Jump to content

IdeallyStoddy

Members
  • Content Count

    345
  • Joined

  • Last visited


Reputation Activity

  1. Like
    IdeallyStoddy got a reaction from wolby2010 in LSPDFR 0.4 - Pursuits & Intervention   
    Hopefully with 0.4 we won't have to use as many add-ons and callouts as the new features and changes will more than make up for it.
  2. Like
    IdeallyStoddy got a reaction from wolby2010 in LSPDFR 0.4 - Pursuits & Intervention   
    Hopefully with 0.4 we won't have to use as many add-ons and callouts as the new features and changes will more than make up for it.
  3. Like
    IdeallyStoddy got a reaction from wolby2010 in LSPDFR 0.4 - Pursuits & Intervention   
    Hopefully with 0.4 we won't have to use as many add-ons and callouts as the new features and changes will more than make up for it.
  4. Like
    IdeallyStoddy got a reaction from wolby2010 in LSPDFR 0.4 - Pursuits & Intervention   
    Hopefully with 0.4 we won't have to use as many add-ons and callouts as the new features and changes will more than make up for it.
  5. Like
    IdeallyStoddy got a reaction from MarginalButter in LSPDFR 0.4 - Pursuits & Intervention   
    I'll admit, recently I've lost interest in LSPDFR due to frustrating things like incompetent AI and lack of variation in pursuits. However, this does look like a promising update and it makes me want to play it again. I also hope you've addressed the annoying issues in 0.3 like the AI doing u turns on highways and accidentally triggering a pursuit with a random civilian while there is one already active.
  6. Like
    IdeallyStoddy got a reaction from MarginalButter in LSPDFR 0.4 - Pursuits & Intervention   
    I'll admit, recently I've lost interest in LSPDFR due to frustrating things like incompetent AI and lack of variation in pursuits. However, this does look like a promising update and it makes me want to play it again. I also hope you've addressed the annoying issues in 0.3 like the AI doing u turns on highways and accidentally triggering a pursuit with a random civilian while there is one already active.
  7. Like
    IdeallyStoddy got a reaction from MarginalButter in LSPDFR 0.4 - Pursuits & Intervention   
    I'll admit, recently I've lost interest in LSPDFR due to frustrating things like incompetent AI and lack of variation in pursuits. However, this does look like a promising update and it makes me want to play it again. I also hope you've addressed the annoying issues in 0.3 like the AI doing u turns on highways and accidentally triggering a pursuit with a random civilian while there is one already active.
  8. Like
    IdeallyStoddy reacted to Sam in 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.
  9. Like
    IdeallyStoddy got a reaction from Aleq in The Times Article   
    Certainly makes a nice change from all of the negative articles we've heard about LSPDFR in the past. Congratulations on being featured, a really good story to read.
  10. Like
    IdeallyStoddy got a reaction from MarginalButter in LSPDFR 0.4 - The Technology   
    Will we be able to see a video preview of the new pursuit AI in action or will it just be screenshots? Looking forward to see how much the AI has changed in this version, a competent AI will be a game changer for sure.
  11. Like
    IdeallyStoddy got a reaction from Aleq in The Times Article   
    Certainly makes a nice change from all of the negative articles we've heard about LSPDFR in the past. Congratulations on being featured, a really good story to read.
  12. Like
    IdeallyStoddy reacted to Albo1125 in The Times Article   
    So I was told I was in the newspapers... looks like The Times has published an article about the British GTA5 police modding scene and my channel 😮
    https://www.thetimes.co.uk/article/bland-theft-auto-as-mild-mannered-fans-turn-game-british-xkwzjj3pv
     
    Was also kindly sent this picture of the article in the actual newspaper itself:

