NoN-ELS NYPD Car Pack: '?do=embed' frameborder='0' data-embedContent>> Scrimpy's LCPD Pack: http://www.gta-modding-chest.com/database/245-scrimpy-s-lcpd-pack/index.html The Extended (225+25MB) Car Pack: http://www.gta4-mods.com/vehicles/the-extended-22525mb-car-pack-v20-f14175 (Perfect to use with LCPD:FR, only 250MB vehicles.img means that slower computers may run it without texture losses) Taltigolt's Ultimate Vehicle Pack V9: http://www.gta4-mods.com/vehicles/grand-theft-auto-ultimate-vehicle-pack-v9-tbo-f13939 Carrythxd's HD Vehicle Pack: http://www.4shared.com/rar/3N0v4h-y/Vehicle_Pack.html? Chikamru's HD Car Pack: http://www.gta4-mods.com/vehicles/chikamru-hd-car-pack-20-f15973 City Cars Mod Pack: http://www.gta4-mods.com/vehicles/city-cars-mod-pack-v14-f17907 Non-ELS Police & Taxi Pack For Extended/Essential Car Pack: http://www.gta4-mods.com/vehicles/non-els-police--taxi-pack-for-extendedessenti-f16430 Uniforms & Ped Models: LCPD Traffic Officer: '?do=embed' frameborder='0' data-embedContent>> Santa Hat: '?do=embed' frameborder='0' data-embedContent>> Dark Tactical NOOSE Uniform: '?do=embed' frameborder='0' data-embedContent>> New Cops & State Troopers: '?do=embed' frameborder='0' data-embedContent>> Palm Beach Sheriff Peds: '?do=embed' frameborder='0' data-embedContent>> UK Police Hat and Custodian Helmet: '?do=embed' frameborder='0' data-embedContent>> Connecticut State Trooper Skin on Vanilla Model: '?do=embed' frameborder='0' data-embedContent>> R.I State Trooper on Vanilla Model: '?do=embed' frameborder='0' data-embedContent>> Improved State Trooper: '?do=embed' frameborder='0' data-embedContent>> London Metropolitan Police Service Ped Pack: '?do=embed' frameborder='0' data-embedContent>> Improved Cop: '?do=embed' frameborder='0' data-embedContent>> Alaska State Trooper Ped (Retextured): '?do=embed' frameborder='0' data-embedContent>> Rhode Island Ped Uniform: '?do=embed' frameborder='0' data-embedContent>> SFPD-LCPD Cop Textures: '?do=embed' frameborder='0' data-embedContent>> LAPD SWAT Uniform: '?do=embed' frameborder='0' data-embedContent>> Los Angeles County Sheriff Peds: '?do=embed' frameborder='0' data-embedContent>> Woodburn Police: '?do=embed' frameborder='0' data-embedContent>> Oregon State Trooper: '?do=embed' frameborder='0' data-embedContent>> Enhanced Improved Cop with YCHoP: '?do=embed' frameborder='0' data-embedContent>> Roseville California Police Department Ped: '?do=embed' frameborder='0' data-embedContent>> FIB Special Agent with Badge and Holster: '?do=embed' frameborder='0' data-embedContent>> F5544's Improved State Trooper ASP/NJSP Style (Vanilla): '?do=embed' frameborder='0' data-embedContent>> FIB/FBI Hostage Rescue Team Ped: '?do=embed' frameborder='0' data-embedContent>> LAPD Police Officer: '?do=embed' frameborder='0' data-embedContent>> 1970's To 1990's NYPD Officers: '?do=embed' frameborder='0' data-embedContent>> Los Angeles County Sheriff Motor Officer: '?do=embed' frameborder='0' data-embedContent>> Los Angeles County Sheriff Deputies: '?do=embed' frameborder='0' data-embedContent>> Slim Firefighter Slim: '?do=embed' frameborder='0' data-embedContent>> Raccoon City Police Officers: '?do=embed' frameborder='0' data-embedContent>> Rancho Cucamonga Police Pack: '?do=embed' frameborder='0' data-embedContent>> Detective W/Gun&Badge: '?do=embed' frameborder='0' data-embedContent>> DEA Ped: '?do=embed' frameborder='0' data-embedContent>> Taskforce Officer/Sheriff: '?do=embed' frameborder='0' data-embedContent>> HEMS Doctor: '?do=embed' frameborder='0' data-embedContent>> Norwegian Female PD Officer: '?do=embed' frameborder='0' data-embedContent>> Armoured Cops: '?do=embed' frameborder='0' data-embedContent>> MW3 SWAT Pack: '?do=embed' frameborder='0' data-embedContent>> California Highway Patrol Officers: '?do=embed' frameborder='0' data-embedContent>> Winter Caps for Cops: '?do=embed' frameborder='0' data-embedContent>> Hazzard County Sheriff Deputies: '?do=embed' frameborder='0' data-embedContent>> Liberty City State Highway Patrol Ped Model: '?do=embed' frameborder='0' data-embedContent>> Liberty County Sheriff's Office Deputies: '?do=embed' frameborder='0' data-embedContent>> LASD/LSSD Sheriff Peds: '?do=embed' frameborder='0' data-embedContent>> CHP/SAHP SWAT Ped: '?do=embed' frameborder='0' data-embedContent>> Sort Of Fictional Colorado State Patrol Ped: '?do=embed' frameborder='0' data-embedContent>> Tri-City Police Officers: '?do=embed' frameborder='0' data-embedContent>> Detroit Police Ped Model: '?do=embed' frameborder='0' data-embedContent>> Enhanced Security Guards: '?do=embed' frameborder='0' data-embedContent>> NYPD 9/11 PCT 1 Pack: '?do=embed' frameborder='0' data-embedContent>> Massachusetts State Police Uniform (All Seasons): '?do=embed' frameborder='0' data-embedContent>> LCPD Detectives: '?do=embed' frameborder='0' data-embedContent>> Improved Taskforce Traffic Cop: '?do=embed' frameborder='0' data-embedContent>> Spitfire7's Most Realistic LAPD Uniform Version: '?do=embed' frameborder='0' data-embedContent>> Female LAPD Police Officer: '?do=embed' frameborder='0' data-embedContent>> Beta Cops: '?do=embed' frameborder='0' data-embedContent>> Multiplayer Police Outfit: '?do=embed' frameborder='0' data-embedContent>> New York State Trooper: '?do=embed' frameborder='0' data-embedContent>> Black & Blue State Trooper Uniforms and Black LAPD Hat : '?do=embed' frameborder='0' data-embedContent>> Fat LC Patrol Uniforms: '?do=embed' frameborder='0' data-embedContent>> LCSO Uniform: '?do=embed' frameborder='0' data-embedContent>> Lieutenant's Helmet (FDLC): '?do=embed' frameborder='0' data-embedContent>> Gotham Police Officer: '?do=embed' frameborder='0' data-embedContent>> Better FBI: http://www.gtagaming.com/downloads/gta-iv/player-mods/7701 Added State Trooper Ranks and Undershirt: http://www.lcpdfr.com/files/file/504-added-state-trooper-ranks-and-undershirt-fix/ LCPD NYPD Uniforms Like IRL: '?do=embed' frameborder='0' data-embedContent>> NYPD Uniform Collar Brass: title="">http://www.lcpdfr.co...m-collar-brass/ Policeman456's New Cop Model in Black & Blue Uniforms: title="">http://www.lcpdfr.co...