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LSPDFR 0.3 - "Hot Pursuit"


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This 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.




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Hm, it seems that the suspects can now drive as recklessly as the AI cops. Seems fitting.

And I suppose that pursuits should be a good portion of 0.3 considering the only vanilla callouts are pursuits.

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Looking good fellas.  Are you all overhauling the pullover script at all?  I know that one major issue currently in game is that most pullovers still leave the suspect vehicle typically in the roadway and usually impeding traffic.

Thanks and keep up the good work!

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Awesome! I love it, Every preview released makes the blood pump with excitement..Thanks for the update Sam. Thanks to you and the rest of the Development Team for all of your hard work on 0.3 so far, these screenshots and previous screenshots prove you guys are knee deep in the good stuff. Can't wait for the finished product, keep up the great work!

On a serious note. Anything going on or possible of alleyway chases? All the suspects seem to stick on the main roads. Not as much fun when they're on a linear path.

That is a great suggestion Lundy, and to be honest, the more areas you can chase down a suspect the better.. especially if we want to add to the realism.. 

Edited by Kal74

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Anyone can explain the changes behind those nice screenshots?

One of the biggest things I noticed was that when the suspect hit a wall, [and stopped in general or was running] the other 5 police cars didn't slam into their car or the wall [or into him] as well, which is going to be such a huge improvement!  It looks like they backed off and approached on foot with guns drawn, making it more realistic!

Edited by fiskey111
Adding some extra about the rest of the pictures

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It is a good work and definitely look forward for the release

However, I would like it if the developers could focus more on some aspects of life of a police officer.

I actually mean the suggestion that the player playing as an officer could get some cash after his or her shift of duty.

A small minimum amount of cash (150-200 dollars or less) for reporting to duty but not very much to avoid "lazy player cops" (It means you have to actually do something for the force to get some money)

However, the amount could increase depending on how well you perform during your individual shift. (Arresting criminals, assisting your fellow officers but not citation because it really depends on the player (the player might cite 200 dollars even if it is a minor offense))

Why I suggest this is because that it makes the idea of completely abandoning your criminal life and embrace the life of a law-abiding citizen and law enforce more appealing because you could get something out of your work.

I know that the Police life mod provides cash but I would like it more that you could engage in the "arcade-style" life of a police officer rather than a realistic life. I really have no interest to feed, refuel or improve my rank even though that is a real life police life. I just want to earn some cash for my characters in a legal way instead of stealing and mugging people.

Can't wait for it though.

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I actually mean the suggestion that the player playing as an officer could get some cash after his or her shift of duty.

This isn't possible within the base game as currency is limited to the main characters only. As soon as you swap your character model over to a police player model you are unable to pick up or obtain any money whatsoever. The stores all remain closed and inaccessible too. It'd be a pointless feature.

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Do you Photoshop the pictures ? I see no jaggies... even at 4x msaa I get jaggies. 

The screens me and Sam take are all (most) from the Rockstar Editor, I don't touch them up more than that. It offers some nice features. Can't speak for Sam though. 

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I don't know if this has been answered before, but will there be improvements to

1. The in car computer for suspect searching? Maybe a laptop look with a screen that keeps the suspects name on it so you don't have to remember how to spell their name, (seen some strange names) maybe slide their I.D into a slot and it loads their profile.. idk.. any improvement to this a is a good one.

2. Calling for Backup and not getting rammed from behind by fellow officers during a pursuit? 

 

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f*uck u ineseri, u are able to test the new unlocked police station xDD

Hah. So can you. You can open the station with SNT I believe. 

Furthermore, testing isn't as glorious as you might think. Sure, I get to see new features, but the keyword is testing. It's often some weird issues and so on. For normal gameplay, the release version is to prefer. I test it, so you don't have to experience a too broken mod. 

I don't know if this has been answered before, but will there be improvements to

1. The in car computer for suspect searching? Maybe a laptop look with a screen that keeps the suspects name on it so you don't have to remember how to spell their name, (seen some strange names) maybe slide their I.D into a slot and it loads their profile.. idk.. any improvement to this a is a good one.

2. Calling for Backup and not getting rammed from behind by fellow officers during a pursuit? 

 

1. It's already really perfected. All suspect names are stored in the main menu, where the rest of the games notifications are. 

2. That's GTA V AI, but you might see some improvements to general AI driving when arriving to a scene. Pursuits are still a bit iffy, but it's not something that is easy to fix at all. It's easier to just drive to the side of the road and let them pass. 

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Hah. So can you. You can open the station with SNT I believe. 

Furthermore, testing isn't as glorious as you might think. Sure, I get to see new features, but the keyword is testing. It's often some weird issues and so on. For normal gameplay, the release version is to prefer. I test it, so you don't have to experience a too broken mod. 

1. It's already really perfected. All suspect names are stored in the main menu, where the rest of the games notifications are. 

2. That's GTA V AI, but you might see some improvements to general AI driving when arriving to a scene. Pursuits are still a bit iffy, but it's not something that is easy to fix at all. It's easier to just drive to the side of the road and let them pass. 

1. I just thought it would be more convenient to take a suspects ID, access the in car computer and it maybe auto-loads their name when you access it.. I know you can go to the notifications area, but that seems kind of unrealistic.. Just the appearance of the UI for the computer and the way you enter a suspects name, just looks a bit dated is all...but I will live with it,,, not a game breaker for me..

2. I refuse to pull over, and allow some rookie to take over my pursuit... looks like I may just have to serve up a double dose of justice and ram them off the road..:thumbsup:

Edited by Kal74

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