Reputation Activity
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LMS got a reaction from LAPDFR GET in LCPDFR Online Services returns - track your statsIt should be added to the correct category, in this case under "Networking".
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LMS got a reaction from LAPDFR GET in LCPDFR Online Services returns - track your statsIf it is missing, you can just add it.
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LMS got a reaction from Yasd in How does LSPDFR handle Vehicle.IsStolen and info abt SetVehicleAdvisoryTextLSPDFR does not read the stolen flag, it generates its own internally.
For the advisory text, it should display an additional note when you do a vehicle records check.
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LMS got a reaction from Michael21107 in How to get Agency name when going on dutyWhat do you mean by "when going on duty"? Right after the selection has finished, GetCurrentAgencyScriptName should return what you want.
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Both RPH and LSPDFR are designed to be cross-compatible. The current RPH Enhanced version is slightly different from Legacy since there was a change in the latest update that only affected Enhanced, but LSPDFR is the same assembly between both and RPH usually is too. That is, you can use the Enhanced RPH and play Legacy with it, just not the other way round right now as the Legacy version is slightly older and missing a fix for the latest Enhanced version. Due to this wrinkle, I did not advertise the cross-compatibility too much as it might be confusing.
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LMS reacted to aceofspade in LSPDFR/RPHThank you @LMS
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LMS reacted to Sparky81 in LSPDFR/RPHAh brill. glad you found the issue. We are all so thankful for the work you have done @LMS I for one, take my hat off to you.
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LMS got a reaction from Cyan in LSPDFR/RPHPlease give this a try. Thanks.
RAGEPluginHook_1_128_1402_17660_Release.zip
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LMS got a reaction from Cyan in LSPDFR/RPHGlad to hear it works! The issue was due to adding support for frame generation in the renderer to support the enhanced edition. For the past 10 years, RPH would directly render any command on the game's final output in sequence, so if you draw a form with text and then another form, both get added one after another and thus the old text is overwritten. But with frame generation, there is a separate pass/stage to render the UI because you do not want the UI to be part of the interpolation. To accommodate that we had to separate some things and I ended up splitting the main UI rendering and the text rendering into two separate passes, where text is applied last. So, if you have two forms where one overlays the other, text is still rendered last. Now the text pass is "shape aware" and will zero out any existing text if a shape is drawn later on. Hope that makes sense!
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LMS got a reaction from Sparky81 in LSPDFR/RPHGlad to hear it works! The issue was due to adding support for frame generation in the renderer to support the enhanced edition. For the past 10 years, RPH would directly render any command on the game's final output in sequence, so if you draw a form with text and then another form, both get added one after another and thus the old text is overwritten. But with frame generation, there is a separate pass/stage to render the UI because you do not want the UI to be part of the interpolation. To accommodate that we had to separate some things and I ended up splitting the main UI rendering and the text rendering into two separate passes, where text is applied last. So, if you have two forms where one overlays the other, text is still rendered last. Now the text pass is "shape aware" and will zero out any existing text if a shape is drawn later on. Hope that makes sense!
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LMS got a reaction from Gan Ceann in LSPDFR/RPHGlad to hear it works! The issue was due to adding support for frame generation in the renderer to support the enhanced edition. For the past 10 years, RPH would directly render any command on the game's final output in sequence, so if you draw a form with text and then another form, both get added one after another and thus the old text is overwritten. But with frame generation, there is a separate pass/stage to render the UI because you do not want the UI to be part of the interpolation. To accommodate that we had to separate some things and I ended up splitting the main UI rendering and the text rendering into two separate passes, where text is applied last. So, if you have two forms where one overlays the other, text is still rendered last. Now the text pass is "shape aware" and will zero out any existing text if a shape is drawn later on. Hope that makes sense!
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LMS got a reaction from OfficerAlexis in LSPDFR/RPHPlease give this a try. Thanks.
RAGEPluginHook_1_128_1402_17660_Release.zip
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LMS got a reaction from Sparky81 in LSPDFR/RPHPlease give this a try. Thanks.
RAGEPluginHook_1_128_1402_17660_Release.zip
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LMS got a reaction from MarcelWRLD in RPH SDKPlease find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.
RPH_SDK_3717.zip
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LMS got a reaction from Michael21107 in RPH SDKPlease find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.
RPH_SDK_3717.zip
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LMS got a reaction from Officer Here in RPH SDKPlease find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.
RPH_SDK_3717.zip
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LMS got a reaction from Haze Studios in RPH SDKPlease find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.
RPH_SDK_3717.zip
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LMS got a reaction from A Stranger in RPH SDKPlease find attached the latest SDK for RPH (for game build 3717). It contains the fixed GameControl enum. An excellent comparison for the enum can be found here.
RPH_SDK_3717.zip
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I would like to report a little bug / missing feature in case you are not aware of it yet. Currently I can only open the rear door of the squad car and place a suspect inside when in third person mode (at least when using the right D-Pad on my controller, but I think it's the same with the E Key). I cannot do it in first person mode, I can grab suspects but not open the rear door or even make a suspect sit inside once the door is open if approaching in first person mod.
Thank you for your work and looking forward to future updates !
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LMS got a reaction from JankyApe in LSPDFR for GTA Enhanced now available for Insiders: a short updateOverall testing is going quite well and there appear to be no game-breaking issues in RPH or LSPDFR left (so far). We still need to port over a few missing features and fix some bugs that affect a smaller subset of users (mostly DirectX/DirectSound related), but hopefully that will not take that much longer. Thanks for your patience!
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LMS got a reaction from zombieguy in LSPDFR for GTA Enhanced now available for Insiders: a short updateOverall testing is going quite well and there appear to be no game-breaking issues in RPH or LSPDFR left (so far). We still need to port over a few missing features and fix some bugs that affect a smaller subset of users (mostly DirectX/DirectSound related), but hopefully that will not take that much longer. Thanks for your patience!
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LMS got a reaction from Dozel in LSPDFR for GTA Enhanced now available for Insiders: a short updateOverall testing is going quite well and there appear to be no game-breaking issues in RPH or LSPDFR left (so far). We still need to port over a few missing features and fix some bugs that affect a smaller subset of users (mostly DirectX/DirectSound related), but hopefully that will not take that much longer. Thanks for your patience!