-blue-uniforms/ Black & Blue LCPD Officers: title="">http://www.lcpdfr.co...-lcpd-officers/ Custom LAPD Uniforms: http://www.lcpdfr.com/files/file/1811-custom-lapd-uniforms/ New Cops for GTA IV: '?do=embed' frameborder='0' data-embedContent>> New Ped Models Pack: '?do=embed' frameborder='0' data-embedContent>> Graphic Mods (ENB's, iCEnhancer's & Time Cycle Edits): Game4Video ENB: http://www.gta4-mods.com/misc/game4video-enb-107-f17186 (Excellent looking ELS lights) Stunning Graphics IV 1.1: http://www.gta4-mods.com/misc/stunning-graphics-iv-version-11-f7896#download iCEnhancer 1.2: http://www.gta4-mods.com/misc/icenhancer-12---enb-graphic-mod-f9236 iCEnhancer 1.25: http://www.gta4-mods.com/misc/icenhancer-125---enb-graphic-mod-f9503 ICEhancer 1.35: http://www.gta4-mods.com/misc/icenhancer-135---enb-graphic-mod-f11005 iCEnhancer 2.0N: http://www.gta4-mods.com/misc/icenhancer-20n---enb-graphic-mod-f12578 iCEnhancer 3.0: http://www.icelaglace.com/mods/gtaiv/ice30/ Emergency ENB: '?do=embed' frameborder='0' data-embedContent>> ENB SFE: '?do=embed' frameborder='0' data-embedContent>> CrossFire ENB: http://www.lcpdfr.com/files/file/3822-crossfire-enb/ ENB Settings v3.5: http://www.gtagaming.com/downloads/gta-iv/misc-mods/12596 1.0.7.0 ENB Graphic Mod 2.1c: http://www.gta4-mods.com/misc/1070-enb-graphic-mod-rev2-f10162 GTA IV ENB V3: '?do=embed' frameborder='0' data-embedContent>> Prophet's ENB: CryENB V1: http://www.gta4-mods.com/misc/cryenb-v1-1070eflc-f27070 CryENB V2: http://www.gta4-mods.com/misc/cryenb-v2-1070eflc-f28846 CryENB V3: http://www.gta4-mods.com/misc/cryenb-v3-1070eflc-f30597 CryEnb 10 by Fabriciuz For Mid-End PC's: '?do=embed' frameborder='0' data-embedContent>> Realistic Time Cycle: '?do=embed' frameborder='0' data-embedContent>> EFLC Overhaulin': '?do=embed' frameborder='0' data-embedContent>> EFLC Series: http://www.gta4-mods.com/misc/eflc-series-f13708 EFLC EnbSeries v1.2: http://www.gta4-mods.com/misc/eflc-enbseries-v12-f10653 Red Sky Fixes: CGE ENB Red Sky Fix (GTA IV/EFLC, Chinagreenelvis): http://gtaiv.chinagreenelvis.com/skyfix Red Sky Bug Fix Beta (Metalwars): http://www.gta4-mods.com/misc/fix-red-sky-bug-beta-f13611 Red Sky Bug Fix (Hunter333): http://www.gta4-mods.com/misc/red-sky-bug-fix-f13029 ENB Series Mod Red Sky Bug Fix 1.11 (Wayne George): '?do=embed' frameborder='0' data-embedContent>> (The red sky fixes are usually used on IV 1.0.7.0/EFLC 1.1.2.0 as some of the ENBs that have been made for those patches, come with a red sky bug) Sounds Mods: Sirens from GTAPoliceMods.com: http://gtapolicemods.com/downloads.php?do=cat&id=72 Sirens from LCPDFR.com: http://www.lcpdfr.com/index.php?app=core&module=search&do=search&fromMainBar=1 Cpt.MacMillan's Sirens: http://www.lcpdfr.com/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=20683 SharpCommand's Sirens: http://www.lcpdfr.com/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=899< Different types of sounds (Cars, weapons, etc): http://www.gta4-mods.com/search/Sound Realism Series: Realism Series - Textures: http://www.gta4-mods.com/misc/realism-series---textures-fxprojtexwtd--pedda-f18212 Realism Series - Bullet Impacts & Blood: http://www.gta4-mods.com/misc/realism-series---bullet-impacts--blood-gta4-f14257 Realism Series - Weapon & Explosion Sounds + Physics: http://www.gta4-mods.com/weapons/realism-series---weapon--explosion-sounds--ph-f17414 Realism Series - Muscle Car Sound: http://www.gta4-mods.com/misc/realism-series---muscle-car-sound-v10-f15741 Realism Series - Helicopter Sounds: http://www.gta4-mods.com/misc/realism-series---helicopter-sounds-f13277 Realism Series - Subway Sounds: http://www.gta4-mods.com/misc/realism-series---subway-sounds-f13269 Other Mods/Links: Realistic Driving n Flying v2.7: http://www.gta4-mods.com/misc/realistic-driving-n-flying-27-f9020 LCPD:FR 0.95 RC2 Keys: '?do=embed' frameborder='0' data-embedContent>> New Non-ELS Lights and Coronas: '?do=embed' frameborder='0' data-embedContent>> (In case you're not using ELS) Spotlight: *REMOVED FROM OUR DATABASE PER AUTHOR REQUEST* -Reibu (LCPDFR Community Team) Strobes Mod: '?do=embed' frameborder='0' data-embedContent>> Facial Animation Mod Version: '?do=embed' frameborder='0' data-embedContent>> The ULTIMATE British Winter Pack! (Winter Trees, Uniforms +Traffic cap): '?do=embed' frameborder='0' data-embedContent>> Flashbang Grenades: '?do=embed' frameborder='0' data-embedContent>> Blood Tweak v1.0: http://www.gta4-mods.com/misc/blood-tweak-v10-f13699 LAPD/NYPD Ambient Police Radio: '?do=embed' frameborder='0' data-embedContent>> Various Light Textures for ELS: '?do=embed' frameborder='0' data-embedContent>> New-York 'Loading Theme': '?do=embed' frameborder='0' data-embedContent>> EFLC Menu And Loading Screens: http://www.gta4-mods.com/misc/eflc-menu-and-loading-screens--v15-f21661 IV Loading Screens: http://www.gta4-mods.com/misc/iv-loading-screens-v1-f22672 Bigger and Realistic Explosion Mod V.3 : http://www.gta4-mods.com/misc/bigger-and-realistic-explosion-mod-v3-f12171 Snow Mod: http://www.gtagarage.com/mods/show.php?id=5740 Snow Mod Reaction Fix: '?do=embed' frameborder='0' data-embedContent>> Lord Neophyte's Texture Mods: