Osto468
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Osto468 reacted to LMS in [WIP] StraysCalloutsIt will work just like the LCPDFR API. I hope to get it out soon.
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Osto468 reacted to LukeD in [WIP/REL] CalloutsV - The Successor to Callouts+As some of you may recall I made a status update about how I planned to recreate Callouts+ for GTA V. Today I am pleased to inform you all that this is definitely the case and that CalloutsV will be made.
This thread will offer you a rough idea as to the callouts and features I plan to create as of now, and once in development this thread will act as my WIP forum area to give you updates and respond to support requests and suggestions.
I hope to make CalloutsV the biggest and most comprehensive callouts plugin possible.
Planned Callouts
Many of the callouts from Callouts+ will be making there way over to the big city of Los Santos, for you to engage with. In addition to these there will be multiple paths to take with several callouts, including decisions to make and timers to race against. In Los Santos, your police training will be hit hard. Don't expect tutorials and easy callouts. You'll need to think on your feet.
Below is a list of callouts I plan to make:
I have assigned colours for indication of progress, red not done, orange in progress, green done.
• Officer Down / Requesting Assistance
• Illegal Street Races
• Broken Down Vehicles / Highway Obstructions
• Road Traffic Collisions / Motor Vehicle Accidents
• EMS Requesting Escort
• Injured Pedestrians
• Vehicle Fitted With Tracker
• Location based events (at stores etc)
• Many more...
Planned Features
I originally said no features, however due to the way I plan on changing each callout means I will need some default functionality. Don't worry though! If you would rather use another plugins tow truck or paramedic, you can! I will be designing each callout to consider what happens if someone else repairs the car or heals the ped or takes them away from the scene.
Downloads
http://www.lcpdfr.com/files/file/7989-calloutsv-the-successor-to-callouts/
Suggestions, Ideas & Feedback
Of course this is a plugin about what you guys want to see as much as what I would like to make. Suggestions will always be accepted, but not always implemented or used. Feel free to post ideas below as always.
Developers, Have your say!
CalloutsV will blatantly not be the only callouts plugin for LSPDFR, with time other developers will want to jump in on the action. If you do plan to release callouts, feel free to drop me a message via the PM system on the forum. With multiple different people working on callouts it's hard to ensure each plugin remains unique and fun, developers will often overlap ideas and that's where problems occur. To work around this, get in touch so we can discuss ideas, I'm already in conversation with FinKone and Straysify to ensure we don't tread on each other's toes. So don't hesitate to contact me.
Warning: If you choose not to contact me, and then get pissy at me for "copying" your idea or you decide to copy mine. I will not take too kindly to this, make the effort to get in touch before trying to slate me for theft etc. I'm not a nasty person, and I will happily discuss things with other developers to peacefully resolve conflicts.
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Osto468 reacted to Sam in LSPDFR Future DevelopmentOverview
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 pursuits No callouts No suspect transporation No AI management No ambient features And it crashed every 5 minutes The 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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Osto468 reacted to SAN News in LSPDFR Feature PreviewSAN NEWS >>> BREAKING: Orgy of violence and anticipointment in horrific fifty-five page thread on color of Sam's avatar.
LCPDFR Forums: A thread proclaiming something as boring and lifeless as a 'feature review' for a addon reviewers are already calling 'terrible and disgusting', LSPDFR, is gaining massive media recognition as 'A cesspool of scum and villainy the likes of which have never been seen'. Fifty-five pages of stupid, pretentious and at times downright stupid content over only six days has led that the addon still has some following.
Topics are currently ranging from a 'Impending Doom' warning on the official G-17 status page, something those 'in with the inside joke' claim went on a page like, 4 people view a year, 3 of them being developers, was spotted within 5 minutes of it going up, and LSPDFR creator 'Sam' changing his avatar from 'LCPDFR' to just 'FR' are all sparking more confusion and discussion than this terrible run-on sentence.
ProNoSc0pingSWAT0fficer stated in a interview with SANN: "OMFGWTFBBQ I'M ORGASIMING COUNTDOWN CLOCK OMGOMOMGOMG HALF LIFE 3 CONFIRMED" before running off to rave with his buddies in the thread. LCPDFR Moderation has refused to comment. SAN News will keep you updated as this story develops.
Update 1; We regret to inform you the rioting thread has now reached fifty six pages.
Disclaimer: The opinions perplexed by SAN News and its affiliates in no way reflect the opinions of First Response network staff, though our writers/editors may or may not be staff members.
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Osto468 reacted to MulleDK19 in LSPDFR Feature PreviewA countdown!?? BUT WHICH ONE IS IT?!?!
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Osto468 reacted to Sam in LSPDFR Feature PreviewCode 2 is no lights or siren.
Code 3 is lights and siren.
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Osto468 reacted to Sam in LSPDFR Feature PreviewThe anticipation is killing me. Preparations going well so far, however...
