Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

TrooperHenschel

Members
  • Joined

  • Last visited

Reputation Activity

  1. Like
    TrooperHenschel reacted to Sam in LSPDFR 0.4 - Coming February, 2019   
    So, it's been a while since we've provided an update on LSPDFR 0.4.  As you might've guessed from the title, though, there's a good reason for this...  It has taken us a lot of work to get to this point, and in the last couple of months alone we've made hundreds and hundreds of changes.  Anyway, here we are - who knows how many months late - but we're here.  No riddles, no treasure hunts, no @MSA (at least I'm pretty sure they're not here), but straight to the point!  We can now confirm that we'll be releasing LSPDFR 0.4 in February, 2019.  
     
    Anyway... with the scary part out of the way, I wanted to take the opportunity to explain ourselves a little.  No, @LMS wasn't renditioned to an IAA black site, no I didn't fall victim to the Orbital Cannon, and no...  the ghost of @ineseri didn't drive a train into us.  Perfectly plausible scenarios given our silence about 0.4 as of late, but we're actually still alive.  Instead, we've been pretty busy rushing to the finish line as far as 0.4 is concerned, and to complement the big news above, we thought we'd throw in a couple of sweeteners below to show just how much 0.4 is going to change things. 
     
    We've talked a lot about our Character system in LSPDFR 0.4.  It's one of the biggest changes to the mod, but we also think it represents an entirely new direction in general.  I say this because, not only does it allow us to have a bunch of really cool stuff natively integrated into the mod, like customizing a character, but it also lets us have a bunch of other really cool stuff natively integrated into the mod!  Having your own character dials up the immersion quite substantially, but we wanted to take things to another level.  We thought, for example, wouldn't it be cool if instead of spawning as Franklin in Franklin's house, you could instead, say, I don't know?  Actually spawn as your own character, in their house.  Or maybe, instead of switching to Trevor and your camera panning down to him being pursued by the LSPD, you could switch to one of your other characters, and "Google Earth" down to them being the LSPD. 
     
    LSPDFR 0.4 introduces a fully functional GTA Online Apartment to single-player, complete with transition sequences, working interactions and more Steve Haines than you can handle.
     
    It's not just that, though, we really wanted to dial it up.  Having your own character, them having an apartment, switching, customizing, it's all cool, right?  But you might be thinking, what's the point?  These are "multiplayer features".  And sure, LSPDFR is and most likely always will be a single-player mod, but that doesn't mean we can't think outside of the box every once in a while. 
     
    Recently, @Cyan, in addition to all of her work on the website, has also been developing an all new framework called LSPDFR Sync.  LSPDFR Sync lets you connect up to your LSPDFR.com account in-game, and you can then synchronize your LSPDFR characters with your LSPDFR.com profile.  To top it off, we've brought back statistics too.  Ever wanted to know how many shots your character has fired?  It's as simple as taking a look at your character's profile on the site - which, we should add, you can actually edit.
     

     

     
    LSPDFR Sync provides all-new, seamless connectivity with your LSPDFR.com profile.
     
    And frankly, it doesn't even end there.  When I said before that we wanted to dial the immersion up to the max, I guess I lied.  What I actually meant to say was that we'd just ripped the dial clean off the controls, strapped it to a rocket, and sent the damn thing up to the moon.  Not only can you now create a character, customize them, share them, spawn as them...  You can actually do things as them too!  Like, actual game things.  Ever wanted to run the triathalon as your LSPDFR Character?  Now you can.  Or, how about practicing with your sidearm down at the range?  Yep, got that too.  Simply want a can of sprunk from a vending machine?  No problem.
     

     
    With the introduction of a new innovative system by @LMS, it's now possible to do many of the single-player minigames while playing as your LSPDFR Character.
     
    Of course, with the Character system, and all of the features that come with it, being such a huge part of LSPDFR 0.4 it'd be easy to forget that this is a police mod.  Indeed, I think we almost did given the grotesquely gargantuan amount of work that has gone into it.  Fear not, though, as we have also been working on some incredible new gameplay features too, including massive improvements to interaction with suspects and people that you arrest.
     