http://www.gta4-mods.com/misc/hd-texturen-all-in-one-f22753 ZBNYNC's Texture Mods: http://www.gtagaming.com/downloads/author/ZBNYNC Google Map Radar: http://www.gtagarage.com/mods/show.php?id=9129 CG4 Radar/Map Mod: www.gta4-mods.com/misc/cg4-radarmap-mod-v12-f12357 VIVA New York Mod: http://www.gtagarage.com/mods/show.php?id=11909 Better City Textures: http://www.gtagarage.com/mods/show.php?id=5906 vdh Police Station - Broker: '?do=embed' frameborder='0' data-embedContent>> New HQ Weapon Icons for GTA IV: http://www.gtagarage.com/mods/show.php?id=11212 Lawyer's Office to LAPD Hollywood Station 1.0: '?do=embed' frameborder='0' data-embedContent>> Rapid Towing Skin Pack: '?do=embed' frameborder='0' data-embedContent>> (To use with vdH Towingscript) Blank Black & White Skins/Templates 2.0: '?do=embed' frameborder='0' data-embedContent>> List of Tutorials: The tutorial section in LCPDFR.com is the best way to find tutorials: http://www.lcpdfr.com/page/tutorials/index.action Glowing ELS Lights: http://www(DOT)youtube.com/watch?feature=player_embedded&v=rhKa28-IWZ8 Texturing Tips & Tricks: '?do=embed' frameborder='0' data-embedContent>> List of Other Usefull Links: Collection of Classic Cars (40s - 90s): '?do=embed' frameborder='0' data-embedContent>> NoN-ELS Car Collection: '?do=embed' frameborder='0' data-embedContent>> File Backups: http://www.gta-download49 points -
1.0, IPS 4, GTA V and more
1.0, IPS 4, GTA V and more
SavoryScarab95 and 48 others reacted to Sam for a post in a topic
49 pointsSo we've been quite noticeably silent over the past couple of months - there is reason behind the emptiness however, and much of it relates to how I and most others on the team have been increasingly busy with things in the real world and so on. That doesn't mean that we're not still working away on LCPDFR, however, and it gets better than that as well because not only are we still pushing ahead with development on another update in the 1.0 series, but we've been focusing attention elsewhere as well - especially as it concerns both this community and the fast approaching GTA V which is seemingly just around the corner now. Regardless, I thought that given the lack of news for a little while I'd take this opportunity to bring everyone back up to date with what we're doing and where we're going next. IPS 4 On the immediate horizon for us is IPS 4, which is the major overhaul of our community software that powers LCPDFR.com. IPS 4 has been in development for quite some time now and we've had a pre-release version of it hosted on a testing website for just over a month now, too. For more information about IPS 4 and to take a look at it in action, I'd recommend you visit the pre-release demo set up by IPS at http://zend.ipsdevserver.com/ips4/ In short though, IPS 4 brings a much more modern and streamlined framework for building a community driven website. Admittedly, LCPDFR has rocked the same design for just under 3 years now, and I do feel like it is again time for a change. With IPS 4, we will be rolling out an entirely new theme, loosely based on this dark blue which we first introduced in late 2011. We are hoping that this is something that will be completed by the end of the year, although with this one. the ball isn't really in our court - we're just waiting for the software to be properly released. LCPDFR 1.0 Back in the closing days of last year we released LCPDFR 1.0 - it was certainly a moment we'll never forget when our servers collapsed with all the downloads. Throughout this year we've been updating LCPDFR 1.0 by bringing three patches, the last of which being 1.0c in summer of this year. Work on the fourth patch, 1.0d, has, at a slow pace, been ongoing for a couple of months now and we'll be finishing it off by the end of this month if all goes to plan. To give you an idea of some of the things that we've come up with for 1.0d, I've included an image I took a little while ago below: GTA V Of course, ever present in the minds of everyone now I would assume is the impending release of GTA V on PC. Certainly we're all hotly anticipating it as well and are of course fantasizing over the possibilities that it could bring in terms of modding. I'm cautious to raise high hopes considering the direction that GTA V has taken in terms of multiplayer integration and the tight restrictions that Rockstar and Sony/Microsoft have imposed on the current-gen release, although this hasn't deterred anyone from investigating what it might take to get the ball rolling with GTA V. Our own LMS has been hard at work, with some others, studying Max Payne 3, the latest title which Rockstar released for PC, and has reported varying degrees of success in terms of modding. It still seems to be a subject of ambiguity, but let there be no doubt about it, we'd absolutely love, more than anything, to be able to launch an 'LSPDFR' for GTA V. Other notes Despite GTA IV being nearly 6 years old, and LCPDFR being more than 5 years old, it is remarkable to see the level of interest that still surrounds us here on LCPDFR.com. We recently just passed the 145,000 member mark and we're well on our way to reaching the big 150k. I said last year (or at least I think I did) that it was an exciting time to be in the community with the release of LCPDFR 1.0 only weeks away. Indeed, with just over two months until GTA V is released for PC, and a major website plus smaller LCPDFR update on the cards, I'd say that once again, it is definitely an exciting time to be here. Sam.49 points -
LSPDFR 0.4 - Activity Feed & Companion App
LSPDFR 0.4 - Activity Feed & Companion App
Anthony96 and 47 others reacted to Sam for a post in a topic
