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oxherder1

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  1. Love
    oxherder1 got a reaction from princed in LSPDFR crash's when going on duty - AFTER UPDATE   
    Try alexguirre's updated RAGENativeUI 1.8.2 that's available on his GitHub repository. I've heard the current bundled version is causing issues.
  2. Like
    oxherder1 reacted to Officer Tuna in Error Code 7002.1   
    Yes, also having that issue. Did you revert the game version with RPH by any chance? Because that's when it happens to me no matter if I start it with RPH or just normal launcher. Putting it back into current version seems to solve the problem for me but then there's no mod support. Definitely dropping a follow on this topic.
  3. Like
    oxherder1 reacted to Bienie2304 in Error Code 7002.1   
    Hello, after the update of the days, I no longer come into play. The error message amounts to error code: 7002.1 Can someone help me there?
  4. Like
    oxherder1 got a reaction from 1supermiguel in How to change siren for FBI, Police bike, sheriff truck?   
    Well, normally the method I mentioned should fix the siren issue. Now, vehicle.meta files do exist in some patchday folders; however, they generally only change some vehicles. The latest vehicle.meta files in those folders is under mpxmas_604490. If the file path I suggested doesn't work, try mods/update/x64/dlcpacks/mpxmas_604490. 
    ***Now you will need to navigate to my first suggestion ( mods/update/update.rpf/common/data/levels/gta5 ) and use ctrl + f to find, for example, fbi2. Copy from                     <Item>  to  </Item>. These are the starting and finishing lines for a vehicle. Copy, then navigate back to mods/update/x64/dlcpacks/mpxmas_604490, open the .meta file on your desktop and paste your original fbi2 text just below <InitDatas>. Now follow the method in my first post to change the siren and engine noises. 
  5. Like
    oxherder1 got a reaction from 1supermiguel in How to change siren for FBI, Police bike, sheriff truck?   
    Go to mods/update/update.rpf/common/data/levels/gta5 and open vehicles.meta (click and drag to desktop, then double click that baby) press ctrl+f to search for "sheriff2," "policeb", "fbi", "fbi2" or whichever vehicle audio hash you want to change.  
    Now, below the name of the vehicle, in the pile of text, there is a line that starts with <audioNameHash/>. Delete that bit and paste this <audioNameHash>police</audioNameHash> into that empty space. It should look like this: <ptfxAssetName>null</ptfxAssetName>
                                                                                                                                                        <audioNameHash>police</audioNameHash>
                                                                                                                                                        <layout>LAYOUT_STANDARD</layout>
    *NOTE* This will change not only the siren, but also engine noises for the vehicle.
  6. Like
    oxherder1 reacted to 0taku in 2011 CVPI   
    Doing some work on an engine, Let it be noted that I will NOT be using the Forza one. If you want a 50,000 polys engine there other other models for that. 
  7. Like
    oxherder1 reacted to Cartres in Cartres (the new guy)'s Showroom   
  8. Like
    oxherder1 reacted to 0taku in 2011 CVPI   
    I know it's been over a month since I last posted but I've been busy with the VIC. working on the lods on such

  9. Like
    oxherder1 reacted to Ragnrok in Still waiting...   
    Honestly, I dont know what happened, and I dont really care. You people are the undisputed queens of drama. The vast majority are completely incapable of simply communicating their issues in a civilized, intelligent manner, and certainly incapable of having any patience at all with a staff that does this entirely in their free time.  I get people are upset over something, but going on a rant and attacking staff is simply not the answer. Grow up and have some patience.
  10. Like
    oxherder1 reacted to 0taku in 2011 CVPI   
    Working on the dirt texture for the wheels 
     

  11. Like
    oxherder1 reacted to 0taku in 2011 CVPI   
    UPDATE ON THE VIC
    Done a alot of texuer re-work on the lights 


  12. Like
    oxherder1 reacted to 0taku in 2011 CVPI   
    Back to Zmod renders for a little as I'm doing work on the rims. 
     

     
     
     
  13. Like
    oxherder1 reacted to Wilhelm in Paperwork++ - Service Closed   
    There is a Git repo for this project, however it is closed source. The main reason for this is that the quality of the code (looking back) is honestly poor. I'm going to have a fair chunk of spare time in a month or two, and may take a look at reinstating this. However, I imagine its functionality would be more directed towards multiplayer communities, considering the new stat tracking of LSPDFR Sync.
  14. Like
    oxherder1 reacted to LMS in Your best LSPDFR 0.4 screenshots?   
    There's just nothing that makes this girl angry!
     

