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LMS

Management Team
  • Joined

Everything posted by LMS

  1. Please try without LSPDFR and just RPH.
  2. That doesn't look quite right alas, did you type in "IsDeveloperModeEnabled true" in the RPH console (F4 by default)? Then afterwards, open the little "V" icon, go to execute code, paste in the code I gave you, execute the code, go back to game and wait until it crashes (or not, give it a few seconds), then send me the log. Anyone else who has the same issue, you can also try to do this in a vehicle that crashes for you.
  3. What happens when you launch the game normally and only open RPH once the game has finished loading?
  4. I added a few cars earlier as a test and it was fine suggesting R* bumped the limit again a bit. Try without a gameconfig, I think that caused an infinite loading screen for me. Ultimately you will need an (updated) gameconfig, though, to add more stuff.
  5. Please load the game without LSPDFR but with RPH and go into one of the vehicles you know crashes. Then: 1.) Open console, enable developer mode (type in IsDeveloperModeEnabled true). 2.) Tab out of game, look for small "V" icon in tray bar, right click -> execute code. 3.) In code window, paste the following and send me the log afterwards. var v = Game.LocalPlayer.Character.CurrentVehicle; Game.LogTrivial("In Vehicle: " + v.Exists()); Game.LogTrivial("Capacity: " + v.PassengerCapacity); Game.LogTrivial("Driver Seat Empty: " + v.IsSeatFree(-1)); Game.LogTrivial("Ped On Driver Seat: " + v.GetPedOnSeat(-1).Exists()); Game.LogTrivial("Player On Driver Seat: " + (v.GetPedOnSeat(-1).Exists() && v.GetPedOnSeat(-1).IsPlayer)); Game.LogTrivial("Index: " + Game.LocalPlayer.Character.SeatIndex); // This might crash.
  6. Ouch, looks like something wiped the mem allocator from your TLS (it died when trying to make a free memory call, originating in a scripted camera virtual func). Are you using any possibly outdated ASI mods? The offset changed with the latest game update, so perhaps a mod did not get updated yet.
  7. Are these vanilla cars or modded cars? If modded, please send me a link to them.
  8. I can see that it dies while forcing duty in a vehicle - what kind of vehicle where you in?
  9. LMS replied to Stooge's topic in LML User Support
    I've pushed an update, let me know how it goes.
  10. @itsevantime The latest release from today includes support for the "**" (globbing) syntax, so more files should work out of the box, including the "2018 FPIS Federal Signal Integrity 1.0.0" that you linked.
  11. Please find attached the latest SDK for RPH (for game build 2699). It contains a new assembly attribute feature for developers to help reduce game folder clutter: AssemblyProbingPaths - If specified, RPH will consider assemblies in these folders (relative to game folder) during initial plugin load, i.e., when your entrypoint is being loaded. This does not affect anything loaded thereafter, so you have to hook up your own resolver if you have any lazy loaded dependencies. This is to ensure that your solver always gets called first. Usage (in your global attribute): AssemblyProbingPaths = "myPlugin;myPlugin\\moreDeps" RPH_SDK_1_95.zip
  12. @ItsClonkAndre When you get a chance, please send me a PM with your GitHub username so we can do an initial test of the source and whether it all builds correctly for you.
  13. Yes, one of the files you said crash the conversion process.
  14. Can you post a link to a file that crashes the Mod Manager (i.e., the UI) when attempting to convert? Thanks.
  15. If you are looking to create a blip that covers an area of the map, try using ADD_BLIP_FOR_RADIUS.
  16. Does the mod manager crash? If so, please send me the link to the file. If the game crashes after an attempted conversion, that usually just means the conversion went wrong - sometimes not much can be done about that other than manually fixing up the mod.
  17. I really do not want to give any definitive dates or promises as it is always hard to say what might come up, but realistically it will go open source this month. Not unlikely that it happens this weekend, but I cannot guarantee.
  18. As a first step in preparing the open sourcing, we have revived the online services. You can read more about it here: https://www.lcpdfr.com/forums/topic/123098-lcpdfr-online-services-returns-track-your-stats/
  19. Glad to hear and thanks for your support!
  20. Yes, something like that sounds good to me. I will have to see how to best incorporate it into the existing system especially with priorities, but it should not be too hard. I will let you know once I have a prototype.
  21. That is not a problem, I was just curious about the nature of the project. And yes, we will most likely host it on my GitHub account. We should have some more news to share in the next few days 🙂
  22. Because, unless you have ninja reflexes, you will not hit the exact point in time where your script has waited 2 seconds to press the key that very frame. You need to check for the key without a sleep in the loop.
  23. Often times they come with a custom audio name hash that does not exist in the game, try changing it to something like POLICE.
  24. We can always have a custom license to handle third party libraries, that is not a problem. However, if you plan to develop your own project (the launcher), it seems a bit odd why you would not want to pursue an open source route for that while asking for LCPDFR to be open source.
  25. You would spawn them using the model name, e.g. spawn "markedvfute". What happens when you type that in? Also if you want, there is a gameconfig file for LML so in case of a game update it is easier to fix than through OpenIV.

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