Everything posted by Sam
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Returning player exclusive content
This might help: https://gtaforums.com/topic/790436-vrel-exclusive-content-dlc-unlocker/
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Dump RPH
It shouldn't be lost on anyone that RPH was updated to add compatibility on the very same day that the latest GTA update was released. You can't say the same about any other system out there.
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LSPDFR 0.4 - Pursuits & Intervention
Yes, you should look through this: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview/ There is traffic - just there's nothing immediately next to the suspect. They won't PIT if there's a lot of traffic very close by.
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LSPDFR 0.4 - Pursuits & Intervention
If we did, we'd let you know 😉 There's a couple of improvements regarding combat in pursuits - suspects using heavy weapons will result in cops being much more careful and taking cover for example. I'm not sure there's a whole lot else that can be done with combat though and to be honest, GTA V's combat isn't all that bad anyway.
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LSPDFR 0.4 - Pursuits & Intervention
It is something that we've tried to improve. I wouldn't say that it's perfect, nor will it ever likely be, but there's a noticeable improvement in 0.4 compared with 0.3.
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LSPDFR 0.4 - Pursuits & Intervention
I wish it was that simple! Heh, that would be fun. Maybe someone who does ped models will try that at some point.
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LSPDFR 0.4 - Pursuits & Intervention
You can find out in detail about how the police agencies in 0.4 work in one of our earlier previews: https://www.lcpdfr.com/forums/topic/82570-lspdfr-04-epic-customization/ If you want SAHP cruisers, or more peds/uniforms, you'll still need to install mods. Thank you! In all honesty though, our development process is pretty chaotic and plans change all of the time so that could be problematic! We think that these preview posts better illustrate what people can expect.
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LSPDFR 0.4 - Pursuits & Intervention
I mean, SAHP is already in the game. You can install vehicle or ped mods if you want to expand on it.
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LSPDFR 0.4 - Pursuits & Intervention
The fourth part of our LSPDFR 0.4 preview series has landed! 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 we've taken the opportunity to introduce a bunch of really cool new features to pursuits, including the return of Pursuit Tactics, as well as the introduction of the PIT maneuver for the first time ever. Read on below for the full preview...
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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.
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It's just slow
From what I understand there's possibly some networking issues for people on certain North American connections which @Cyan is looking in to.
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About the 0.4 customization
Yes, just to clarify this is something that we have taken into consideration. More to follow about the new Character system soon.
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Can someone recognize this ped model?
Yes, it looks like a customised version of the GTA Online character using EUP:
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Do Albos mods drop FPS dramatically?
@elispd Best thing to do is just try things out and see what works for you. If you can identify a mod that's causing you issues, then let the author know about this and hopefully they can help to fix it. Absolutely no point in anyone playing the blame game here to state unequivocally that x is causing y. Not the most responsible of things to do if you ask me, and I'm pretty sure nothing anywhere near related to this has actually been proven. Regardless, anything you add to a game will surely have some sort of effect, big or small.
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LSPDFR 0.4 - The Technology
Well we did throw away the old code and start afresh. More to share about that soon hopefully.
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Texas school shooting
Yup, I agree. Just felt the need to clarify the situation in the UK as someone said that gun control here is responsible for an increase in the murder rate. I can say though that on a personal level, after visiting my younger cousins in the US earlier this year, I found it very troubling that they, as middle school kids, actually have to practice every couple of months for what to do if someone comes to their school with a gun. I don't think there was anything further from my mind when I was at school, especially at a young age like that.
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Texas school shooting
Is it fair to compare two predominantly rural states to a major, urban, global city though? Two states whose population combined still falls something like 500,000 people short of the city's population. I'm pretty sure that most gun homicides in Chicago are related to inner-city gang violence on a massive scale, something which isn't nearly as prevalent in VT or NH. I really don't believe that if you loosened firearms laws in Chicago that this would somehow result in a drop in the city's murder rate. And similarly, I actually don't believe that banning guns in VT or NH would decrease the murder rate there either. As people here rightly point out, if someone is going to commit murder, they are perfectly capable of doing so without a gun. I think this is a claim which is very popular with the pro-gun lobby, and is one that I've seen before. In a sense, the numbers do appear to support such a conclusion (when you compare the murder rate in the 1990s (handgun ban was in 1997) to that of the 2000s, but in reality there's a few problems with this: They include a huge spike in 2003 which is due to the way that murder is recorded in England & Wales (172 victims of serial killer Harold Shipman, while these murders actually happened over a time-span of 25 years) Until 2001 (so, four years after the handgun ban), there's actually no trend-defying increase in the number of murders. If gun control was to blame, why did it take 4 years for the numbers to actually spike upwards? For the record, only 0.1% of the total population even had any handguns to surrender. "Gun Control" in the UK has actually been around a lot longer, generally agreed to be since the Pistols Act of 1903. There have been both increases and decreases in the murder rate since then. Importantly though, it's debatable what effect the handgun ban even had in the UK. The ban was in 1997 and in each of 1998, 1999, 2000, there is absolutely no spike in the UK's murder rate which instead follows the already existing upwards trend. Add on to this that gun ownership in the UK is so low anyway, even before the handgun ban, that only 0.1% of the population actually surrendered any firearms as a result of it. But, back to the statistics... While it is true that murders did spike upwards approximately five years after the handgun ban, this isn't the only time that the UK's murder rate has suddenly increased. There was an even larger increase in the UK's murder rate between 1977-1979, well before the handgun ban of '97, and with no other recently introduced gun control legislation to blame for it. Regardless, if you're convinced that there's a correlation between gun control and an increase in the murder rate, then you could also take a look at Australia. The murder rate in Australia actually dropped after the gun ban of 1996. Going back to your claim about gun control in the UK, though, there's one simple thing that you need to realise: Gun control as we know it in the UK was introduced as a response to the first, and only, mass school shooting in the UK. The British people and their elected representatives came together, and unanimously decided that it was simply unacceptable for 16 children to be slaughtered in a school shooting. The legislation was proposed by a Conservative government in 1996 after the massacre and was formally introduced after the 1997 General Election by their successors, with overwhelming support across the political spectrum in this country, with one simple goal: to reduce the likelihood that something as awful as the Dunblane massacre would ever happen again. Alas, there has not been a mass school shooting in the UK since.
