Everything posted by Sam
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LSPDFR 0.2 - Stun Guns & More
There 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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LSPDFR 0.2 - Stun Guns & More
I'm not so sure they have. Well found!
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Happy Birthday to Michael V.
Happy 4th of July. #AmericanMaggle
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Who let Sam fly!
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Bringing Fort Carson back to San Andreas
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Do you want to see badge themed display pictures back?
We've increased the size of member display pictures shown beside posts and other content items. This ties in with the recent update of display picture images for staff, which we've made consistent throughout the team once again with a new design provided by MichaelV. While the topic of display pictures is still relevant, we wanted to use the opportunity to ask for feedback regarding the badge themed display pictures in the previous version of the LCPDFR website. These were lost during the upgrade to IPS Community Suite 4 back in April, and considering how divisive they were (it seemed you either loved them or hated them), we're interested to know if they are missed, and if there would be any demand to bring them back. In acknowledgement that there were a few problems with the original style, Sniper296 took it upon himself to come up with a number of new designs which could be used instead:
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LSPDFR 0.2 - Stun Guns & More
It could always be before?
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LSPDFR 0.2 - Stun Guns & More
This is the final part of our LSPDFR 0.2 preview series. For more information about the changes we're making with 0.2, take a look at the previous installments in this series, found here:: http://www.lcpdfr.com/forums/forum/880-news-updates/ LSPDFR 0.2 not only goes some way in addressing a lot of the feedback we received as far as features were concerned, but it also includes a large number of fixes for issues reported to us. A full list of these fixes will be published with the release, although among the things we sorted out are many of the frustrations people had with arresting, as well as traffic stop suspects reversing into players and the problems with detecting vehicles for traffic stops. Also included in LSPDFR 0.2 is the reintroduction of the police radio, as well as all the elctroshocking glory of stun guns. For more information, and a screenshot, read on.
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LSPDFR 0.2 - Stun Guns & More
This is the final part of our LSPDFR 0.2 preview series. For more information about the changes we're making with 0.2, take a look at the previous installments in this series, found here:: http://www.lcpdfr.com/forums/forum/880-news-updates/ LSPDFR 0.2 not only goes some way in addressing a lot of the feedback we received as far as features were concerned, but it also includes a large number of fixes for issues reported to us. A full list of these fixes will be published with the release, although among the things we sorted out are many of the frustrations people had with arresting, as well as traffic stop suspects reversing into players and the problems with detecting vehicles for traffic stops. Aside from these fixes and the features we've already covered, there's still more to talk about. One of the big things that we saw people wanted was the return of the stun gun. Thankfully, with the inclusion of a stun gun in the game, this was quite an easy task unlike in LCPDFR. LSPDFR 0.2 introduces support for both the player and all AI officers to use stun guns. The AI support has been somewhat improved since LCPDFR 1.1, with more fluid animations and better mechanics in general thanks to the stun gun already being present in the game. Players are also now given a stun gun when going on duty, and we've been experimenting with AI configuration flags to make suspects tougher, so that they don't die after one hit - currently this works for all callout spawned criminals, and we hope to expand it universally. Stun guns make their return in LSPDFR 0.2, with player and enhanced AI support. Shown is an AI officer drawing his. One of the other main things that we've been experimenting with in 0.2 is audio. GTA V comes with a massive amount of police related audio which is fantastic, and we're looking to take advantage of this as much as we can. For 0.2, we've introduced a basic version of the Police Scanner seen in LCPDFR 1.1, with a couple of key differences: The weird clicking noises between sounds have been drastically reduced. More variations of audio lines are present. You will now hear other officers talk on the radio too. Of course, this is still very much an experimental system and we'll be looking to make extensions and improvements in future versions. As this is the final installment in this update series, instead of promising another article the next day, we'll promise something else: LSPDFR 0.2 - coming very, very soon.
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Happy Birthday to Iconography
I was kinda thinking of waiting until 5:01am my time to post this, just so it could be a minute belated, but that would be cruel - so happy birthday. On a serious note, Icon has been instrumental in everything we've done recently and has been invaluable in running the community side of things, so that I have more time to spend on developing LSPDFR. For everyone that's excited for the next versions of LSPDFR, it is only because of the hard work of Iconography and his team that we're anywhere near the point that we are.
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LSPDFR 0.2 Announcement + First Preview
Ask over here: http://forums.ragepluginhook.net/
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LSPDFR 0.2 - The Police Computer
Yes, it is active all the time. It won't be synced across different machines though. There certainly is. Technically there's nothing wrong with the LSPD logo we use. LS is in LS County. I mean, it isn't perfect, but we can't use our own logos just yet.
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LSPDFR 0.2 - The Police Computer
This 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 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 - I'm happy to confirm that the police computer will make its 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. As with the first installment in this series, be sure to click below where you can read more about the new Police Computer, and the data it uses, as well as check out how it looks.
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LSPDFR 0.2 - The Police Computer
This 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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Bringing Fort Carson back to San Andreas
Note that this is an image from development - the nametags, while rendered in-game and using real LSPDFR 0.2 Persona data, are purely for illustrative purposes. They will not be in the actual release version, at least not by default.
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LSPDFR 0.2 Announcement + First Preview
Nope. We'll never support cracked copies of the game, but that doesn't necessarily mean that the modification won't work with them. There is absolutely nothing in LSPDFR or any other mod out there that prevents them from working on a cracked copy of the game. The reason that LSPDFR doesn't is because it uses the RAGE Plugin Hook which does actually have a rather sophisticated method of detecting this. Any questions about the protections in the hook should be posted over on its forums, as the stuff it does really has nothing to do with LSPDFR.
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LSPDFR 0.2 Announcement + First Preview
Also pretty insane news for plugin developers too :)
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LSPDFR 0.2 Announcement + First Preview
For those of you that are more into the investigative side of things like that, you're definitely in for a treat.
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LSPDFR 0.2 Announcement + First Preview
Following 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. Over the next couple of days, we'll take a look at some of the features that the second version of LSPDFR brings to the table. For now, though, be sure to click below where you can read more about the pursuit search areas and check out a sneak peek screenshot of a traffic stop, 0.2 style.
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LSPDFR 0.2 Announcement + First Preview
Following 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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LSPDFR Future Development
It is definitely something we'd like to do.
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LSPDFR Future Development
The simple reason is that we've developed with the RAGE Plugin Hook since day one, even before the C++ Scripthook was released. In any event, LSPDFR would never use the C++ hook as it is written in an entirely different language. The only feasible alternative would be to use the Community ScriptHook .Net. Ultimately, I know there's some bad bits about the RAGE Plugin Hook. It also has its good bits too, though, and the team here does its best to reduce the bad parts.
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LSPDFR Future Development
Something like this was maybe planned, but it'd rely on us having the jail interior working I think. A taste of things to come:
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J key isn't working.
If the J key isn't working. it will be a problem with the RAGE Plugin Hook somewhere as we use some functionality offered by the hook to mute and unmute the siren. Make sure you use the version supplied with the mod.
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Del Perro - Police station
It, along with the Vespucci Beach station, was intentionally left out.