48 pointsJust a week ago, we released LSPDFR 0.4. Since then, there's been at any given time an average of 620 people playing LSPDFR, peaking at just over 1,200 earlier today. We think these are pretty incredible numbers for a game mod, and we've really enjoyed watching as people get to grips with 0.4 and all of the new possibilities it offers. With that being said, we've been monitoring the support forums and have recognized that there are, of course, a couple of issues with 0.4. We're working to get as many of these sorted as we can and hope to release a small patch to address the most important ones shortly. Today, though, we're introducing two new features as part of LSPDFR Sync - the Activity Feed and the Companion App. Activity Feed The Activity Feed, in a bit of a throwback to the days of LCPDFR's Crime Statistics, is a live activity wall of everything that's going on in LSPDFR 0.4. You can track what your fellow officers are up to with live updates on callouts, traffic stops, arrests, etc. Plus, we've integrated it with the website so everything is linked together nicely as far as Characters and forum accounts go. https://www.lcpdfr.com/lspdfr/04/activity/ Companion App The Companion App is something a little different that we're working on. Open it up while in-game and you'll see an overview of your current session with your Character's location marked on a Google Maps style rendition of San Andreas. As well as some basic info about your Character, we've added a couple of actions that can be performed from the app such as calling backup and going on and off duty. https://www.lcpdfr.com/lspdfrsync/companion/ It's early days, but we definitely have some cool plans going forward for the Companion App.48 points -
LSPDFR 0.4 - Ambience
48 pointsYou'll see why shortly 😉48 points
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LSPDFR 0.4 - Coming February, 2019
LSPDFR 0.4 - Coming February, 2019
jrpetrak02 and 46 others reacted to Sam for a post in a topic
47 pointsLet's all take a deep breath and rest assured that we're still committed to releasing 0.4 this month.47 points -
[Research/WIP] Custom Light Patterns through carcols.ymt
[Research/WIP] Custom Light Patterns through carcols.ymt
Gyeongeun and 44 others reacted to Captain14 for a post in a topic
45 pointsHey all, Recently the OpenIV team has made the carcols.ymt file available as an XML file which allows editing. Big thanks to them for that as this is what makes this project possible. You can find the carcols.xml here: https://www.gta5-mods.com/tools/carcols-ymt-converted-into-xml-format Anyways on to the meat of it. The carcols is where all vehicle sirensettings are configured. Vehicle developers are probably familiar with this and most, but not all, vehicles currently released have been configured to work with sirensettings 1. Looking in the carcols we can see exactly where siren setting 1 is configured and learn about the structure of sirens. This is a shortened portion of the configuration for siren setting 1: The full xml contains definitions for all 20 siren elements in order, but I have removed sirens 2-20 for the sake of making it easier to read. So far, here is what I have learned: The game engine caps the maximum number of sirens at 20 per sirensetting. Custom sirensettings can be added to the file and used. Corona colors and intensity can be edited for each individual siren (format for color: AARRGGBB). They can also be removed completely. Each individual siren can have it's own individual flash pattern (and these can be user created, not just selected from a list) Headlight and taillight flashing can be configured with custom flash patterns - one user has already released a modification that enables headlight flashing. You can set the number of "beats" per minute that the lights will flash using sequencerBPM value. This value will apply to all of the sirens for that specific sirensetting. You can set individual sirens to be rotating or non-rotating and configure their speeds. So far I have not done any work with rotating lights. For non-rotating lights, the flash pattern can be custom configured by editing the sequencer value under "flashiness" for each siren. In the snippet of code posted above, the siren uses the following configuration: <sequencer value="1431655765"/> At first glance it looks to be just a random number. This is actually a 32-bit integer, and when you view it in binary, the flash pattern becomes clear: 01010101010101010101010101010101 So this siren uses a simple alternating flash pattern - off, on, off, on, off, on, etc. These can be configured to create new and far more complex flash patterns than are currently in the game. Along with increasing the sequencer beats per minute you can create some neat stuff. Here is a (very quickly) thrown together demo to showcase possible patterns. This vehicle uses 6 sirens: two for all the red and blue lights, two for the traffic advisor (which is an extra), and two for the headlight strobes. The headlight strobe coronas have been modified to be white and the vehicle uses a completely custom sirensetting. The pattern for the red and blue lights has been customized for alternating speeds. Again, this is just rough stages of research so far, but I wanted to share what I had found with the community. Hopefully this will be useful for vehicle developers in designing cars which are non-ELS but offer similar levels of functionality. I will be updating this thread with further research as I discover new things. Thanks for reading and happy modding!45 points -
LCPDFR 1.0, 100,000 Members, GTA V and more
