Everything posted by AndyKrause
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New Police Lightbars in Singleplayer?
Hello, the latest GTA:Online update made it possible to buy police cruisers. They added new and vastly improved lightbars to the police cruisers, as well as some other extras. The shaders also look a ton better, much closer to what ELS offers. I haven't fired up the game in a while and before I go through the hassle of updating everything, I wanted to ask if it's possible to use those in singleplayer/LSPDFR?
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Different Agencies, Places, VCPDFR and my Thoughts on GTAVI!
Trailer looks amazing and I am really blown away! Gotta suck to wait for a PC release in like what, 2026? Only thing I am a little disappointed in are the police lights. They look exactly the same as the previous games, the circle-shaped corona that is pulsating instead of flashing. Obviously not expecting ELS quality, but I think there's plenty of room for improvements to make it look like actual LED strobes.
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LML visualsettings.dat and best practice vehicle import
Nevermind, I solved it. I had the replacements outside the <Resources><Resource> tag, so they never actually loaded. Putting them inside the proper tag made them work... oooof.
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LML visualsettings.dat and best practice vehicle import
My basic thought was to have a custom "Andy's Mod" installed in my LML where I can manually drag in vehicles, els files, vehicle handlings and visualsetting files. That should make for very easy changing of the fleet, switching out invidivual vehicles etc. The vehicles and ELS files I got working, but the visualsettings.dat doesn't seem to load. I tried installing it via OpenIV into the mods folder and that did work. So I must be doing something wrong that causes the visualsettings.dat not to load. Does ist make more sense to put each vehicle into it's own separate LML mod? Each vehicle needs it's own handling file that only contains that specific vehicle? Some mods come with handling files for all vehicles in GTA V, so I assume I have to edit those to only contain the needed vehicle? My file structure looks like this -lml/downloader/Andys_Custom_Cars/ -- data/ ---- visualsettings.dat ---- vehicles.meta ---- carvariations.meta -- els/ ---- police.xml --- police2.xml ---- [etc] -- vehicles/ ---- police.ytd ---- police.ytf ---- police_hi.ytf ---- police+hi.ytd ---- [etc] -- install.xml My install.xml looks like this: <?xml version="1.0" encoding="utf-8"?> <EasyInstall> <Name>Andy's Custom Set</Name> <Author>Andy</Author> <Version>1.0.0</Version> <Link></Link> <Metadata></Metadata> <ResourceFolders> <GameFolder subFolder="ELS/pack_default">els</GameFolder> </ResourceFolders> <ResourceGroups> <ResourceGroup name="Police Cars" scriptName="policecars"> <Description>Replaces all police cars</Description> <Resources> <Resource>police</Resource> </Resources> </ResourceGroup> </ResourceGroups> <Resources> <Resource name="Police Car Models" scriptName="police"> <StreamingFiles>vehicles/</StreamingFiles> <DataFiles>data</DataFiles> </Resource> </Resources> <FileReplacement> <GamePath>update/update.rpf/common/data/visualsettings.dat</GamePath> <FilePath>data/visualsettings.dat</FilePath> </FileReplacement> </EasyInstall>
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LML visualsettings.dat and best practice vehicle import
Hiii, have some questions regarding LML: 1) How do I get visualsettings.dat to work? Tried different parameters in install.xml but can't get it working. Also LML-compatible RADIANCE V doesn't work either. 2) What's your best practice folder-structure to add ELS vehicles from different packs? 3) How do you deal with vehicles.meta files from different vehicles? Is there an easy way to combine multiple of those files into one mod and have it replace only the relevant parts? Thanks and greetings, Andy
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Cop Holster not working
Doesn't work for me either. Also, the default LSPD Officer in 0.4 doesn't even appear to have a holster? I tried the IAA Agent who appears to have a holster, but doesn't work either. I have no additional PED or Uniform mods installed.
