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Everything posted by Sam
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LSPDFR Future Development
Ultimately the limitations imposed by the RAGE Plugin Hook were not made by any LSPDFR developers. With LCPDFR, we didn't provide support for people using cracked versions of the game, but it wasn't like they were entirely cut off by complicated systems designed primarily for that. I don't think it should be the responsibility of anyone in the modding community to enforce Rockstar's intellectual property rights - that should be on Rockstar themselves, so I'm really not quite sure why the RAGE Plugin Hook does so. As far as multiplayer is concerned, again, I'm not so sure what the point is in trying to stop plugins running online when the problem is already so widespread. If the RAGE Hook was the only script hook for GTA V, some control over multiplayer scripts would make sense as part of an effort to stop the online portion of the game being entirely destroyed. Yes, Rockstar themselves should be doing this, but it doesn't hurt for the people that make the tools which enable this sort of thing to do their bit as well. The problem, though, is that the RAGE Plugin Hook isn't the only way of creating scripts for GTA V, consequently the efforts at preventing online play with scripts are futile as it can easily be done using the other, far more popular, script hooks out there. If anything it seems like punishing people for using the RAGE Hook, almost a bit like three stores being beside each other - one decides not to sell one product out of protest, the other stores continue selling it, and since everyone just goes to the other stores, the protest is entirely useless. Importantly, I think it needs to be recognised that there can be very legitimate applications for online scripts, and I'd very much like to see multiplayer support for LSPDFR in the future. The nice thing about the RAGE Hook though is that it opens up some interesting possibilities not available by using other methods, such as the perfect implementation of lights but no sirens. There's also some interesting audio functionality in development, including the ability to play specific speech lines, which might prove to be very helpful. Hopefully through collaboration between LMS and MulleDK19, we can iron out some of the initial problems with it and extend the functionality even further.
- Search Areas!
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Draw weapon out of the holster. suggestion.
Fine if you're standing still. Not useful for much else as there's no animated movement variant. You walk in a rather rigid pose.
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Draw weapon out of the holster. suggestion.
Yeah, LSPDFR does have a holstering animation for AI cops, but we don't have the opposite, yet. There are some that are maybe close enough to be used though.
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Police scanner and dispatch
Of 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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Respawn as a cop
Are you sure this is LSPDFR that does it? It might be a trainer changing your model on death.
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Ability To Drag Dead Bodies in LSPDFR?
I imagine this being a bit of a nightmare to sync up properly, but it should be possible.
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Citizen AI
We're working on it.
- Armored Kuruma armed suspects callout
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Draw weapon out of the holster. suggestion.
Yeah, there's definitely something we can do with this. In testing I actually had it so that all LSPDFR AI cops would have their holster status updated accordingly, although it was a bit much in terms of overhead at that time. I'm not so sure there's a draw from holster animation as such. I believe in most cases the gun comes from the rear or from the left side of the waist.
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LSPDFR Future Development
Overview 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 pursuitsNo calloutsNo suspect transporationNo AI managementNo ambient featuresAnd it crashed every 5 minutesThe 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.
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What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?
It can be improved immensely as we get more comfortable with scripting in GTA V. Please think back to the first couple of versions of LCPDFR - they: Took much longer to be released.Didn't include half of the things that LSPDFR does.Were extremely buggy and volatile.Here you have something, in LSPDFR, that: Was released within two months of the game!Isn't just thrown together in three hoursFeatures as much of the stuff from LCPDFR that we could possibly include in the 1.5 months we developed it.IS actually pretty stable.As I have explained before, there are simply things right now that we can not do. We can not control AI peds that haven't been spawned or haven't been aimed at by the player, etc., we simply can't do it. We do not have access to the game's internal bank of peds. It was about two years after the first version of LCPDFR that we introduced AdvancedHook, giving us much more power in terms of scripting for that. This has been two months since the first release of the game, and already it has stuff you could only dream of the same time 5 years ago.
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Open IV GTA V Audio Support
Working on decoding it as we speak.
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What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?
Well, a better way of putting it would be to say that we prioritised things like pursuits over it, yes. That being said, plate checking will definitely be coming soon.
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What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?
I understand where you're coming from, but this is the first version of LSPDFR. There was simply no way we were going to make mundane interactions the main feature of the first version of the mod. If we had focused our development on things like traffic stops, considering the lack of assets, we'd end up with what you might as well call a wall of text simulator. Nobody's saying that traffic stops won't be improved - and we did absolutely what we could with the limited assets available to us to offer improvements over the LCPDFR system. In LCPDFR, you just pressed shift behind a car and they stopped or ran. Now, we have the whole system where the vehicle is simply blipped - allowing you to confirm that is indeed the one you want to stop. Then, much like in real life, you actually have to drive behind them and activate your lights. Not only that, but people used to get frustrated with the places in which AI drivers would pull over - we've now come up with the option to sound your horn in LSPDFR as a means to get them to move forward and try again as a direct response to common complaints like so.