Now that we've officially announced LCPDFR 1.0 and unveiled a big preview of the brilliant new features and additions it has, I feel like it is a good time to elaborate on the timeline leading up to this and indeed, our timeline going forward. Back in February, we set up a new SVN for LCPDFR and carried over LMS' code that he was working on at the time. Eventually we made the decision that we'd abandon what we'd done with RC3 and instead focus on this new batch of code, which was built from scratch solely by LMS. Over time, more features were added and most of the old functionality from RC2 was converted over to the point where it actually started to resemble LCPDFR again, at which point we decided to go ahead with it and call it 1.0. With 1.0, we've all come a long way since the beginning of the mod 4 years ago. Back then, it was coded in a really horrible fashion by someone that was completely new to programming (me, sadly). When LMS joined the team, he started to add his own code which was of course far more advanced than anything I could ever do and as such, he started to make more and more of the backend of the mod with me focusing more on the polish and realism. Indeed, this continued to the point where he started coding his stuff in an entirely different language, C# and merged it all together in with my old VB.Net code. Eventually I started learning C# and we began to develop only in that, although much of the old code still remained and was still used for the traffic stops, hardcode mode, frisking and many other things. This was the set-up that we used up until 0.95 which is where we began converting most of the features over to C#. As well was this, LMS also started adding in more backend for the mod, giving us things like Callout Managers, Backup Managers and Pursuit Managers. Ultimately this is what LCPDFR 0.95 RC2 was built on - a much better system but at the same time it was technically the same foundation as even as far back as 0.80. Clearly this was not the best approach as far as the continued development of the modifcation was concerned, so when LMS offered to rewrite the mod from the ground up, I gladly took him up on the offer and now a year and a bit on, this is where we are. Regarding our next steps, LCPDFR 1.0 entered its initial closed testing phase a few months back. In these few months, we've added so much more functionality and polish to the point where there is a very noticeable difference between the mod today and the mod back then. In fact, most of the features that we showed in the preview were added recently, including Hardcore mode, advanced helicopter logic, character selection, the police station interior update and the new arresting, detaining and frisking options. We're slowly but steadily getting happier with the amount of content in LCPDFR now and at this point in time, the focus is on developing example callouts for the Callout API that you'll be able to edit and use as a base for any custom callouts you want to make. Aside from this, we're also hard at work at fixing bugs and polishing things up to make them more realistic, fluid and presentable. Now, this could take another month or two, although the great news is that we are making very good progress as the weeks go by. LCPDFR 1.0 now contains a lot of stuff that we're all very proud of and it will be released in some form or another later on this year. Of course, LCPDFR 1.0 isn't the only thing that's noteworthy at the moment, however, with the console release of GTA V right around the corner and with our community just recently surpassing the amazing 100,000 member mark. In relation to GTA V and the community, we're in the final stages of our forum restructure and re-organisation and this may actually be rolled out as early as tomorrow. When this does happen, we'll probably need to take the site offline for an hour or so while we perform the changes and move things around, although we'll let everybody know as early as we can beforehand. Finally reaching the 100,000 members mark was definitely one of the many highlights of these past 4 years and I don't really think there's any other way to put it other than to me, and I'm sure many others here on the team, it was simply the best feeling in the world. Looking back at some of the struggles and battles that we've had over the years, there were honestly points where it felt like we were in real trouble as a community - especially during the summer of 2012 and early 2013 as we were relentlessly hit with just about every kind of denial of service attack known to man. Of course, there were the events of 2011 where GPM and myself parted ways and just out of sheer desire to surpass them, we started relentlessly pushing the community forward as hard as we could. Even just to think that back then, we only had something like 10,000 members really shows just how much this place has grown and expanded over the past few years. To consider all of this, all of the things we've been through and all of the work that we've done, it really was just the best moment for me when we smashed our online users count yesterday and also when we went over 100,000 registered members the day before. With GTA V just around the corner, the dynamics of the community will once again begin to shift. While of course there'll be no LCPDFR or modding of any sort yet, we're going to support GTA V as best we can and just like we did with GTA IV in 2011, we'll provide a new home for an active and hopefully ever-growing GTA V community too. Ultimately, by the end of the year our goal is to have released LCPDFR 1.0 and provide everyone with the best community and gameplay experience as we possibly can. There's one other thing as well though, and that's