    LSPDFR 0.4 introduces, in a game-changing way, the ability to take hold of and drag arrested suspects.  Yes, we know that there's some great API mods which have held the fort, and we're grateful for that, but this is something we wanted to get absolutely right, and indeed, we think the result is simply stunning.  The possibilities are pretty far-reaching too and encompass just about everything from shoving suspects up against cruisers, to personally escorting them into their cells.  
     

     

     
    No, these aren't cutscenes.  No, they're not edited screenshots.  With 0.4, this is real.
  2. Like
    Dear all, 
     
    As many of you will have noticed, my activity in the LSPDFR scene has decreased significantly over the past few months. There are many reasons for this, the details of which I won't bore you with. It mostly comes down to being busy with other things in my life, as well as LSPDFR becoming less interesting for me having played it for so long and the introduction of frameworks allowing modded GTA5 multiplayer environments.
     
    How times have changed since when I joined the community in 2015, from me taking an interest in learning to code in C# to having multiple plugins released on the site. It's been one heck of a journey here. I recall well the first 'mod' I uploaded for the LSPDFR community, which was called 'More Jail Points' at the time. This was first published for RAGEPluginHook 0.20. This later evolved into 'More Jail Points & Prisoner Transporter' and is now known as the all-so-familiar Arrest Manager. When I was contacted by @dbock1989, who was so enthusiastic about my More Jail Points & Prisoner Transporter plugin at the time, I couldn't quite believe it. He had been so kind as to create a variety of images related to the plugin (see below)! It frankly couldn't have been a more exciting moment at the time and, alongside other overwhelmingly positive and welcoming feedback, served as a major motivation factor for me to continue learning to code and create plugins.

     
    Following this, I was looking to give more purpose to the LSPDFR traffic stop system. And so, Traffic Policer was born - a plugin originally intended to add a few ambient events related to traffic offences. This has now grown into one of my most feature-packed plugins to date. By this time, some YouTubers started using my plugins in their videos. Not only was this a great way for me to obtain feedback on my mods' user experience, I also watched @Zachary Houseknecht with great pleasure while my ANPR Hit AI lit many of his police vehicles on fire... An absolute howler: https://youtu.be/4D8HshZzWMQ?t=606
     
    Some weeks on and Assorted Callouts was next in line. This was originally created out of a callout idea by  @CaptainSugarFree  and turned into what is now known as the Pacific Bank Heist. This took about 4 weeks of intensive development to fully complete (and am I shocked at the code quality looking back at it now... works though). As the first of its kind, the callout featured voice-overs and an intense, detailed SWAT based LSPDFR callout. I was incredibly proud for this to be featured on @Jeff Favignano's channel and I see now that the video in question has amassed over 1.9 million views... breathtaking. https://www.youtube.com/watch?v=eIXKvUyzylA
     
    Moving on again. At this point, @FinKone had managed to get me into YouTube. After having released British Policing Script, longing for an LSPDFR experience closer to home for me, many longed a version of the plugin for international and American users to incorporate the traffic stop improvements and a court system. With that, I released LSPDFR+ by doing my first ever YouTube live stream, which was quite the experience. After this, I released Siren Mastery, PoliceSmartRadio and a variety of other tools and smaller plugins. Many hours of coding, effort, stress, giving support and obtaining feedback had been put in by this point. I was absolutely chuffed to then achieve one million downloads on my published files...
    This figure has since risen to over five million.
     
    Following some negative coverage of LSPDFR in some of the Australian media, I'm also very happy that Wired UK decided to publish an overwhelmingly positive article on the whole GTA5 police modding scene: https://www.wired.co.uk/article/gta-5-mods-lsdpfr-british-police?utm_content=buffer9ca53
     
    After PoliceSmartRadio's release - with the infamous April FoolsRadio download giving four thousand people a perhaps frustratingly good laugh - I placed the whole modding scene lower in my priority list. As mentioned previously, this has since been pushed far further down.
     
    Some thoughts on the community's development over time
    I would describe the LSPDFR community as healthy. @Sam @LMS and all the other contributors have created something very special for all the right reasons and this is largely reflected in the attitudes of the staff & moderation team and community members. With publishing mods on a popular website like this, unfortunately, comes some drama and negativity - and while I have not always agreed with the way and speed the moderation team dealt with my reports relating to me and my work, they have done a good job overall. The few issues that I experienced were all resolved. From my experience in the plugin side of the modding scene, this continues to be the case now.
     