     
    Page 11 of The Times 2 June 2018. Fantastic publicity for the whole community! 😀
    The Times seems to have based their article on the original Wired UK article: http://www.wired.co.uk/article/gta-5-mods-lsdpfr-british-police
  13. Like
    IdeallyStoddy got a reaction from MarginalButter in LSPDFR 0.4 - The Technology   
    Will we be able to see a video preview of the new pursuit AI in action or will it just be screenshots? Looking forward to see how much the AI has changed in this version, a competent AI will be a game changer for sure.
  14. Like
    IdeallyStoddy reacted to Albo1125 in Wired UK featured British LSPDFR!   
    Following some critical Twitter posts, I was contacted by a number of journalists who expressed an interest in the British Police Modding scene. This has now resulted in a very positive article about British LSPDFR, modding and FiveM community!
    You can check the article here: http://www.wired.co.uk/article/gta-5-mods-lsdpfr-british-police
  15. Like
    IdeallyStoddy got a reaction from Giordano in [Req] Remove auto melee when AI is close to you   
    There's nothing more annoying as well when dealing with a suspect and you press B on the controller to leave the menu but your character knocks them out in the process.
  16. Like
    IdeallyStoddy reacted to Sam in LSPDFR 0.4 - The Technology   
    Well we did throw away the old code and start afresh.  More to share about that soon hopefully.
  17. Like
    IdeallyStoddy got a reaction from JKL409 in LSPDFR 0.4 - The Technology   
    I second this, I also wonder if it's possible to improve how they negotiate pedestrians so they avoid hitting them the best they can. I've always thought the backup AI was more reckless than the suspect AI.
  18. Like
    IdeallyStoddy got a reaction from JKL409 in LSPDFR 0.4 - The Technology   
    I second this, I also wonder if it's possible to improve how they negotiate pedestrians so they avoid hitting them the best they can. I've always thought the backup AI was more reckless than the suspect AI.
  19. Like
    IdeallyStoddy got a reaction from JKL409 in LSPDFR 0.4 - The Technology   
    I second this, I also wonder if it's possible to improve how they negotiate pedestrians so they avoid hitting them the best they can. I've always thought the backup AI was more reckless than the suspect AI.
  20. Like
    IdeallyStoddy reacted to The Loot in LSPDFR 0.4 - The Technology   
    Though one thing to keep in mind is the benefit the AI gets when it passes the distance where traffic populates for you: they don't have to navigate around traffic like the player has to.
     
    Improving their ability to negotiate actual traffic would be a huge change, of course.
  21. Like
    IdeallyStoddy reacted to LMS in LSPDFR 0.4 - The Technology   
    As stated in the original post, we have improved the driving ability of the AI quite a bit to make it more challenging. Depending on your preference on realism you can fine-tune these improvements. The biggest issue with making the AI drivers a real challenge in my opinion is them taking turns: they slow down way too much and approach the turns way too carefully when compared to a player driver. There are a few ways to improve this, but it is often times still the main reason that allows you to catch up. I am not sure if we can get them to the same level as a good player yet, but we are certainly trying.
  22. Like
    IdeallyStoddy got a reaction from lovkal in LSPDFR 0.4 - The Technology   
    Nice to see that a lot of work is being done to the AI for both cops and criminals, hopefully that means there's more variation in pursuits in terms of paths the suspect takes and that they can present a challenge to the player. In 0.3 one of the problems I noticed is the suspect doesn't try any maneuvres and they would always carry on in a straight line using the same road over and over.
     
    I have a few questions though, are there any improvements to the AI that you would have liked to implement but are unable to due to game limitations? Does the engine still offer you many ways to improve the AI despite this obstacle? I hope that makes sense.
     
    My final question is, have you fixed the AI making U turns on major roads and highways?
     
    Looking forward to future updates, keep up the excellent work.
  23. Like
    IdeallyStoddy got a reaction from Iconography in Sad day for law enforcement...   
    Much respect to these officers who risk their lives every day to protect the public, rest in peace.
  24. Like
    IdeallyStoddy got a reaction from Iconography in Sad day for law enforcement...   
    Much respect to these officers who risk their lives every day to protect the public, rest in peace.
  25. Like
    IdeallyStoddy reacted to The Map in Sad day for law enforcement...   
    Welcome to earth
×