Reputation Activity
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TheBassman77 reacted to rushlink in WIP - speed radar (realistic)Guess what!
When fiveM was killed off, I lost most interest in developing GTA mods; however, with multiFive, and reborn coming to fruition my interest has been rekindled...
Guess what I managed to finish today.
http://www.lcpdfr.com/profile/4024-rushlink/
Sorry it took over a year, but it finally is complete.
Have fun :)
Matt
Ps.
I'm not sure how much work I'll be able to do on updating this, and other gta mods due to my ongoing involvement with EmergeNYC. I will try to support this when I can, but university and work will always come first.
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TheBassman77 reacted to ErikB26 in John's WorkshopAfter driving with it for about an hour now, this video describes my feelings...
Plus:
1. Breakable windows
2. Nice lighting set-up
3. The way how the dirt looks is good
4. Overall a good look
Things to work on:
1. Other wheels. (But you're already working on that, I think?)
2. A custom handling line, cause this thing drives like a truck xD
3. I also did a sort of crash-test. And everytime I slam into a pole or something like that, the nose gets up in the air (I'm working on a video, so that you can see what I mean).
4. I'm not gonna mention the interior ofcourse (I just did that, didn't I? )
Conclusion:
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TheBassman77 reacted to Sam in LSPDFR 0.3 - Downtown Police StationThis 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!
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TheBassman77 reacted to Pipeline in LSPDFR 0.3 - Downtown Police StationI'm really excited, and also annoyed.
The excited part is obvious. I'm annoyed, however, because I've reached the end of this most recent 'preview'. See you in a week again, beautiful information!
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TheBassman77 reacted toDeactivated Memberin LSPDFR 0.3 - Backup CustomizationJeez man, it's just a friendly question the poor lad asked.
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TheBassman77 reacted to ineseri in LSPDFR 0.3 Announcement + First PreviewYes! Finally I can add trashmasters to my backup!
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TheBassman77 reacted to goigle in [WIP][REL] Federal CalloutsFederal Callouts was created to give more purpose to the FIB, DOA and IAA models and let people more accurately play as federal agents in general. I released it now to get feedback as to what I can add to current callouts and what callouts I could add in the future.
Current Callouts
Potential drug deal - Pretty self explanatory. You're sent out to watch if a guy sells drugs, and if he does, arrest him. Watching isn't the hard part... (currently 4 different paths the callout can go when you move in to arrest the suspect). Around 20% of the time the intel is bad (if this ends up being too frequent I may lower it).
Prevent assassination - This requires more investigation. You are given a gender of the killer and an area to look for him. The assassin will strike after 1-5 minutes so your response time can be crucial. Look for the odd man out - someone who is following another person.
Armored car robbery - Robbers are moving in on an armored car. You must help the guards protect the armored vehicle. If you arrive before the robber stay with the truck and wait for them to arrive.
Wanted person - (previously execute arrest warrant) There is a suspect who has a warrant out for his arrest. Arrest him. Responding code 3 may make your job harder. (This is the first few variations of the callout - eventually there will be many more. If you are looking for a callout where the suspect is in a vehicle, check out Traffic Policer).
Escaped prisoner - You're given a name, description, prior and general area. You need to find the escaped fugitive.
Kidnapping - There has been a kidnapping in the area. Dispatch has a list of suspect vehicles and is getting 911 calls with more suspects as well. Work with your agency to locate the kidnapper and save the victim.
Current Features
Agency detection - There are two name settings. Based on which model you pick when you go on duty, Federal Callouts will pick the more appropriate name.
Suspect danger level - when looking for a fugitive or someone with an arrest warrant, dispatch will tell you that person's crimes and that will tell you roughly how dangerous they will be (armed crimes = armed suspect)
Dynamic callout spawnpoints - As of writing this only the drug deal callout will utilize this feature. This feature lets users specify their own spawnpoints (and remove existing one) for callouts. You can find the spawnpoints in /Plugins/LSPDFR/FederalCallouts. Each folder is for a different group of spawnpoints. For example, "Drug" contains the drug deal spawnpoints. You can use this tool to created spawnpoints. File name does not matter. Tags are currently not utilized. Heading (which way you are facing in the world) is used so when creating spawnpoints for callouts that spawn a single ped like Potential drug deal make sure your character is facing the way you want the dealer to be facing. When finished, simply place the XML file in the correct folder mentioned earlier and Federal Callouts will dynamically load it the next time the game starts!