    One thing I noted during the months that passed is that both experienced but particularly newer modders are now frequently treated with disdain in the scene. The modding scene has grown massively since when I first started and unfortunately, in this area, it shows. Everyone starts somewhere and the fact someone is spending their free time creating something for all of you to download, for free, has become massively underappreciated and taken for granted. Sure, a new modders' release may be full of bugs and be nowhere near as feature-rich as more developed plugins, but this takes time to solve. Had I received the negative feedback I've seen on many a new modder's release page back in 2015, you can rest assured I wouldn't have continued my development here. When providing feedback, by all means, point out the issues, but do so in a friendly, constructive manner, not in an entitled, toxic one. Have a look at the first few comments on my Arrest Manager download page to see what that is like - this was a major factor for me to consider continuing development! It is essential for the development of the LSPDFR modding community that this attitude is changed back to what it was in the 'good old days'.
     
    With all that said, I also hope the release of LSPDFR 0.4 kicks a breath of fresh air into the now somewhat stale core LSPDFR modification. With over 2 years having passed since the latest update of the core modification, I'm sure we all agree that an update would be a very welcome step. From the various preview posts released by the development team, it looks that we all have something great to look forward to there.
     
    'Retirement'? So does that mean you're permanently done with the LSPDFR modding scene?
    No, but I won't be actively developing plugins for LSPDFR any more. To be fair, nothing's really changing much now compared to the past few months. I intend to remain as a member of the LSPDFR Testing Team and I'm sure I'll be drawn back in at some point to explore some of the new development options in the 0.4 API. I'll also stay around on my discord and occasionally the forums and I intend to continue publishing occasional videos on my Youtube channel. If my time and motivation levels allow, I may publish some minor updates to my current mods before 0.4 is released. The fact remains, however, that I would currently classify myself as 'inactive' in the scene. With so much other stuff going on, I simply don't have the time to commit that I used to. It would be a pity to say the least to let all my work slowly deteriorate and waste away. Therefore, I've decided to publish the source code to some of my plugins to https://github.com/Albo1125/. At the very least, I would like it to be a learning resource for other ambitious plugin developers in the scene. At best, I hope other developers will take it upon themselves to improve the code where necessary (yes it is very necessary!) and create pull requests to share those improvements. These can then be merged and released, with credits obviously included for contributors.
     
    Back when I started developing for LSPDFR, very few learning resources were available bar the great example project by @LukeD . This hasn't really changed since, despite the creation of the LSPDFR API repository by LMS (https://github.com/LMSDev/LSPDFR-API) and some posts aiming to document the LSPDFR functions by myself in the API development subforum. A noteable step was the creation of the LSPDFR Developers Discord server thanks to  @Stealth22 A full post with current development resources can be found here: 
    I'm planning to publish the source code to a number of my plugins one-by-one to improve this and give something to the community:
    Arrest Manager: https://github.com/Albo1125/Arrest-Manager  Assorted Callouts: https://github.com/Albo1125/Assorted-Callouts Albo1125.Common: https://github.com/Albo1125/Albo1125-Common Traffic Policer: https://github.com/Albo1125/Traffic-Policer LSPDFR+: https://github.com/Albo1125/LSPDFRPlus British Policing Script: https://github.com/Albo1125/British-Policing-Script  
    By no means do I claim that any of the code I post is perfect or amazing - on the contrary, far from it. With the experience I have now gained, reading through some of my old code makes me want to tear my hair out. This is only to be expected, though - most of my plugins were created as part of my learning experience of C#. Prior to this, I had no coding experience or knowledge. It's fascinating to see how the quality of my code has evolved over time by looking at my various different plugins in order of initial release date.
     
    Wrapping up. I hope this post provides some clarification and closure for those of you wondering where on earth I've been over the past few months. It's been an absolute blast and a pleasure. To all of you who were a part of my journey here, thank you.
     