our next big milestone. If GTA V does make its way to PC (and let's hope and pray that it does), we're going to do absolutely anything and everything in our power to get code running on it. If we do, I can assure everybody that it'll only be a matter of time before LSPDFR makes it way onto your system. I, for one, just can't wait to go wild on GTA V as a cop. Finally, I'd just like to say a big thank you to everyone for having the patience to stick with us. I understand that the website is about a whole lot more than just LCPDFR now, but I also get that there are so many hungry people that are dying to get their hands on the next version. I honestly wasn't expecting such a positive response yesterday when we unveiled the feature preview so when I saw the messages of support and excitement flow in, it actually caught me a little bit off guard and it was just really an amazing thing to see. In a way it sort of reminded me of the LCPDFR fever which used to grip the website prior to a release of a new version - everything just seems so exciting and so right. It'd been a long time since we'd all felt that and it was definitely a very welcome change. On behalf of the entire team here, thanks again for your support and for being part of this unique community, Sam.45 points
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Announcing ELS V7 (UPDATE 02/05)
Announcing ELS V7 (UPDATE 02/05)
cp702 and 44 others reacted to NicolaiB for a post in a topic
45 pointsI'm more than pleased to break the news that Lieutenant Caine's ELS mod will make a fantastic comback with a new release soon, Caine has been hard at work at improving stability and add a bunch of nice features to the mod http://www.youtube.com/watch?v=C4FmtFu2o78 Keep your eyes peeled on my channel for more ELS v7 videos, I'll be sure to go in-depth with the changes. I'd like to thank Caine for giving me this opportunity to help improve the mod as well as being given the honour of announcing version 7 to all of you, I've seen the mod change into something version 6 can only dream of, he's a super guy. It will be released here on LCPDFR.com and select other modding sites soon. 15/04 UPDATE!!!45 points -
LSPDFR 0.4.2 - Now Available!
LSPDFR 0.4.2 - Now Available!
gapcomputer and 43 others reacted to Sam for a post in a topic
44 points20 June, 2019 - We have released a minor update (Build 7110) for LSPDFR 0.4.2 to fix a couple of issues that have been reported to us. We're happy to announce that the latest update of LSPDFR, version 0.4.2, is now available. LSPDFR 0.4.2 brings with it a couple of snazzy new features including protective ballistic shields and the ability to flash your police badge. Aside from this, 0.4.2 not only fixes a number of bugs that have been reported, but also introduces sweeping changes and improvements to the LSPDFR 0.4 API, giving plugin developers more access and power than ever. Additionally, we've made a massive improvement to the Pause Menu which, in something of a first for a GTA mod, now lets you seamlessly configure your LSPDFR keybinds in-game, using the same system as the game itself. LSPDFR 0.4.2, along with full release notes, can be found here: https://www.lcpdfr.com/files/file/7792-lspd-first-response Please also see our updated Wiki articles detailing some of the new features in LSPDFR 0.4.2: https://www.lcpdfr.com/wiki/lspdfr/04/features/44 points -
List of police vehicles
List of police vehicles
lucaadv112 and 43 others reacted to SoarHawk for a post in a topic
44 pointsAre you referring to something like this? fbi (unmarked Bravado Buffalo 1st Gen) fbi2 (unmarked Declasse Granger) police (LSPD Vapid Stanier 2nd Gen) police2 (LSPD Bravado Buffalo 1st Gen) police3 (LSPD Vapid Interceptor) police4 (unmarked Vapid Stanier 2nd Gen) policeb (LSPD police bike) policet (LSPD police transport) policeold1 (North Yankton Declasse Rancher) policeold2 (North Yankton Albany Esperanto) pranger (Park Ranger Declasse Granger) riot (LSPD/NOoSE Riot) sheriff (LSSD Vapid Stanier 2nd Gen) sheriff2 (LSSD Declasse Granger) (Credits go to Police car mods: the whys and hows, and troubleshooting)44 points -
LSPDFR Feature Preview
LSPDFR Feature Preview
Officer19and 43 others reacted to Sam for a post in a topic44 pointsWith the release of the first version of LSPDFR almost imminent, we've put together a preview detailing the large variety of features that it will be packing. In terms of actual detail, this is by far the most comprehensive look at LSPDFR yet, and we hope that it will go some way in answering the many questions we receive about what will, and will not, be in the first release of the modification. You can take a look at this brand new preview over on the official LSPDFR page at http://www.lspdfr.com44 points -
LSPDFR Announcement + Preview
43 pointsWe're all thrilled to finally announce the development of LSPDFR for GTA V. Everyone here has been working like crazy to make progress with the modification and the website, and we're only just getting started. We hope that everyone enjoys the little taste of what we have in store with LSPDFR. Feel free to use this topic for speculation, discussion and questions. On behalf of the entire team, Sam.43 points
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[REL] Coastal Callouts Discussion Thread
[REL] Coastal Callouts Discussion Thread
DivineHustle and 41 others reacted to PNWParksFan for a post in a topic