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Memory Lane - December 12, 2014
I don't mean to sound rude, which I probably do... but this "News Post" is completely useless. Do you really have nothing new to show about the LSPDFR development? No new features to even talk about after years of development? The first couple of those monthly News-Articles started out very promising and interesting. But now it's very easy that you struggle to find anything remotely interesting or important to talk about. I don't mean to sound rude, which I probably do... but this "News Post" is completely useless. Do you really have nothing new to show about the LSPDFR development? No new features to even talk about after years of development? The first couple of those monthly News-Articles started out very promising and interesting. But now it's very easy to tell that you struggle to find anything remotely interesting or important to talk about.
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LSPDFR 0.3 - Now Released
Quite frankly, having worked on a larger scale modding-project myself for a while (many years ago) I suspect that development is not really moving forward at all. It's been almost 2 years since the last release. Phrases like "busy life" and "it's just a hobby" are standard phrases you get to hear when people have lost their motivation to work on a project, but are not ready to admit that or let the project go completely. If progress is actually made, then I would really love to know in detail what has been done in the past two years. That's a reaaaaaally long time. And while the current version of LSPDFR is really amazing, stable and has lots of features... there is easily tons of other stuff that could still be added. If the developers have lost interest and motivation in adding new features, that's completely fine by me. They have achieved AMAZING things over the past years. Not just by creating the mod, but also by creating and running this amazing community. And just to be clear, I am incredibly thankful for everything they have done for us. Having work on a project myself, I really do understand how much work is going on behind the scenes. The only thing I am asking for is more transperency in terms of the current state and where LSPDFR is heading to in the future. No need for a Dev-Blog, just some simple information about what features are being planned and how far developed they are by now. Thanks for your hard work!
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Terror Emergency in Las Vegas, NV
I am not sure how this sounded like a SAW and I highly doubt he was using a SAW. Police believe he has purchased the weapons legally. Also, it's a fact that one of the rifles has a bump-fire stock attached together with a 60-round magazine... as seen on the crime scene photos. I am by no means an expert, but from the videos I have seen it seems to fit in. There's a varying rate of fire that seems to slow down and speed up, plus every burst of fire appears to be around 60 rounds before there's a short break to reload.
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Terror Emergency in Las Vegas, NV
Two photos of the weapons used have been released online. They appear to show two AR-15 rifles. One of them with a bump-fire stock and a 60-round magazine. That would kinda explain the high rate of fire and why it didn't sound like a "stable" rate of fire. The other one with a magnified scope, bipod and regular 30-round magazine. Really horrible that a person is able to do something like this. My thoughts and prayers are with the people involved.
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[REL] Realism Dispatch Enhanced 3.1.1
I don't really want a full trainer, I think there used to be a list with the names so I could just spawn them via the console. Would be much easier.
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[REL] Realism Dispatch Enhanced 3.1.1
OMG YASS!!! Download running right now! In the meantime, does someone have a full list with all available vehicles, including new ones? <3
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[REL] Realism Dispatch Enhanced 3.1.1
Thanks for the replies! Hope 3.1 is coming soon, I reaaaaaaally want to play again. And a big thanks to the developers for investing their time and effort to make this amazing mod! Much appreciated <3
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[REL] Realism Dispatch Enhanced 3.1.1
Yesterday was the first day I tried to play again after a couple of months. Updated everything and it worked, until I installed the latest RDE. Searches in the internet show that the problem already persists for quite a few weeks... nobody has been able to fix it yet or provide a manual installation or anything?
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[REL] Realism Dispatch Enhanced 3.1.1
Hey, is RDE still not compatible with the latest GTA V version? I can't get it to work with RDE, crashes on the loading screen every time. I read this is a known issue, when can we expect a fix? Any alternative ways to solve the issue? The gameconfig files supplied with RDE did not fix the issue for me and caused an infinite loading screen. So I guess nobody has RDE working right now...?