  3. Like
    The wait is finally over; RDE 3.1 will be released on August 10th. We hope that you will enjoy what we have in store for you. 3.1 brings not only bug fixes, but also a huge number of new content, features, improvements and performance enhancements. We have worked hard to make sure RDE is even better than before! We've heard from multiple sources that they wish for more transparency and communication from us going forward. Your concerns have been heard. The private RDE Discord server will be going public on release day. This will be your opportunity to stay connected with the team and get special sneak peaks on what we have in store for the future.
     
    You can view the RDE 3.1 trailer here: 
     
    More information will be available about the Discord server on Thursday. If you'd like to help ensure that future releases are speedier; consider applying to be a beta tester here.
     
  4. Like
    EDIT: I was incorrect, fat cops will be a thing, just not in 3.1, as they still need some work.

    Anyway, I forgot to mention on here that I've recently become part of the RDE Media team! Here are a few screenshots of 3.1
     





  5. Like
    Time for a quick update on Coastal Callouts progress!
     
    Development of the new configuration system is almost finished for the boats side of things. Still need to do it all for helicopters, but hopefully that'll be a bit less complex. At any rate, making progress! Boats will now be dispatched dynamically depending on the location, weather, how far off shore it is, and what tasks the boat needs to be capable of. If you're near Vespucci Beach and need a rescue craft, you may get a lifeguard jetski. If you're near the terminal and need law enforcement, you may get port police. A sheriff boat will respond if you're on the Alamo Sea. Deep in the ocean you'll only get the larger coast guard boats (and cutters once they're ready), but near shore you may get the smaller ones. All of this will be fully configurable through XML files, so the user will be able to choose which units spawn where. The peds which spawn are dynamic depending on the task as well. In heavy weather, they'll wear full-body immersion suits. Responding to a pursuit they'll wear vests. You can configure the clothing options used for any scenario. Currently this new configuration system has been implemented for boats disapatched for backup, towing, SAR search, and callouts. 
     
    In parallel I've been working on some new boats so we'll actually have enough variety to make these configuration options useful. We now have the Los Santos Sheriff Department response boat, as well as some new dinghy variants for the Los Santos Port Police, USCG, and Los Santos County Sheriff. I'll be doing some more work on the dinghy variants soon. We have also acquired a model for the 87' Patrol Boat, although SkylineGTRFreak hasn't had time to start converting the model yet.
     

     

     

     

     

  6. Like
    TrooperHenschel reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1   
    Howdy,
    I suppose this will be a kind of a dev diary for 3.1. As NefariousBonne has said some time ago, 3.1 will mainly be a content update, introducing new car and ped models, as well as improving existing ones. Thanks to YMT edits, peds will not only be much more varied and detailed, but also better optimized and "neat" from technical perspective. Many ped models have gotten new components, such as improved bulletproof vests, belts, and so on. Many vehicles have received improved interiors and lighting, and some other tweaks.
     
     But you all know that already. I would like to tell you about one new script feature we have been working on for some time now. 

    We call it the IncidentManager. This is a new system that allows cops to call backup during shootouts with NPCs. The backup units that spawn are the same that would spawn if a player was wanted, and zone-dependent as well. Furthermore, the response type and amount will be based on the severity of the incident. Not only that, but a rudimentary chase system has been implemented, which will allow cops to dynamically chase fleeing NPCs. IncidentManager allows for very dynamic and lively shootouts, and is for all intents and purposes a Wanted Level system for NPCs. It can be turned on and off in the ini.

    A small new feature is that SSR (as a whole) can be turned on and off in game by pressing a specified (configurable) key combination. With SSR disabled, you can play LSPDFR and most story missions without any compatibility problems (note: this does not fix missions that crash).

    Furthermore, some advanced optimizations have been performed on the script. We hope that this will alleviate some of the performance complaints we have gotten for 3.0. 
     
    3.1 has been delayed a lot, but we want to present you with finished, polished product. We continue to add new features and content daily, while testing for bugs and performance. We hope that we will be able to present RDE 3.1 to you soon.
  7. Like
    It's an odd attitude change from Rockstar, as GTA SA and GTA 4 sales were certainty advanced by the modding community.
    On our social media platforms and on the forums here alone, we hear a lot of people just buy GTA 5 for modding it. This is a truly depressing turn of events if true, and I can't see myself funding Rockstar Games/Take Two in any way in the future if that's the case.
  8. Like
    TrooperHenschel reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1   
    OpenIV Situation; and the Future going Forward:
     
    As most of you should be aware; the team behind OpenIV has received a cease and desist from Take-Two Interactive, Rockstar’s parent company. In response, the OpenIV team has decided to shut down; and will cease support. As a team, we are deeply saddened by Take-Two’s decision. However, modding is often a gray area; and companies often change the way they approach modding. We wish the best to the OpenIV team in their future endeavours, and would like to thank them for their irreplaceable and invaluable service to the community; starting with Grand Theft Auto IV, and evolving to support Max Payne 3, and Grand Theft Auto V.
     