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Osto468 reacted to LukeD in LSPDFR Feature PreviewYou should take a minute to calm down, sir. Laughing uncontrollably leads to derangement. You'll be seeing "countdowns" before you know it.
"Done" would imply that it was released, with no issues and all of the content finished. The development would stop if it was "done".
Instead, it's more....hmmm...approaching public testing? Yes. That.
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Osto468 reacted to Babylon in LSPDFR Feature PreviewThat gives us a few days to finalise a check list:
1) 'Spa weekend' vouchers for the Mrs 2) Dog - Solo 'Camping trip' arranged 3) Beer/Red Bull (1xPallet each) 4) Takeaway on speed dial 5) Petrol tank emptied and car keys in the pond 6) Phone in the freezer with the cat! 7) "Final Countdown" by Europe in the cd player - standby 8) C.H.I.P.S Poster in full view 9) TJ Hooker key ring and bryl-cream attached and applied 8) "Top Gun" Soundtrack on standby for the car chases by the beach! 9) Air Wolf socks ironed 10) Hill Street Blues cigarette holder - cleaned and ready (just for show, smoking is only good if your name is Clint Eastwood!) 10) and finally for us little UK folk a 1997 calendar featuring PC Reg Hollis and Sgt June Ackland from 'The Bill' stood by one of the MET Police's finest ever vehicle......and no not the brilliant Sierra Cosworth but the powerful Austin Metro 'panda car' - What fear that must of give the crim's of the metropolitan borough! Crikey!
Fantastic preview! God Bless You All
PS someone please do a Sierra Cosworth Skin - Simply the best ever Police Vehicle - What do you guys thing?
PS v1.0 please note no animals were harmed or eaten during the creation of this post! Peace
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Osto468 reacted toDeactivated Memberin LSPDFR Feature PreviewA timer for Friday, eh? Someone must be excited for G17 Media Crew Fridays!
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Osto468 reacted to ineseri in LSPDFR Feature PreviewCrazy people seeing crazy things :( More seriously though, if you see a countdown it is most likely not placed by us there. We haven't placed any countdowns on the site, because we are very serious people who never make jokes. It could be a security breach, so just hang tight!
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Osto468 reacted to FtDLulz in LSPDFR Feature PreviewA million thanks for your hard work and dedication, Sam. We all appreciate it a lot!
And of course, to the rest of G17 Media.
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Osto468 reacted to Sam in LSPDFR Feature PreviewGuys, come on, we all know that isn't a real countdown. You just used a trainer for it!
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Osto468 reacted to c13 in LSPDFR Feature PreviewShocking.
Since people did ask, yes, there is a need to say that it is not supported.
I agree with FtDLulz, I want to know where you got this number from.
Every single time some one has asked about a release date since the very early preview days of LCPDFR in 2009, the answer to "when can we get a release" has always been "when it's done." This isn't done in anger, this is done because some people don't seem to grasp how delicate and difficult scripting is. I know for a fact Sam was close to releasing LSPDFR several times recently, but had to stop to completely rewrite code that was broken at the last minute. Lying about a release date will make people more angry at the developers, and releasing a buggy version will tarnish the reputation that was earned in LCPDFR.
Really now? You talk to Sam on a daily basis? You know the progress of the mod as well as him? You know for a fact that the quality standard has been met, and that Sam and LMS are screwing with the community with constant teases while hoarding LSPDFR to themselves?
So you're encouraging people to get angry because Sam wants a quality product, instead of a buggy version that will anger a lot of people?
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Osto468 reacted to ineseri in LSPDFR Feature PreviewThat kind of statistical statement has no base in reality at all. We tell people to buy the game and use a legal copy of the game, becuase we develop the mod for a legal copy of the game. We can't support a version of the game we're not using ourselves. Of course, it's not supported by Rockstar, but that has little meaning to us.
That would be me, and no, it wasn't in "anger" it was more of a factual statement; It is done when it's done, same as any other G17 Media product. We don't release a relase date because we don't want to disappoint people if we have to change the release date. Without releasing a release date, we're free to release it when we're confident it's finished.
Of course we are glad people are eager to use the modification, but we're not forcing anyone to use it either. The impatience is fun as long as it is encouraging, but when it goes to the point it's disrespectful we need to put an end to it. The mod is released when it's released, that's the only release-statement you'll get (for now).
We've said many a times not to ask for LSPDFR Updates, and we'll continue on this line, simply because the answer will always be the same. What've released so far is what has been said by Sam, LMS and posted on www.LSPDFR.com.
