Reputation Activity
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I wouldn't mind so much if the decision to leave the European Union came from well planned exit strategies and factual information. I respect those who had genuine good hearted reasons for voting leave. But sadly the majority more than likely voted for the wrong reasons, the lies spewed out by the leave campaign or the volcano effect the media has had in spreading hatred with regards to immigration.
We haven't taken back power, we've only proven to the world just how divided a nation we are. Rather than fighting for what we believe is right, we've blamed someone else for our problems and cast them onto someone else. It's saddening to see this happening. I don't hold much hope for the country right now.
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Kire reacted to Stealth22 in [REL] ALPR+ALPR+
ALPR+ is a plugin that I have been thinking about for a while now, but just never got around to writing it. After publishing major updates for both Code 3 Callouts and LSPDFR Computer+, I now have had some more time to devote to this.
ALPR+ is intended to model a real life ALPR (automated license plate recognition) system used by many police departments across the United States, as well as in Canada and other countries around the world. There are many different types of systems out there, and I must admit, I am not really familiar with the intricacies of any of them. However, I've done my best to make this plugin as realistic as possible.
The concept of ALPR+ was inspired by the Realistic ANPR plugin by Danielle. However, due to unknown reasons, Danielle has not been able to update Realistic ANPR in quite some time. It is quite unfortunate, as she did some great work on that plugin, and worked hard to make it as realistic as it was. I hope that I'm able to do the same with ALPR+. Like I said, I am not familiar with ALPR systems at all, and I've obviously had to develop ALPR+ from scratch.
ALPR+ is a plugin that I am quite proud of, and I hope you enjoy it as much as I've enjoyed developing it!!
Features
Inspired by the Realistic ANPR plugin by Danielle Realistic detection logic which takes various factors into consideration, including vehicle distance, angle, line of sight, camera field of view, etc When alerts are triggered, the player only receives information that the ALPR system would know You don't get a blip on your map! The only information you receive is the vehicle model, color, which camera triggered the alert, and the license plate Configuration file with customizable camera settings (for advanced users only; default values are highly recommended) Eight different types of ALPR alerts, each with it's own potential probability weight Stolen Vehicle Outstanding Warrant Suspended Driver's License Expired Driver's License Vehicle Registration Expired Vehicle Not Registered Vehicle Insurance Expired No Vehicle Insurance ALPR system automatically disables itself during traffic stops or pursuits, and re-enables them when the situation is Code 4 Integration with LSPDFR API NOTE: ALPR+ does change some vehicle and ped records; LSPDFR natively generates a lot of peds with outstanding warrants, or expired/suspended licenses Sound notifications when alerts are triggered Integration with Traffic Policer API (optional feature) Developer API Set (or clear) either a pre-defined or custom flag on a specific vehicle Events that are triggered when an event is either generated, or displayed Get the ALPR flag for a specific vehicle Get a list of ALPR results for the current session
Videos
Check out this video by @FirstThirtyMinutes, featuring the beta version of ALPR+, in all it's glory!
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Kire reacted to ineseri in LSPDFR 0.3 Announcement + First PreviewYes! Finally I can add trashmasters to my backup!
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Kire reacted toDeactivated Memberin LSPDFR 0.3 Announcement + First PreviewI knew you'd give in. :^)
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Kire reacted to Sam in LSPDFR 0.3 Announcement + First PreviewAfter 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!
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Kire got a reaction from Schecter004 in LSPD First Response 0.2a UpdateSuperb! But I can't remember the tazer killing a single thing. Just yesterday I was tazing the same ass probably just short of a million times. Then the AI arrested him - no death. No modifications done to any file - just straight up LSPDFR. But if people say it killed peds, it probably did. Might just have been bugged (Can you believe it? A good bug. That's a first.) for me then.
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Kire got a reaction from GPrime in LSPD First Response 0.2a UpdateIf it gets deleted before the download is complete and youre using chrome, try disableing the phising-thing under advanced settings in the browser. (Don't recall what it says (not that I know it english either way) but it has something to do with phising I'm sure of it.)
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Kire reacted to dbock1989 in LSPD First Response 0.2a UpdateMine would ALWAYS kill the guy. It over wrote my taser mod, but I think this new update it going to be epic.