    As for us, we will continue to develop and release RDE as planned; provided the modding tools which are required still function. As of now, we don’t have any thoughts about abandoning or stopping development - OpenIV still works fine, though it won’t be updated anymore.
     
    In the meantime, make sure to show your support for the cause of modding - spread awareness, contact press and Take-Two, do not buy any of Take-Two’s products. Show the corporate executives that the modding community is not to be trifled with. Together, we can do this, and we can set a precedent that will discourage other companies from following Take-Two.
  9. Like
    Beta participants voted last week to have me spend some time working on the 45' Response Boat Medium model. Still a lot of work to be done, especially on the interior, but here are a few screenshots to share of the progress. Major thanks to @SkylineGTRFreak, as he has done most of the hard work on this model. The mounted gun is now working, and can be used by AI peds or the player. We have working emergency lights as well. Still need to complete the interior, fine-tune the handling, create a custom layout, add other lights, and other details. Lots of work left to do, but I'm happy with the progress so far!
     
     




  10. Like
    Here some updates the team is working for the 3.1 update, focusing ped modifications:
     
    New armored vest for LSPD and SAHP:
     
     
    Also a new LSPD detective ped will debut on 3.1 update:
     
     
    And new females peds for SAHP:
     
     
    *Weapons not included
  11. Like
    TrooperHenschel reacted to LowRid3R in [REL] LPCallouts [EOL]   
    Hi all, sorry for the late reply. I currently have no time for coding as work is keeping me busy all the time. As soon as i have a time ready i will continue support.!
  12. Like
    TrooperHenschel reacted to Jax765 in [REL] Realism Dispatch Enhanced 3.1.1   
    Thanks to Custo's help, we'll be bringing in YMT-enhanced peds. Yard has also overhauled the female peds; BCSO and LSSD peds now have different heads, LSPD has an extra Latino head, and they all have armour components in-line with their male counterparts.



  13. Like
    Building editing is a pain... I hate it... but I love the results! Coast Guard Station Paleto Bay is getting closer:
     

     
    Still left to do: collisions on all the newly added terrain/docks around the building, adding quite a few props and such to make the area a little more interesting, and probably some other stuff I'm forgetting. Core layout of the building/docks is more or less complete. 
     

     

     
  14. Like
    Well this has taken a lot more time and been a lot more difficult than anticipated, although I've learned a lot and am quite happy with the result thus far! Not quite complete, as I've yet to add some of the parts around the edges (currently there's a see-through cliff haha), and need to add some more details. But the core station building is nearly complete, with working lights, full collisions, working ladders, station signs, etc. Special thanks to @OriginalNewbie and @magiobiwan for working on a Station Paleto Bay logo!
     
     







  15. Like
    Have spent some time this week figuring out some of the new developments in map editing! With OpenIV 2.9, proper map mods are now possible. I've also discovered some new tricks to get certain building props to spawn outside their normal area, and I've been doing some custom props in zmodeler. What does this all mean? Well, it's still early in its development, but say hello to Coast Guard Station Paleto Bay! I've gotten some feedback from beta testers (and observed in their videos) that people tend to focus on the Los Santos/Del Perro area when they go out on Coastal patrols. The rugged northern coast of San Andreas has some of the most demanding terrain for coast guard missions, so I'm pleased to finally have a small boats station in Paleto Bay to serve this isolated, beautiful, and dangerous section of the Pacific coast. 
     