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[REL] Realism Dispatch Enhanced 3.1.1
Hello, I absolutely love this project! So much work and effort went into this and I really appreciate it. Looking forward to future updates. My suggestions: - option to remove flashing taillight when sirens turned on - unmarked versions of all Law Enforcement vehicles - "batallion" vehicle isn't spawning for me --> SOLVED --> It's called "battalion"
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[REL] Realism Dispatch Enhanced 2.2.1
How can I spawn vehicles fom RDE? Is there a list with all the vehicle names somewhere that I can use?
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[ELS] First Person Compatible Vehicles - Default Style
Hello, I was not sure where to put this. This is not neccessarily a request for custom cars; I am just looking for vehicles that suit my very specific needs, so maybe they already exist and I was unable to find them. I have been browsing through the vehicle mods for quite a while already, but haven't found what I am looking for. I mostly play in First Person Mode to enhance my immersion, both on foot and inside vehicles. The vehicles I am looking for are either the Default Police/EMS vehicles ported to the new ELSV, or other vehicles that feature a complete FirstPersonCompatible interior. They should fit into the fictional world of GTA V and have a skin that resembles the LSPD skin known from the default vehicles. So basically I am looking for a full Law Enforcement vehicle pack (or solo vehicles) that support all features of ELSV, is fully First Person Compatible and resemble the original LSPD by using the text and symbols from the default vehicles. It can be either default vehicles (which are already First Person Compatible) or custom vehicles based off the real deal. # First Person Compatible -- able to see and read all gauges and indicators on the dashboard -- no hands, steering wheel or other techstuff blocking the view on gauges -- working Steering Wheel, RPM, Speed, Lights, Parking Break, Turn Indicators, Hazard, Battery etc -- see default vehicles for reference # Default Police/EMS Vehicles -- ported to ELSV -- all ELSV feature included (Light Stages, Alley Lights, Traffic Advisor/Hazard light, Cruise etc) -- either default or enhanced equipment that resembles fictional LSPD or real LAPD -- either default or enhanced emergency lighting that resembles fictional LSPD or real LAPD -- default skin that resembles fictional LSPD (can be real LAPD style, but must include fictional text from GTAV to fit in the world; reference "Obey and Survive" etc) -- fully First Person Compatible (default vehicles already are) # Real Modded Police/EMS Vehicles (Ford CVPI, Dodge, etc) -- ELSV -- all ELSV feature included (Light Stages, Alley Lights, Traffic Advisor/Hazard light, Cruise etc) -- default skin that resembles fictional LSPD (can be real LAPD style, but must include fictional text from GTAV to fit in the world; reference "Obey and Survive" etc) -- fully First Person Compatible (I figured most modded vehicles lack this feature) -- working indicator/hazard lights (front and rear) If anyone else is playing mostly First Person and ran into the same issues that I encountered, feel free to PM me so we can share our experiences with different vehicles. Thank you for your help and greetings, Andy
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Emergency Lighting Revolution - Best Emergency Lighting Modification [ELR] - GTA V
@Fenix2525WOT Is there a way to have this WITHOUT any wig wags and without flashing tail-lights? I personally hate the flashing front lights... they are supposed to help me see during the night, but seeing them flash makes me go crazy!