42 pointsI've just begun working on my first callouts pack: Coastal Callouts. Currently there isn't much going on at sea in LSPDFR, and I'm working to change that. This will be a callouts series focusing on marine patrols and incidents. I'm planning to eventually have enough to make a boat-based marine patrol fun and interesting, but the callouts will also be designed so that a land-based unit could respond to a dock, grab a boat (or maybe a helicopter or something else), and then head to the scene. Callouts will include law enforcement and SAR missions, both in the ocean and on beaches, in ports, and around the terminal and docks. For all you modders out there, if anybody's interested in collaborating, shoot me a PM. I have some ideas already for specific sub-functionality which could be tackled by individual contributors and would make development move much quicker. If you have suggestions, please let me know! Again, this is very early in the process, I'm still scoping out good locations for callouts and brainstorming what to put in them. So, it's a good time to make your ideas heard! UPDATE DEC 2019: COASTAL CALLOUTS IS NOW RELEASED! And, check out these first two Coastal Callouts episodes by @Darkmyre and @Albo112542 points -
Spring Update 2023: Soaring to New Heights on LCPDFR.com
Hello everyone, I hope you're having a fantastic springtime and looking forward to the summer! It's been a long time since we've posted a website roundup update, but there's a few changes we're really excited to let you know about. Some of these changes you may have already seen, some will definitely be new. File Tagging System Rollout We've started Phase 1 of our file tagging system rollout. This update went live today and additionally we've spent some time tagging the first few pages of Vehicle Models to introduce you to it. A look at some files with new tags, different tag types are distinctively coloured. One of the reasons we have not used the built-in tagging system that comes with the software we are using is because it lacks a lot of features a community our size needs. The new home-grown solution combines the tagging solution that comes with our software natively, but extends it with many features: The ability for our moderation staff to manage tags Tag "categories" with distinctive features, for example; Vehicle Brands, Vehicle Year, System Tags Ability for us to easily see tag use Ability for members to easily navigate tags Ability for authors to find the tags they want to apply easily, and with tag categories, ensure they're picking the correct tags. System and gated tags. For example, the tags fivem and lml will be automatically applied to files and cannot be applied manually. Certain tags can also be gated as author-only, or site-staff only for future expansion. We have started the system today with some vehicle-specific tags (Vehicle Brand, Vehicle Year and Vehicle Country). More tags and tag categories will come as we move into the other phases of this new tagging system. If you've got any feedback on what tags and tag categories we could further add, feel free to leave feedback on this post. Here's a small list of what we're working on for future updates: Community and reputation based tagging (users can tag old files to help tag files which are never going to be updated) A new part of the site where you can see all tags on a certain page, and sort by their uses. Automatic tagging based on image analysis and OCR. A page where anyone can recommend tags (and perhaps tag categories) which can be voted on. Making it easier to tag files, by not allowing arbitary input into the tag box. Using the new downloads tag page to find tags that have files you're interested in. Authors, you can get started today tagging your files, just hit the 'Add Tag' button next to your file title. Tagging is always optional, but helps users find your file in the sea of uploads. thorium_9XtQr4UChBbmgLFCyZI0AGJu1.mp4 A short video showing how to tag files. AI alt-text and Image Precheck We now automatically generate an alt-text for all images uploaded. You can see these on image attachments on the forum, as well as file screenshots. These will help discovery both via LCPDFR.com site search (these tags are now inserted into our search index) and Google as well as aid to make the site a bit more accessible. Along with this, images are now checked via our Image Precheck system for compliance with our Community Guidelines. Images which may not be in compliance with our Community Guidelines may be held for approval or rejected. We hope this keeps the community safer. Speed & Performance We fixed two major causes of latency for logged in users over the past few weeks. Both of these were caused by bad database queries. We've shaved off around ~4s worst case of viewing the LCPDFR.com homepage, and around ~1.5s worst case of latency per file listing. Thank you to the ULSS Discord Server for bringing this to my attention (specifically @SuperPyroManiac). Other Fixes & Changes Introduced WebAuthn 2FA support. While this is going to be used mostly internally for securing administrative accounts, this option is also available to all users. Show a warning when using colors in the website editor, reminding users of the different themes. LSPDFR Sync no longer shows deactivated members' characters. Fixed an issue with recording and displaying file checksums on the post-download page. Fixed file embeds from rendering an entire page on error. Fixed an issue IPS refuses to fix, correctly lazyloaded content between paginations. Added a game filter to user download special pages. Fixed an issue with file comments/reviews being removed from the search index. Guest views now correctly increment content view counts. ...And numerous other backend changes that would be too expansive to list. Cyan.42 points
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Signing out.
Signing out.