  15. Like
    oxherder1 reacted to 0taku in 2011 CVPI   
    Done some work on the interior. Tan one is still trail and error. Also if anyone knows of other 2011 colour options let me know as the black and tan are the only two I'm know of
  16. Like
    oxherder1 reacted to Sniper296 in LSPDFR 0.4 - Coming February, 2019   
    Psst, VeX, if you kill enough of them, Ben will drive Sam so insane that he'll have no choice to release it to stop the killings.
  17. Like
    oxherder1 reacted to 0taku in 2011 CVPI   
    Done some texture work and the lights, Might re-do the main part of the taillights but other then that I like how they look right now. 
  18. Like
    oxherder1 reacted to 0taku in 2011 CVPI   
    Doing some work on the undersides of the boot and hood

  19. Like
    oxherder1 got a reaction from elispd in Dirt makes back window lightbars go away/blackout   
    As far as I know, this is an issue with the vehicle model itself. The only method I know for resolving this problem is to keep cleaning the vehicle. There are plugins on this site that bind repair and wash to a single key so you don't need to open the trainer every time your car gets dirty. Alternatively, you could swap the model out for one that doesn't have this issue.
  20. Like
    oxherder1 reacted to 0taku in 2011 CVPI   
    I'm doing another conversion again, this time I'm making a 2011 CVPI. I'll be using the Forza3 one as the base and working from that.

    It will have 2 different back seat options: Stock, prisoner transport. 
    And if everything goes well expect a DEV release 
  21. Like
    oxherder1 reacted to Sam in LSPDFR 0.4 - Coming February, 2019   
    So, 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.
  22. Like
    oxherder1 reacted to xDZYx in Maurice97's Showroom   
    Alright pretty dead here right? Lets clean the dust away.Was working on this the whole day.Its my first Scratch Modeld part.But im pretty happy with the result.Probably will be a Dev Part in the future when im done with the other ones.ATM the 16 Explorer and the 13 Tahoe are done.Still not perfect but i think it gets the job done.
  23. Like
    oxherder1 reacted to Sam in LSPDFR 0.4 - Pursuits & Intervention   
    This 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.
  24. Like
    Hi Everyone,
     
    My name is Nick Morris and I'm president of Deliberative Entertainment and a video game developer in Canada. Because the community here has an obvious interest in both law enforcement and gaming, I wanted to seek out your feedback about an in-depth law enforcement strategy game called Keep the Peace that we are currently prototyping. The game puts players in a combo role of Police Chief, Dispatcher, and Incident Commander, responsible for the safety and security of their town, city, or region. Players will make difficult decisions about the type of police force they want to create and the way they'll approach crime, disasters, and other issues in their jurisdiction. 
     
    I'm here because I'm looking for your feedback. Many folks on these forums are extremely detailed-oriented and critical, and that's precisely what we need. I know you've all watched a litany of mediocre police games come and go -- especially simulators, but probably a few "strategy" titles too -- and I won't allow Keep the Peace to join that list. It either gets done well, or not at all. But I need your help --  your ideas, your feedback, your advice -- to make it the best game it can be. 
     
    We're currently at a very early stage of development, which makes it relatively easy to incorporate feedback. We do have details about the current vision for the game and we've assembled a video and some screenshots describing that vision in more detail. If you've gotten this far and are interested in more information, here's a little bit more about the game.
     
    Just some of the things you'll do in Keep the Peace:
    Hire officers that are right for your department based on dozens of skills and characteristics Customize vehicles, tools, and weapons, to equip your officers appropriately for the tasks you'll be throwing their way Assign your units to patrols and prioritize their time between preventing crime, reacting to crime, and traffic enforcement Dispatch your units to the scene of dangerous emergencies -- break-ins, bank robberies, vehicle pursuits, shootings, natural disasters, car accidents, and much more, each with virtually infinite possible variations -- and decide which incidents get which resources first Choose tactics your officers should use for complex incidents. Should they negotiate with a hostage taker, or break down the door? Will you allow a growing protest to proceed unimpeded, or will you assign units to stand in the way? A variety of factors could affect your decision in each unique situation. Set policies (e.g. regarding the use of force), implement programs (e.g. DUI checkpoints), and expand your capabilities (e.g. with a crime lab, a motor pool, new training facilities, or new technologies) Train and promote your officers, and manage their physical health, mental health, and morale. Deal with long-term crises. Although Keep the Peace is an open-ended sandbox game, like SimCity or Civilization, various narrative elements will keep it interesting and novel. A serial killer could terrorize your streets for months or years; a new gang could come to town; a new mayor could withhold key resources and make your life difficult.  
    We've uploaded a little teaser video to YouTube: 
     
    And here are a few screenshots based on the prototype:




     
    Though the video and screenshots are still very rough around the edges (just a prototype, after all), and you can expect the models and textures to be completely rebuilt during actual production, I would love to get your feedback about the overall game. For example:
    Are there features you see here that excite you? Are there things you see here that you do not like, or feel could be improved/changed? Are there things you'd like to see that seem to be missing? What strengths or weaknesses have you seen in other games that could provide a lesson for a game like Keep the Peace  
    If you have any questions, please don't hesitate to ask! I'll try to monitor this thread closely. You can also find more screenshots and information about the game, and you can reach out to me directly if desired, via our website (see signature below). 
     
    Thank you in advance!

    Nick
     
     
  25. Like
    oxherder1 reacted to rukrim in [CHARACTER][WIP] Enhanced Equipment   
    New modeled Safety vest using uppr base shape, based on Boston safety vest. UV mapped from zero.
     


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