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LSPDFR 0.1 Released
We're delighted to announce the first public release of the LSPD First Response modification for Grand Theft Auto V on PC. Implementing a basic framework for enforcing the law in San Andreas, LSPDFR includes a number of features such as arresting suspects, pulling over vehicles, full character and vehicle selection, basic callouts and hot pursuits. Also included in LSPDFR are a variety of police backup options, an interaction menu and various other features. Be sure to study carefully the User Documentation provided with the modification, which explains the features LSPDFR offers. You can download the first public release of LSPDFR here: http://www.lcpdfr.com/files/file/7792-lspd-first-response/
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Open IV 2.6.4
The latest version of Open IV, 2.6.4, is now available for download. The newest update to the popular tool, which makes viewing and editing most the game's files possible, brings with it support for all of GTA V's audio files, including police scanner and speech lines. Interestingly, the amount of dialogue included with the scanner is absolutely incredible, and we're working on implementing as much of it into LSPDFR as possible. For those of you looking to play around with the speech files, you can use this tool http://www.lcpdfr.com/files/file/5443-gta-v-speech-decoder/ to decode them. You can get the latest version of Open IV from http://openiv.com/
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Open IV GTA V Audio Support
I've updated my crappy little speech decoder tool. It supports Open IV audio exports now (only speech).
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What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?
This ties in with what I said above unfortunately. As far as stopping and frisking and such is concerned, we're faced with some severe technical limitations at this point. Firstly, it is impossible at the moment to retrieve references to all peds in the game. In GTA V, peds do not have internal 'script handles' until they require them, and we can't do anything to a ped that doesn't have an internal script handle. For example, a random ped simply walking by will not have a script handle assigned to them - it is impossible for any of the game's scripts, or any external scripts (mods) to do anything with them. This only changes when the game deems it is required, such as: A function which affects this ped is executed (e.g. clearing the area of peds)The player gets into combat with/aims at the pedAs such, the closest we can get right now is to call one of the game's script functions to get the closest ped to a certain position. Unfortunately, this doesn't work on all peds, and makes a system like LCPDFR's for stopping peds very difficult at the moment, as unlike LSPDFR, we actually had access to all peds within the game with LCPDFR. Similarly, this is why LSPDFR can only manage the cops it spawns, and not the ambient ones in the game, etc. Regarding frisking as well, we come back to the animation/asset issues. We have no frisking animations in the game - (yes, we will do our best to improvise, but it makes this hard). As far as ambulances and such are concerned, we'd have to write our own custom AI for them, which is something we might do. You can call 911 in the meantime.
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What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?
The problem with traffic stops is there is very little else we can do at this point. Yes, you might be used to asking for ID, giving reasons for the stop etc. from LCPDFR, but we simply don't have that sort of dialogue in GTA V. The best we can do is add these options without the animations or dialogue that people have come to expect from LCPDFR/LSPDFR and just pretend that it is real, when it quite obviously isn't. We decided to focus our efforts on stuff that we could actually make feel a little more exciting and engaging. I'm sure most people will agree with me that they look to LSPDFR for some sort of fun (hot pursuits, shootouts, etc.) - not some blatantly generated text on a screen about whether someone has a license or not.
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What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?
You need to press Y while the Dispatch Alert is showing to accept a callout. The blue circle is purely to show you the area where it was reported before you accept. Apologies for not making this clearer. Unlocking the jail area is more or less impossible just now, sadly. You should be able to use the control to "point" in GTA Online to open/close the Backup Menu when using a controller. I believe this is Right Thumbstick. We'll be releasing an API soon which will make the sort of callouts you want possible. You can force duty by jumping and pressing F9.
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LSPD First Response 0.1 Beta
We've updated the LSPDFR download package to LSPDFR 0.1d, featuring improved user documentation. I apologise for the documentation that shipped originally being somewhat lacking in terms of clear instructions. The user documentation can be downloaded separately by visiting one of the links up-top as well. I also highly recommend reading over the FAQ which the Community Team put together: http://www.lcpdfr.com/forums/topic/51162-lspdfr-frequently-asked-questions
- LSPD First Response 0.1 Beta
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LSPD First Response 0.1 Beta
Useful Information: LSPDFR Frequently Asked QuestionsLSPDFR Support ForumRAGE Plugin Hook SupportLatest Files: LSPD First Response 0.1c BetaLSPDFR 0.1c User Documentation
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LSPD First Response 0.1 Beta
We're delighted to announce the first public release of the LSPD First Response modification for Grand Theft Auto V on PC. Implementing a basic framework for enforcing the law in San Andreas, LSPDFR includes a number of features such as arresting suspects, pulling over vehicles, full character and vehicle selection, basic callouts and hot pursuits. Also included in LSPDFR are a variety of police backup options, an interaction menu and various other features. Be sure to study carefully the User Documentation provided with the modification, which explains the features LSPDFR offers. You can download the first public release of LSPDFR here: http://www.lcpdfr.com/files/file/7792-lspd-first-response/