Dispatch audio - All callouts support dispatch audio for when the callout pops up and many support it during the callout itself.
Vehicle Repair - Just pull up to your department's garage and the mechanics will repair your car for you, good as new. I added this feature when I heard @FirstThirtyMinutes would find it useful for streams and I figured I would like it as well. More repair locations will be added as necessary.
Planned Callouts
Sting operations - A bunch of different types. The current WIP is one where the suspect thinks he has a bomb in his van but he really doesn't. Most (if not all) will be based on real FBI sting operations.
Execute search warrant - This will be pretty simple but also take some time as I need to gather locations. Search a store or house for evidence of an alleged crime or for a wanted fugitive.
Terrorist callouts - Some of these will be sting operations. Others will be real tips and you need to stop a terrorist attack, whether it be a mass shooting or a bomb. (thanks for the idea Hystery!)
Bank robbery investigation - This might be a lengthy callout. You are sent out to interview some staff and other witnesses of a bank robbery. You need to interview witnesses and collect evidence. I might make this multiple callouts that work together (I have a few ways of doing this in mind) but it might also just be one big one, I'll see how it works out.
Investigate corruption - It might be a dirty politician or a dirty cop. It might be nothing. You'll have to tail them and find out.
Feel free to suggest more!
I do have some other ideas but they're still also a work in progress and not really ready to be revealed as they are rough.
Also, to save space, I am only going to put the callouts I am actively working on in the planned callouts section for now.
Planned Features
Better spawn locations - Drug deals will eventually spawn in alleyways and other less visible locations.
Better callout AI - Suspects will see marked police vehicles and won't commit crimes in front of them. They might eventually lose the eyes in the back of their head (i.e. instead of getting too close to a drug dealer and spooking him, he'd have to see you. think how the GTA V police search system works, where they have to look for you or you lose your wanted level)
Abundance of variation - Pretty straightforward. I hope to get rid of almost all predictability of all the callouts.
Playstyle tuning - Are you a beginner or more experienced? Tune the settings of the individual callouts to match your playstyle and adjust realism. Don't like a callout? Turn it off.
Investigation - There's a reason they're called special agents. It's because they can arrest and investigate. I will add some investigation oriented callouts and some variations of current callouts that require a little investigation (thanks for the idea Hystery!)
Link to file
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TheBassman77 reacted to Kyben in [WIP] Police Beats - Everyday PoliceworkIt is still in the works, just progressing very slowly unfortunately. I'll have something soon. Promise!
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TheBassman77 reacted to lilmisschloe in [WIP] Police Beats - Everyday PoliceworkDont rush it - we would much rather wait and have a more polished mod with clean code. :)
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TheBassman77 reacted to l3ubba in What would you do?They are just trying to show them some of the situations police come across. It is just a way of showing people the types of difficult decisions police have to make in their job, I don't think they are trying to scare people into respecting them.
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TheBassman77 reacted to The Loot in Possible to change siren category (e.g. from police siren to FIB siren)?Each model entry in vehicles.meta has a "audioNameHash" line. If you want to change police4 to use fbi's siren, make the line look like this:
<audioNameHash>fbi</audioNameHash> This will change all of the vehicles sounds, however, not just the siren. No method to do otherwise is know at the moment.
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TheBassman77 reacted to The Loot in Props from one model to another ped.Most likely it will still be a bit before we can change ped models; Car model editing has just become possible.
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TheBassman77 reacted toDeactivated Memberin Props from one model to another ped.Not possible yet. We'd need openFormats to do that.
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TheBassman77 reacted to CouthInk4 in How stable is LSPDFR compared to LCPDFR?Honestly, it's 10x better than LCPDFR. however since LSPDFR is in it's beta stage, the only callouts are pursuits but download API integrated plugins will give you more callouts. with GTA IV you crash every 10-15 minutes, you probably encounter 2 crashes a week with LSPDFR (and 99% of the time it's not LSPDFR related).
So i'm saying definitely buy it because it's worth it, even if it's in beta it's still more stable,fun and better than LCPDFR, and to be honest. it's only going to get better the devs will take this places LCPDFR couldn't go.
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TheBassman77 reacted to Schecter004 in EMSWell, the peds aren't gone! They're good actors. We're in Vinewood, dude. Everything is fake. But you'll see. When Sam's Ambulance Service will arrive, they'll be on their feet very quick!