     

     

     
     

     
  16. Like
    As you can see from my helicopter hoist features and boat towing features, I have ropes well figured out already and have an RPH wrapper class for it. I'm already planning to add the ability to pull it back in with a rope, as well as to make it so AI peds on your boat can also throw the ring. It'll also detect peds near the ring, have them swim closer to it if they're nearby, then attach them to it so they can be dragged back in. All still in development of course, but that's the plan!
  17. Like
    Development continues! A massive update just went out to beta testers, with more features and fixes than I can reasonably describe in one quick forum post. Here's a little preview of what's new: 
    I fixed spawning of boats with the unlimited boundaries mod, now you can call for backup or spawn a callout anywhere on the unlimited massive oceans I got the add-on cargo boats working, and wrote a new, more challenging rescue mission involving a sinking ship  Updated the copilot AI, now it flies at top speed when flying to destinations more than 500m away, and there's a menu option to slow it down if you want Added a menu toggle for the helicopter spotlight - still working on this, I've figured out how to make it aim at something, so I'll eventually have it track whatever ped/vehicle you might be following, but as of right now I'm having some issues with it still  Fixed a ton of bugs and added a bunch of new features What I'm working on next:
    A function to deploy a marker - e.g. if you find the boat and need to come back to it later, or you find a ped to rescue but your helicopter is full, etc. This will let you drop a flare on the spot, and will leave a marker on your minimap Adding more detail to the new callout Making boat pursuit AI take advantage of the unlocked map boundaries, so fleeing boats have a chance of fleeing into the open seas New plane-related features  
    Here are a few screenshots from the recent development: 
     

     

     

     

     
     
    Also, I will be doing a live stream with @acepilot2k7 tonight at 6 PM Pacific/9 PM Eastern, taking a look at the new features. I will be joining the stream live over voice chat, and will have a drawing at the end of the stream for free beta access for one livestream viewer. Of course, you can also get beta access by joining the Parks Benefactor program at any time! 
     
     
  18. Like
    Well, no, it's not, it's in development, considering there are many bugs that still need to be ironed out.
    I also don't see why you feel the need to berate Dila and the rest of the RDE team with this uninformed, pointless and incredibly short sighted comment.
  19. Like
    Remember when we used to do DEV updates? I don't, but hopefully you do. I thought it would be opportune to touch upon 3.1 and the future going forward.
     
    Since our initial release of 3.0 back in December, we're been hard at work sorting out issues and planning out the future.
     
    3.1 will be a content patch, which has been dubbed as the "Landstalker and Unmarked Pack" by me.
     
    For starters; the LSPD, LSSD and BCSD will all get some new unmarked vehicles: (Images courtesy of @RolandHUE and myself)
     
    In addition the SAPR and SAHP will receive a Landstalker: (Image courtesy of @11john11)
     
    The LSSD, BCSD and NOoSE will also receive Transporters: 
     
    Our Emergency! DLC will continue to expand; with 3.1 launching with the new LSCoFD battalion Granger: 
     
    And finally we're pleased to announce the Liberty add-on, which will provide support for OIV's Liberty City port: This will not launch with 3.1; but thought I'd mention it.
     
    Thank you all for reading, and your continued support of RDE. In special news; the RDE wikia has been given new life, if you are willing, any help is appreciated to get that wiki in order for everyone to peruse: http://rde.wikia.com/wiki/Realism_Dispatch_Enhanced_Wikia; @Jax765 and the media team is already hard at work. While I cannot give a release date for 3.1, it will be soon™. 
     
    Want to work with us? Apply here.
    Have feedback, a bug or a suggestion? Go here.
     
    I'm sure @AlexVonShep will chime in with the latest for BCSO.
  20. Like
    TrooperHenschel reacted to fireboy6117 in [REL] LPCallouts [EOL]   
    crash when accepting callout

  21. Like
    TrooperHenschel reacted to NefariousBonne in [REL] Realism Dispatch Enhanced 3.1.1   
    With RDE 3.0 merely days away, I thought it would be of interest to give a very brief 'meet the team', of sorts, for those of you interested in what exactly everyone on the team does. I present to you, the team of RDE 3.0:
     
    Alex Ashfold:
    Author of the popular mod Emergency Uniforms Pack; when not busy with EUP, Ashfold doubles as a texture artist and ped modeler for RDE. Many of his works have carried over into RDE, most noticeably his delicious utility belt textures, and badges. Also a member of the media team, and has provided his fair share of screenshots for official use.