Michael21107 and 41 others reacted to t0y for a post in a topic
42 pointsHi whoever is reading this, So it has been a very long time coming, and I have thought about this a few times but I am finally quitting LSPDFR and probably GTA. I know you're probably wondering why did I just post a picture of a cop car I modeled then, well that was before I realized I was quitting and demotivated thanks to chapperoni for giving me a kick in the butt. There have been MANY things leading up to this decision, and of course it isn't an easy one to make ive been in the community for almost 2 years now and have enjoyed a lot of it (ish) and found new hobbies of mine like modeling and graphic design, and subsequently police cars and has directed my attention at a law enforcement career in the future (maybe, probably not though.) Anyway here are some reasons why I am leaving, I was going to keep this brief but really fuck that, not here to start an argument or anything either thank you to the staff for your help and im not trying to call anyone out of course just hoping this will open your eyes if you want to keep your mod alive. - Toxic, toxic modding community. Not that this is necessarily the mod's fault or the general community's fault but man are the modders on this toxic. For those of you who have yet to see what goes on behind the scenes it is just full of negativity, immaturity, and constant shit talking no matter what you do. It is hard to spend money on ZM, and lord knows the time to make models for a plugin for a video game as your hobby just to have half of the modding community tear your shit up because your lightbar is an inch too high or your antenna is curved a bit, or god forbid you dont have a cone and a bag in your trunk. - Inactive and/or generally unsupportive staff team. Again not trying to call any of you out, and those active ones you know who you are and I fully support you but those who arent its not very great. I haven't seen 90% of the staff team even so much as comment on a post in a very long time, which by all means is great go have your life dont focus on some police mod for a video game, but you cant expect the community to stick around. Someone can post a shitty, obviously troll model or livery and it wont get taken down for 6 hours just to have the whole community berating them and reporting them but no one doing anything about it, or they can leave a 1 star review saying some pointless shit on a mod you spent weeks on and guess what... you report it and nothing happens, just sad how unsupportive the staff is. - NO UPDATES! It has been 1 1/2 years since the last update for LSPDFR, with an experienced team behind it, a supportive community, and plenty of staff working on it nothing has been done. I know I know "BUT 0.4 IS COMING ITS GOING TO CHANGE THE GAME!!!!" simply... no. An animation has been added. And RDE and EUP have been watered down and then added. Not only is it not good, its just bad, not trying to be rude but nobody wants that, I could care less for stop and frisk or having mods that are already in my game dimmed down, we need an actual update. I know what you're thinking: "t0y you IGNORANT SLUT! YOU ARE A MODELER YOU KNOW NOTHING ABOUT GAME DEVELOPMENT AND SCRIPTING!!!!!!!! YOU HAVE NO RIGHT TO TALK YOU FAT SLOB!" first of all im not fat, and that is very rude, second of all ITS BEEN A YEAR AND A HALF there have been so many scripts made, and huge game improving mods like from Albo that have taken less than a year in a half or PNWParksFan who has made an ENTIRE COAST GUARD CALLOUTS MOD in less than that time that has 100x more content than that update, and those are all by one person not even a whole development team. Up until the 0.4 announcement I had just thought the scripters or creators or whatever you guys are called just ditched the whole mod which is really sad considering I have spent countless hours, even 100s of hours making content for this community on my own time, without asking for donations, or trying to sell godawful merchandise. I really would've expected more from you guys, and you've failed us. - Honestly it's just boring. A repetitive mod that barely scratches the surface into anything police related. There are police chases, sure but you chase the guy for 4m, get run over by 100 cop cars "helping" you, pit the guy, shoot him, call a coroner, and drive away then rinse and repeat. No cordoning off the scene, calling investigators, directing traffic away from it, getting backup to come and park near the scene to help out, nothing that isn't action filled, like normal police work. It's just not enough to spend so much time on making models for, I would be willing to bet that there has been 5x as much time and effort spent on modeling for the community as I've seen from people like Matt who spends so much hard work on his models than the mod itself which is just silly. AGAIN because I know this will be taken the wrong way im not trying to call you guys out, I know you have a life, it's just a reason why im out of here. Anyway to conclude. Yeah. Bye. Thanks to all the people that I was friends with over the years, you know who you are (most of you are in Faux Policiers, if so this is repetitive and we're still going to talk to so not saying bye so this is pointless so special thanks to you guys: Emil, DudeMan would be cooler if this was your real name but fuck off, Eric, Jay, Rob, Alex, Maurice, Steven, Brad, Hank, Jake, Jed, Kevin, Kus, Luke, and Trevor sorry you're last but you're offline so your name is on the bottom of the list. If you want to stay in touch my Discord is t0y#8617 and my Twitter is thet0y feel free to add me/follow me and we can chat. Still going to lurk around here and see what happens.42 points -
New Rockstar statement on modding
42 pointsAs I'm sure everyone will be aware, the single hottest topic recently, throughout the entire GTA community, has been the closure of OpenIV and the controversial statement released by Rockstar Games shortly after. Today, Rockstar Games have released a new statement, answering Are PC Single-Player mods allowed?: Obviously, this is fantastic news for everyone, and we're grateful to Rockstar for clarifying the situation. Furthermore, it's been incredible, just amazing, to see the support from across the gaming community for our cause. Very quickly, let's also say a special thanks to our very own LSPDFR member @t0y, whose petition to save OpenIV amassed a mind blowing 75,000 signatures in the space of a week! It's been truly awesome to see the outpouring of support from everyone regarding this. Thank you to everyone who has contributed towards bringing us this very welcome piece of news.42 points