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TheBassman77 got a reaction from AitGamers in Will we see more peds, vehicles and starting locations?Hi all, just wondering if it would be possible to get the LS Government Facility (A.K.A NOOSE Headquarters), FIB Headquarters and the IAA building added in as a location we can start a shift from? It would be great to see them added as a starting location, especially for those who play as a fed - a few unmarked vehicles out the front would be a nice touch as well.
Also it would be awesome to have more peds to choose from such as the security guard (with the security car), security van guard and highway patrol versions of Michael and Trevor. I'm aware you can change to these models via trainer, but it would be awesome to have 'official' LSPDFR support.
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Thanks for your suggestions, I'll forward them to the devs unless they see it here :) Just a quick heads-up: I know the devs are working on fixing stability of the mod, instead of adding new features or new locations. We're still in the very early stages and are as excited as you are for the future!
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TheBassman77 got a reaction fromDeactivated Memberin Will we see more peds, vehicles and starting locations?Hi all, just wondering if it would be possible to get the LS Government Facility (A.K.A NOOSE Headquarters), FIB Headquarters and the IAA building added in as a location we can start a shift from? It would be great to see them added as a starting location, especially for those who play as a fed - a few unmarked vehicles out the front would be a nice touch as well.
Also it would be awesome to have more peds to choose from such as the security guard (with the security car), security van guard and highway patrol versions of Michael and Trevor. I'm aware you can change to these models via trainer, but it would be awesome to have 'official' LSPDFR support.
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TheBassman77 got a reaction from 85tromby in Will we see more peds, vehicles and starting locations?Hi all, just wondering if it would be possible to get the LS Government Facility (A.K.A NOOSE Headquarters), FIB Headquarters and the IAA building added in as a location we can start a shift from? It would be great to see them added as a starting location, especially for those who play as a fed - a few unmarked vehicles out the front would be a nice touch as well.
Also it would be awesome to have more peds to choose from such as the security guard (with the security car), security van guard and highway patrol versions of Michael and Trevor. I'm aware you can change to these models via trainer, but it would be awesome to have 'official' LSPDFR support.
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TheBassman77 reacted to Sam in LSPDFR 0.2 - Stun Guns & MoreThere were some tentative plans to try to release before the update, but it seemed impractical upon reflection, and we didn't want to have a situation where we release one day, and the next day the game is updated and suddenly nobody can play it anymore. I'm certain that this next patch will once again break modding, and it remains to be seen the extent to which it will. I'm hoping that the disappointment of having to wait a few more days will be better than the disappointment of getting it, then having it rudely taken away a a day later! Besides, we get more time to add cool stuff :)
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TheBassman77 reacted to DivineHustle in LSPDFR 0.2 - Stun Guns & MoreWhat would be cool is the ability to mark anyone as wanted at will. What I mean by this is that I could just walk up to someone and mark them as wanted, and AI officers will try to arrest or shoot them, depending on the circumstances. This could help fix issues of chasing someone down and not being able to call it in as a pursuit and get backup. Or people on the side of the road with an open liquor bottle, etc.
What would also be cool is if AI police patrolled the city, like in GTA 4. I'm not sure if this exists already, but I haven't seen any AI spawn around the city other than in set locations.
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TheBassman77 reacted to marine9077 in LSPDFR 0.2 - Stun Guns & MoreI can't believe people are even talking about a 'delay' of the release in LSPDFR 0.2! I'd be elated if it was within this month! Not to mention, I didn't expect LSPDFR to be a thing in 2015...and being a Digital Combat Simulator (DCS) pilot, still waiting for a map that has been delayed four times for four years, and a new engine announced for release last Christmas...I can confidently say, take your time Sam/LMS! The impatient bunch need a taste of some Eagle Dynamics development
Either way, I am very excited to see this coming and at least a preview, for that, I am very grateful!
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TheBassman77 reacted to LukeD in LSPDFR 0.2 - Stun Guns & MoreLet's try to keep the discussion here about LSPDFR 0.2 and not about people's holidays. Off-topic posts have been removed.
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TheBassman77 reacted to LittleEagle in LSPDFR 0.2 - Stun Guns & MoreThey should add random street races...
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TheBassman77 reacted to Jety2011 in LSPDFR 0.2 - Stun Guns & MoreSo I guess it's getting interessting today. The ill-gotten-diarrhea update is coming with fancy sport cars and other stuff, ready to break modding again :-)
I hope for the best and that the developers fix it very soon.
Very excited to see LSPDFR 0.2