    AlexVonShep:
    Author of the since abandoned Blaine County Sheriff Add-On, continues his work via RDE with the 'Sheriff's of Blaine' Add-on. A perfectionist who has his hands in lots of RDE's texture work, such examples include: BCSO (obviously), and enhanced police station textures.

    Aquamenti:
    A relatively new face on the team, Aquamenti is a vehicle mapper. A skilled modeler who has already provided several models for RDE, of which will appear in later updates. Regarding 3.0, Aqua's mapped Predator has been outfitted by me for use by the PAP, LSSD and USCG. You can expect to see a Dundreary Landstalker and Bravado Buffalo S. in the near future.

    Bilago:
    One of several coders for the RDE team. Wrote and edited a good portion of the now Six Star Response script. As of moving has been inactive, but while active is busy with the beta testers and constantly pushing updates to squash bugs that arise. Wrote several of RDE's side scripts, such as livery changer and parked car replacements.

    BobJaneTMart:
    Author of Crime and Police Rebalance & Enhancement. Doesn't play a large role within the RDE team, but some of his files are still in play, and thus worthy of being mentioned and credited.

    BroCop:
    The author of Enhanced SAHP textures, making the original R* skins less pale and more tan to match the real life uniforms. Outside of texture work, BroCop provides screenshots for the team.

    Dilapidated:
    One of the two original authors of RDE, Dilapidated acts as RDE's leader. When not keeping the team in line, Dilapidated is the main programmer for Six Star Response and RDE as a whole.
     
    Dying:
    A texture artist for the team, created the Los Santos Port Authority and FIB Police skins. In addition also wrote or contributed to lots of RDE's meta files.

    Eddlm:
    A talented programmer, and author of Better Chases and Arrest Warrant, both of which have been seamlessly integrated into Six Star Response by Yard1.
     
    Jax765:
    Formerly one of RDE's best beta testers, now a file organizer and archive builder for the team.

    Mkeezay30:
    Author of GTA Realism and the second creator and half of RDE. After a several month embargo after having several of his files stolen by GTA Redux, MK has returned to work as a ymt and meta editor and texture artist.

    NefariousBonne:
    I'm in charge of vehicle models and carcols. My work has continually been teased in the months leading up to release, of which is reworkings of the vanilla cars to better mirror the real life cars they are based, all of the current and new cars launching with 3.0 have been outfitted by me. In addition I run both the RDE and GTA Realism Discord servers, and act as RDE's HR. 

    SkylineGTRFreak:
    A very talented vehicle modeler who has provided several military vehicles for use within RDE.

    Yard1:
    Author of countless vehicle and ped model mods, now one of many of RDE's coders. In addition to supplying countless models, Yard has been a major player in the same league as Bilago for the coding and bug fixing of Six Star Response, and is responsible for seamlessly integrating Eddlm's Better Chases and Arrest Warrant directly into the Six Star Response script. In addition, Yard acts as the 'head' of the Media team, telling everyone what shots are needed.
     
    It's not much, but for those of you curious or interested, that was a brief rundown of the RDE team as of 3.0. Dilapidated would at some point like to do a proper interview with each of us. RDE 3.0 launches December 21st, 2016. You can get RDE here, and watch the official 3.0 trailer here. 

    A sincere thank you to our loyal fans who have stuck around to see RDE 3.0 through to the end, our media team, and beta testers.
  22. Like
    TrooperHenschel reacted to dilapidated in [REL] Realism Dispatch Enhanced 3.1.1   
    https://www.youtube.com/watch?v=y_KlUjxILFw&feature=youtu.be
     
    We're happy to present to you RDE 3.0!
     
    Release date has been confirmed, enjoy! 
  23. Like
    TrooperHenschel reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1   
    Coming soon! Everything, including jurisdictions, is configurable :D
  24. Like
    TrooperHenschel reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1   
    We have some very exciting news coming soon! It's highly recommended that you keep close tabs on this forum in the coming week. :D
  25. Like
    TrooperHenschel reacted to BlaineBug in [REL] Realism Dispatch Enhanced 3.1.1   
    Personally I wouldn't mind eliminating the "wanted" soundtrack.  Although 99% of the time I'm gaming with LSPDFR anyway so it's irrelevant.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.