- 81 comments
- 16 reviews
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Running Out Of Function Keys For Menus
I understand the problems you are trying to describe. I have no experience with scripting in GTA, but I know that ArmA ACE-mod has a system, where developers can simply add actions to one standardized menue and also remove them. They are able to extend the menue by adding/removing custom actions simply with one command. For our issue at GTA I imagine something like AddActionToMenue("MenueBackup", "Name", executeAction) and RemoveActionFromMenue("MenueInteraction", "Name"), where plugins can simply add and remove actions in a standardized menue. The plugins themselves handle their own callouts and actions, so they are responsible for creating the actions at the start of a callout, and removing them after a callout is finisished. I am not entirely sure why the menue-API (RageUI, LSPDFR, etc) itself has to know 'who owns' the actions, since they are supposed to be managed by the plugins themselves. I hope you understand what I am trying to say. I also like the idea of having a list where developers can collect the keybindings used for their plugins, to avoid overlaps in the future. Greetings, Andy
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Running Out Of Function Keys For Menus
First of all, I want to say thank you to all the developers spending their time and effort on creating wonderful plugins for this game! Your work is really appreciated! Back on topic, I believe this subject is very imporant, and it has been bothering me for a long time already. I really don't like how every developer uses his own function-keys AND his own type of design in terms of menues and display of information. I would really like to see a standardized way in terms of design and usage of menues. I am pretty sure developers could put their heads together and come up with an API that allows different plugins to inject custom actions (e.g.: 'Arrest', 'Check', 'End Call', etc) into a standardized menue, instead of creating their own every time. Even worse is the fact that by default, many of the 'major' plugins already have overlapping function keys, which requires the user to go through the configuration files of all their installed plugins, look up the possible function key-codes and change them to their liking. I believe this is not what developers what for the players using their plugins. LSPDFR uses a standardized menue via the "B" (Backup) and "N" (Interaction) function keys. Is it possible for developers of plugins to add custom actions to those menues? If not, this should be a feature-request for the official developers of LSPDFR. I believe a standardized way of displaying information and [interaction]-menues would be a huge benefit to our community and vastly improve the experience of players both playing with keyboard and controllers. I know there's a lot more work needed behind the scenes to implement a feature like this, but I am pretty sure it's not impossible and would help create a uniform experience for all players. Greetings, Andy
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Basic Vehicle Actions
Same. Hazardlights are not working for me, I even tried binding the key to others, but they are simply not working right now. I really like this mod and it's a must-have for me! It appears to be very stable and I love the little click-noise when you turn on the inidicators! Overall I am really happy with this mod and I hope the development will continue to add more features. Some features I would like to see in future versions: working hazardlights (duh!) engine off by default (option to have the engine in off-state when you first enter a vehicle) audio feedback for active indicators (clicking noise of the indicator relais while on) improved automatic indicator-toggle (turning off the indicator automatically when turn is complete. I believe MoreControlV does that a lot better) manual toggle of all vehicle lighting (including normal lights, high-beams, interior lights. Seperate key-binding for each) Greetings, Andy :)
- 108 comments
- 24 reviews
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Looking ahead to the PDFR series' future
LSPDFR is better and much more stable, and therefor I believe it is the future. More mods and vehicles will follow eventually, but what the team has accomplished already with LSPDFR is really outstanding! I still play LCPDFR though, but I believe that no further resources should be led towards the development of LCPDFR as it had its long run and it's now time to shift focus on a new engine that offers more functionality and stability. I did not buy GTA V (yet) due to my personal dislike of their marketing-strategy, pricing and update-policy but I plan on doing so once the prices are dropping to a fair level.
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LSPDFR Feature Preview
Why do you have a countdown to my 20th birthday on the website header?! I feel honored though LSPDFR-team, thank you!
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Police 10-13
Hello. As many of you probably know, the Australian company "Wingman Games" is working on creating a police simulator titled "Police 10-13". I believe it has been discussed on the LCPDFR-forums before, but I was unable to find the relating thread. Please move/delete this if there are any issues. To be honest, I had a rather negative opinion about "Police 10-13" when they first started advertising their game, managing to get to #1 on Steam Greenlight within a few days and only by showing early concept-art that was infact purchased from an online marketplace and not created by their development-team. Just today they have released their first developer diary, and to be honest that might be changing my opinion towards that project a lot. They have shown some of their internally-created assets and even though it's really not much they have done since they got greenlit on Steam I am starting to get some faith in their project. Apparently they are about to start full production in their studio soon and they are doing the final steps of getting investors on board. What's your opinion on this project? Even though the feature-list on their website is ridiculously long I believe that the market is missing a real police-simulator and I hope this project is going to succeed. I am still very careful about it though. Greetings, Andy