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Kire reacted to Iconography in Signature Guideline FixesDue to a group configuration issue, roughly 25% of members had unlimited signature restrictions - significantly clogging up many threads. This has since been resolved, and now applies to all members as it was originally intended. These are the current signature guidelines:
Max of 1 image, up to 500x150px Max of 5 text lines (a full line break counts as two lines, use Shift+Enter for a normal "1-line" break) Max of 5 URL links -
Kire reacted to FinKone in LSPDFR 0.2 - The Police ComputerNice. Can't wait to make sure I plug plate-checker into it, at the least.
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Kire reacted to Sam in LSPDFR 0.2 - The Police ComputerThis is the second part of our LSPDFR 0.2 preview series. For more information about the background behind 0.2, check out the first installment in this series here: http://www.lcpdfr.com/forums/topic/51800-lspdfr-02-announcement-first-preview
I think by far the most hotly requested feature for the next version of LSPDFR was the resurrection of the police computer. A vital tool for those of you that like to add some detail to your patrols - the police computer makes it return with a vengeance in 0.2.
The new Police Computer is capable of searching both license plates and subject names, and will actually perform a real search on every vehicle or person currently in the game. If a match is found, it will then be returned to you via a notification after a slight delay. In essence, this is a very real implementation of the system, and we hope that it will be more immersive than our offering in LCPDFR, which felt fake at times.
The brand new Police Computer featuring both license plate and subject record searches.
Of course, to achieve this sense of immersion, improving the Police Computer itself wasn't enough - we also took some time to boost the quality of the data that it relied on. In early versions of LCPDFR, there were around 15 or so 'funny' names in the entire data pool. In later versions, there were literally thousands of names, all able to be dynamically generated, which was far more realistic, but also gave some really weird results at times. You might go as far as saying that it could feel as though everyone in Liberty City was named by a member of the British royal family or some crazy celebrity parent. At first, we used this same system in the early implementation of the LSPDFR Police Computer, but it simply wasn't good enough and really let down the system as a whole considering the new functionality that was there.
For those of you unaware, we were deeply involved in San Andreas Multiplayer (SA-MP - a multiplayer mod for GTA: SA) in 2012. As part of this, we ran a server titled Fort Carson Roleplay (FCRP), which was essentially a simulation of a small American town, where players could register on the server, make fictional characters and then spawn in the world to do any number of things like run a business, join a gang, be a cop, etc. FCRP quickly became one of the top 175 servers in SA-MP and had something like 12,000 registered accounts. Of course, long after its closure at the end of 2012, the masses of character data from FCRP were simply sitting on an old hard drive, collecting dust. Just a few weeks ago, I moved the data back over and thought that it would be nice to actually do something with it, and the development of the new Police Computer for LSPDFR seemed like the perfect opportunity. Indeed, LSPDFR now uses persona data from just under 3,000 FCRP player characters. We took it a little further than merely importing the names as well, with some other attributes from the server being recognised (making for some interesting easter eggs). The key advantage of this system, though, is that we have close to 3,000 names which were actually made up by close to 3,000 real people. Hopefully this makes things feel more natural, and will give some persistence as well if you see certain people more than once.
We will post the third, and probably final, installment of this update series tomorrow.
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Kire reacted to Sam in LSPDFR 0.2 Announcement + First PreviewFollowing 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.
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Kire got a reaction from TheBassman77 in LSPDFR Future DevelopmentTwo primarily. LMS and Sam, with contributions from some others. It says in the documentation pdf btw.
OT: With time comes possibilities. I think many people expected too much from this first release, which has been said probably just short of a million times already. I'm happy that you've created a good foundation that you can work with. The future is bright. :)
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Kire reacted to FinKone in [WIP][REL][UPDATED 08/AUG/2015] Police Radio [Tow, Coroner, PlateChecker, Pit Request, Tackle Suspect... and probably more...]Even if there isn't one in... I think someone said there is over... 36K animations or something crazy like that... people are already finding ways to import/export them.
Np - that is what takes the most time. The Coroners still need to be given extra details and so forth once on scene. Can't wait to add that. Takes time to sift all the animations and audio though... thats what takes the longest sometimes I think.
Thanks for the support man. Not sure when it will be ready but its coming along.