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LSPDFR 0.4 - The Technology
Yeah, it's definitely possible to have more variation. Obviously with our improvements it's now possible to have faster pursuits for one, and then there's other things like our improved backup response. We try to have backup units respond from more appropriate positions during pursuits so that they're in a better position to actually intervene. Of course, this is also where the new Scenarios come in as you can have them happening during pursuits as well, so there's really any number of things that could happen in that sense. I'm sure we'll see some interesting ideas. Thank you, it's always nice to see new people enjoying LSPDFR. I'm sure some of us that have been here for far too long can forget just how exciting it first is when you find something like this for the first time. Not sure if you're aware, but LSPDFR does have coffee!
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LSPDFR 0.4 - The Technology
The third part of our LSPDFR 0.4 Preview Series has landed. 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. LSPDFR 0.4 brings a number of improvements to the core systems that make up the modification, including a massive AI overhaul of pursuits. In addition, there's a couple of really cool new features and systems which can be extended by developers using our API. Read on below for the full preview...
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LSPDFR 0.4 - The Technology
This 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.
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Signing out.
Sure, it's not like we weren't going to talk about the changes to pursuits or whatever though. At the same time, if we started off by showcasing some of the changes there we'd probably get flak for only making improvements, and not adding anything 'new'.
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Signing out.
Well, we will of course showcase some of the new AI developments but we're not going to lump that into a post about the new customization options. With 0.3, we posted a series of previews focusing on different areas and with 0.4 it's much the same. We've simply not gotten to those parts yet. Regarding some of your other points, I'm aware that there's issues with toxicity and staff. For the former - this is really something that's in your hands. Be the change that you want to see. As for us, we've tried for a long, long time to make the community friendlier and more accessible. It's pretty much what gave birth to our website. Before LCPDFR, you had GTAPoliceMods.com where you could be banned for being from a "foreign" country, or for posting a mod that an admin didn't like. I think we've come a long way. About staff, I admit that there's a couple of problems, but let me just say that we've had a number of incredibly dedicated staff members over the years, and there's people who have literally given large chunks of their lives to this community. Our team have gone above and beyond on so many different occasions - whether it's being disturbed on Christmas to deal with trolls filling up the site with porn, or persevering through death threats and constant, daily doses of personal abuse. On the whole, when you actually look at the sheer volume of work - they do handle an incredible amount of stuff. But honestly, t0y, I understand the general sentiment behind your post and we'd be sad to see you leave.
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Signing out.
I'll just say that this simply isn't true. LSPDFR 0.4 is actually a pretty fundamental shift. RDE and EUP haven't been watered down, nor have they been added. EUP is, at its core, a mod which adds various models and textures which replace some of the GTA Online player clothing. We're not adding that, we're instead adding native, seamless compatibility for it which is something that you can't really achieve just now. I don't really know how RDE figures into anything - the core of that mod is partially content that it adds, like police cars, and partially the custom wanted level responses. And, a lot of people do want this. It's one of the things that we've heard time and time again from so many people. There's a huge demand for GTA Online characters with EUP outfits to be available as NPCs, and there's a huge demand for native custom character support in LSPDFR. And, what's being dimmed down? The current mods available for stopping and frisking use animations that bend your player character over halfway into the suspect and then make them feel around the air. We included this in the first announcement for 0.4 as it was something pretty different, and visual, that people would instantly notice - and they did. Nobody wants to see us talk instead about how we've restructured our pursuit code to use behavior trees.
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Egypt Mosque Attatck
Didn't know we developed LSPDFR in Afghanistan... that's news to me!
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AS332L2 Super Puma Los Angeles/Los Santos Sheriff Dept.
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