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Osto468 reacted to buttars0070 in LSPDFR Feature PreviewCode 1: No lights no sirens
Code 2: Lights, horn/sirens at intersections
Code 3: Lights and sirens
NEVER GO CODE 3 TO SHOTS FIRED YOU DONT NEED A PINGING BEACON ON YOUR HEAD
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Osto468 reacted to ineseri in LSPDFR Feature PreviewI know that we're all very exicted, but the speculaction can really need a break. As far as I know, it's not getting released today. Keep in mind, only Sam and LMS knows the release date.
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Osto468 reacted to Sam in LSPDFR Feature PreviewPlease don't break your keyboards. We're still applying the finishing touches.
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Osto468 reacted to Sam in LSPDFR Feature PreviewWith the release of the first version of LSPDFR almost imminent, we've put together a preview detailing the large variety of features that it will be packing.
In terms of actual detail, this is by far the most comprehensive look at LSPDFR yet, and we hope that it will go some way in answering the many questions we receive about what will, and will not, be in the first release of the modification.
You can take a look at this brand new preview over on the official LSPDFR page at http://www.lspdfr.com
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Osto468 reacted to shadow3467 in The Final Countdown - LSPDFR Trailer 2I think the warrant system could use more detail to be honest
For example, if you conduct a standard traffic stop, you ask the driver for ID
You run the ID through your computer and find this: Joe Johnson, BD: 07/29/1983, pulled over 6 times, 4 citations, 2 active warrants (Possession of an illegal firearm, Possession of an illegal substance).
Now you know that this suspect is dangerous and may be armed, you train your spotlight on the car infront of you, you exit your cruiser pull out your weapon aim at the car, and yell for the suspect to open the door slowly walk backwards towards you, get on their knees facing forward with their hands on their head. Slowly approach the suspect and cuff him, put him in the back of your car, and proceed to search his car/trunk for possible illegals.
I think knowing what kind of warrants a perp is wanted for would breath more life into the traffic stop system and make each one more dynamic, you could just assign random warrants to every perp you stop with some warrants (like murder etc.) being more rare than others
What are you guys' thoughts? :D
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Osto468 reacted to Sam in The Final Countdown - LSPDFR Trailer 2This is a nice way to think of it.
I apologise if my absence from this topic has been alarming, and I'm sorry that we don't have something for all of you to play yet. To be completely honest, if we had decided to set a release date, unleash the hype train and please everyone that is asking/demanding/begging for one, we'd have had a lot of very, very disappointed people on Friday.
Unfortunately we run into problems and barriers quite regularly during development. To give you a few examples, we had a serious performance issue that was discovered just yesterday resulting in the game running at 10 FPS during certain sequences. This was a problem caused by LSPDFR and was of the severity that it actually crashed the performance analysis tool we use. It took a few hours to resolve, and as with a lot of things in software development, the fix to issue caused more problems than it solved. To put it into context, and this is actually what happened, I had to spend my entire night, from 11pm until 3am re-writing one of the most crucial AI systems in the project - our custom pursuit AI. The fix to the first issue had broken the pursuit logic, and the result was that the internal timing for it was hideously broken - with things running too fast and too slow. Too fast meant that cops were trying to do three things at once. Too slow meant that cops were being left to their own devices for too long, and we all know what happens when you leave the LSPD to do their own thing (it involves a hail of bullets). So, after rewriting this pretty important part of the project to use our new timing system, what appeared to just be one problem had turned into a lot more, and we had to fix them before we could do anything else.
This is why a release date will never be given. When we wake up, we don't know what unforeseen problems are in store for us on that day. All I can say is that it has been a little over a week since what I promised would be the final trailer. The banner at the top still, in typical Sam fashion, still has the branding of a 'final countdown'. If I didn't believe that, I wouldn't keep it up there. I understand that people might be disappointed, but I suspect that this disappointment would be multiplied by a few billion if after the 'long' wait (a month and a bit), every time you tried to get into a chase in LSPDFR, your game ran at 10 FPS, and even if you could somehow cope with that, you had better hope you didn't encounter any backup units during that pursuit as if you did, you could forget about any notion of your suspect remaining alive for more than five seconds after. This is just some of the stuff we have to deal with. Let's try not to add the grief of a small number of people on here to that list.