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Kire reacted to FinKone in [WIP][REL][UPDATED 08/AUG/2015] Police Radio [Tow, Coroner, PlateChecker, Pit Request, Tackle Suspect... and probably more...]Introduction
Police Radio is a modification that enhances gameplay as a Police Officer in LSPDFR. It allows you to check license plates, tow vehicles, call coroner services,request backup for traffic stops, request K9 drug dogs to scan the car, have observations of the vehicle, question the driver of a vehicle in a traffic stop, andrequest pits on suspects. Each aspect of the modification will be explained further within the description.
Like what I do and want to show support!? Visit the YouTube channel!
Install / Uninstall / Update / Important INI Video
CLICK HERE
Requirements
READ WHAT IT NEEDS CAREFULLY. DCP1293 is maintaining this now - so bother him!!!
Police Radio FEATURES
Plate Checker Ties into LSPDFR to return correct names that go with the vehicle. Still need to add some improves in regards to a Stolen Vehicle being driven by the owner... :X PIT Request Pit Request allows you to perform a pit on a vehicle thats fleeing. Holding the vehicle in a stationary position for a small amount of time often makes the occupants run on foot. Barriers (only one type current, sorry NorthernAlex! One day...) Place barriers to make traffic yield or go around. Tackle If traveling at a decent speed, when behind a person you will be able to tackle them (E on keyboard, or A on controller) Tow Truck Removes vehicles from the scene. Coroner Removes the dead from the scene. Request Additional Unit for Traffic Stop You can request to dispatch to send you a additional unit if you need the upper hand At this first release, it is very basic, and can be some what dangerous at this stage. Use at your own risk. Request K9 Unit for Air Sniff You can request to dispatch to send a K9 unit that will air sniff around the car and attempt to find drugs if the user dones't consent to a search of the vehicle. Very basic first release, will improve over time. Observations Window You'll observe things as you approach the vehicle, and this can impact the over all traffic stop experience. Question Driver Window Based on your observations, you might want to consider asking the person a few questions, to include consent for search. Gives more point to using the K9 as a last resort. Whats NOT in this version?
CPR DOWNLOAD
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Kire reacted to TheChef in Coming Soon! For GTA V Players With Low Frames!So you create a topic to tell us about another topic about a piece of software that still doesn't exists? Or am i missing something? Can't find a download yet.
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Kire got a reaction from KN1IGHT in Suggestion for the LCPDFR.com websiteA picture is worth a thousand words.
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Kire reacted to Sam in Police scanner and dispatchOf course, we made audio a big part of 1.0, it is definitely our intention to make it an even bigger part of LSPDFR.
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Kire got a reaction from Cyan in Suggestion for the LCPDFR.com websiteA picture is worth a thousand words.
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Kire reacted to AlphaKing in Using holster radio when calling backupAm wondering if its possible for my cop to use his holster radio animation when calling backup, in foot and maybe in the car as well. I saw some police ai using the radio when there was a foot pursuits so maybe its possible?
PS: Maybe add the stun gun as well when going on duty would be nice :)
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Hey guys. Recently I've been getting hit with messages about modding, how to, and sometimes... even how to get started...
In short - if you know nothing, figure out what type of coder you are. Do you learn better tinkering(altering someone elses code), do you learn better from example exercises? Or are you a book guy? Only you know you... so figure that out, and start to learn C# with your prefer'd method.
For those that know how to code a 'bit' but don't feel comfortable with the RageHook (in terms of setting it up, making sure it works, and getting started coding...) feel free to watch this video using Visual Studio 2013 to get you started. It will cover the basic setup, use one of the example.cs in the SDK, and show you how to start tinkering today.
Enjoy.
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Kire reacted to Synthacrat in Respawn as a copSame here, how I know that, because thanks to Sam's amazing NOOSE helicopter support he made, I got blown up by a rocket I was totally expecting. Thanks a lot Sam gosh lol!!!
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Kire got a reaction from Synthacrat in Respawn as a copAnother problem, I see. When I get killed, I'm still on duty and can continue on with my patrol after spawning a new car. Infact, if a callout was active upon death the callout would/will remain active aswell, so just got to catch up to it.
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Kire reacted to Sam in Citizen AIWe're working on it.
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Kire reacted to Sam in LSPDFR Future DevelopmentOverview
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 pursuits No callouts No suspect transporation No AI management No ambient features And it crashed every 5 minutes The 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.