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Osto468 reacted to Sam in LCPDFR 1.0, 100,000 Members, GTA V and moreNow that we've officially announced LCPDFR 1.0 and unveiled a big preview of the brilliant new features and additions it has, I feel like it is a good time to elaborate on the timeline leading up to this and indeed, our timeline going forward. Back in February, we set up a new SVN for LCPDFR and carried over LMS' code that he was working on at the time. Eventually we made the decision that we'd abandon what we'd done with RC3 and instead focus on this new batch of code, which was built from scratch solely by LMS. Over time, more features were added and most of the old functionality from RC2 was converted over to the point where it actually started to resemble LCPDFR again, at which point we decided to go ahead with it and call it 1.0. With 1.0, we've all come a long way since the beginning of the mod 4 years ago. Back then, it was coded in a really horrible fashion by someone that was completely new to programming (me, sadly). When LMS joined the team, he started to add his own code which was of course far more advanced than anything I could ever do and as such, he started to make more and more of the backend of the mod with me focusing more on the polish and realism. Indeed, this continued to the point where he started coding his stuff in an entirely different language, C# and merged it all together in with my old VB.Net code. Eventually I started learning C# and we began to develop only in that, although much of the old code still remained and was still used for the traffic stops, hardcode mode, frisking and many other things. This was the set-up that we used up until 0.95 which is where we began converting most of the features over to C#. As well was this, LMS also started adding in more backend for the mod, giving us things like Callout Managers, Backup Managers and Pursuit Managers. Ultimately this is what LCPDFR 0.95 RC2 was built on - a much better system but at the same time it was technically the same foundation as even as far back as 0.80. Clearly this was not the best approach as far as the continued development of the modifcation was concerned, so when LMS offered to rewrite the mod from the ground up, I gladly took him up on the offer and now a year and a bit on, this is where we are.
Regarding our next steps, LCPDFR 1.0 entered its initial closed testing phase a few months back. In these few months, we've added so much more functionality and polish to the point where there is a very noticeable difference between the mod today and the mod back then. In fact, most of the features that we showed in the preview were added recently, including Hardcore mode, advanced helicopter logic, character selection, the police station interior update and the new arresting, detaining and frisking options. We're slowly but steadily getting happier with the amount of content in LCPDFR now and at this point in time, the focus is on developing example callouts for the Callout API that you'll be able to edit and use as a base for any custom callouts you want to make. Aside from this, we're also hard at work at fixing bugs and polishing things up to make them more realistic, fluid and presentable. Now, this could take another month or two, although the great news is that we are making very good progress as the weeks go by. LCPDFR 1.0 now contains a lot of stuff that we're all very proud of and it will be released in some form or another later on this year.
Of course, LCPDFR 1.0 isn't the only thing that's noteworthy at the moment, however, with the console release of GTA V right around the corner and with our community just recently surpassing the amazing 100,000 member mark. In relation to GTA V and the community, we're in the final stages of our forum restructure and re-organisation and this may actually be rolled out as early as tomorrow. When this does happen, we'll probably need to take the site offline for an hour or so while we perform the changes and move things around, although we'll let everybody know as early as we can beforehand.
Finally reaching the 100,000 members mark was definitely one of the many highlights of these past 4 years and I don't really think there's any other way to put it other than to me, and I'm sure many others here on the team, it was simply the best feeling in the world. Looking back at some of the struggles and battles that we've had over the years, there were honestly points where it felt like we were in real trouble as a community - especially during the summer of 2012 and early 2013 as we were relentlessly hit with just about every kind of denial of service attack known to man. Of course, there were the events of 2011 where GPM and myself parted ways and just out of sheer desire to surpass them, we started relentlessly pushing the community forward as hard as we could. Even just to think that back then, we only had something like 10,000 members really shows just how much this place has grown and expanded over the past few years. To consider all of this, all of the things we've been through and all of the work that we've done, it really was just the best moment for me when we smashed our online users count yesterday and also when we went over 100,000 registered members the day before.
With GTA V just around the corner, the dynamics of the community will once again begin to shift. While of course there'll be no LCPDFR or modding of any sort yet, we're going to support GTA V as best we can and just like we did with GTA IV in 2011, we'll provide a new home for an active and hopefully ever-growing GTA V community too. Ultimately, by the end of the year our goal is to have released LCPDFR 1.0 and provide everyone with the best community and gameplay experience as we possibly can. There's one other thing as well though, and that's our next big milestone. If GTA V does make its way to PC (and let's hope and pray that it does), we're going to do absolutely anything and everything in our power to get code running on it. If we do, I can assure everybody that it'll only be a matter of time before LSPDFR makes it way onto your system. I, for one, just can't wait to go wild on GTA V as a cop.
Finally, I'd just like to say a big thank you to everyone for having the patience to stick with us. I understand that the website is about a whole lot more than just LCPDFR now, but I also get that there are so many hungry people that are dying to get their hands on the next version. I honestly wasn't expecting such a positive response yesterday when we unveiled the feature preview so when I saw the messages of support and excitement flow in, it actually caught me a little bit off guard and it was just really an amazing thing to see. In a way it sort of reminded me of the LCPDFR fever which used to grip the website prior to a release of a new version - everything just seems so exciting and so right. It'd been a long time since we'd all felt that and it was definitely a very welcome change.
On behalf of the entire team here, thanks again for your support and for being part of this unique community,
Sam.
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Well that's one hell of a photobomb
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Osto468 reacted to ineseri in The Final Countdown - LSPDFR Trailer 2We have no intention of allowing LSPDFR to interfere with GTA Online, as the RageHook does not permit it.