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AndyKrause

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  1. Like
    AndyKrause got a reaction from Starmix in 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!
  2. Like
    AndyKrause got a reaction from OfficerJessica in 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!
  3. Like
    AndyKrause got a reaction from mlkike in 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!
  4. Like
  5. Like
    AndyKrause got a reaction from RestrictedArea in [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
  6. Like
    AndyKrause reacted to SuperStumpje in [REL] Realism Dispatch Enhanced 3.1.1   
    -Vehicles and their lighting setups are based on their real life counterparts. Vehicles that have flashing taillights have them because the real life version has them too. That said, there are still changes being made so this might change. You might want to fill out the feedback form @NefariousBonne posted a few posts up.
    -As vehicles are all based on their real life counterparts, there will only be unmarked versions of cars that have an unmarked version in real life.
    -Make sure you have RDEEmergency installed, as the vehicle is in there. If you are manually spawning it, make sure to spell it correctly ("battalion").
  7. Like
    AndyKrause reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1   
    REALISM DISPATCH ENHANCED 3.1.1
     
    PART OF GTA REALISM SERIES BY GTA REALISM TEAM
    Dilapidated, mkeezay30, 11John11, AlexVonShep, Alex_Ashfold, Aquamenti, Bilago, BobJaneTMart, BroCop, DukSezQuak, Dying, EddIm, Jax765, NailBiter, NefariousBonne, rms8723, SkylineGTRFreak, Skyprone, SuperStumpje, The Loot, Yard1 & others
    3.1.1 NOW RELEASED!
    Make sure to join our Discord for suggestions, bug reports, support, interaction with community and developers and many more!

    https://discord.gg/QJhPPxB
     
    Have feedback, a bug to report, or a suggestion? Go here: https://goo.gl/forms/tTAmEdMUQ98g52qh2. 
    Want to be a member of our beta team, our media team, or maybe want to work as an RDE collaborator? Apply here: https://goo.gl/forms/tg1tL2DDFjj3OBP62.
    Problems with RDE and LSPDFR compatibility? Check out this excellent guide by @mikaelgranli: https://www.lcpdfr.com/forums/topic/66860-rel-realism-dispatch-enhanced-31/?do=findComment&comment=513489
     
     
    Realism Dispatch Enhanced (RDE)
    PART OF GTA REALISM SERIES BY GTA REALISM TEAM
    Dilapidated, mkeezay30, 11John11, AlexVonShep, Alex_Ashfold, Aquamenti, Bilago, BobJaneTMart, BroCop, DukSezQuak, Dying, EddIm, Jax765, NailBiter, NefariousBonne, rms8723, SkylineGTRFreak, Skyprone, SuperStumpje, The Loot, Yard1 & others
     
    IT IS HIGHLY RECOMMENDED TO USE A CLEAN MODS FOLDER WHEN UPDATING TO 3.1.1!
     
    Realism Dispatch Enhanced 3.1.1 Changelog:
    Compability with Smuggler's Run DLC update (v1180). Included World of Variety updated to 2.0 version changes. Installation issues for various optional items have been resolved (all items should now be added correctly). A new RDE Installer EXE that alerts users of possible issues before installing. Various vehicle fixes to correct lighting issues. Misc improvements made to various peds. Performance, stability and bug fix updates to RDE scripts.  
    Realism Dispatch Enhanced 3.1 Changelog:
    Installation: New install method has been introduced to work around Rockstar’s hardcoded limit of 48 dlcpacks. Gameconfig has been updated to support newest GTA V updates. The Sheriffs of Blaine and World of Variety RDE version have been merged into the base files in order to ease maintenance and streamline files. Updated all addon files. CopHolster ScripthookVDotNet version has been added as an addon. PoliceSmartRadio Wiwang radio image has been added as an addon. Content: Multiple optimizations have been performed on peds and vehicles to increase performance and stability. Multiple ped models have been updated to take advantage of YMT editing, which allows for new components and textures to be set on peds - this allows for eg. female peds to have new bulletproof vests, multiple new nametag textures, nightstick, tazer and holster components to take advantage of updated CopHolster mod. Existing peds have been improved with higher quality textures and model parts. New peds such as female LSPD SWAT, old LSPD cop, LSSD detectives, new FIB agents and more have been added. All vehicles have updated interiors (including lore-friendly police consoles). New vehicles have been added - examples include new unmarked vehicles or the armed military Annihilator. Building edits have been fixed to work with non-MP maps. New LSSD advertisement for Davis Sheriff Station. Updated loadouts.meta and relationships.dat for more dynamic ambient shootouts. Script: LiveryChanger has been updated to work with peds. Multiple bugfixes and improvements to SixStarResponse script, including fixed search AI, improved spawning, non-lethal weapon handling, enhanced stability and performance. Improvements to handling of armed vehicles (note: turrets not turning sometimes is a bug R* has included in Gunrunning update - currently, no fix has been found). New hybrid vehicle categories have been added for amphibious vehicles and flying land vehicles (eg. Oppressor). HeavyWeapons and NotConsideredArmed weapons can be configured in ArrestWarrantConfig.xml. New features added to SixStarResponse: IncidentManager - allows cops to call backups during gunfights with NPCs. AmbientLoadoutFix - makes sure that the cops have proper weapons which cannot be defined in loadouts.meta. PopcycleEdit - adds passengers to ambient cop vehicles. Armor can be applied to peds depending on whether a specified component is present. Updates to configs to account for new content and features. Note: Compatibility with old configs not guaranteed.  
    All of us here at the GTA Realism Team have committed ourselves to providing you with best possible GTA V wanted level experience. Best lore friendly models, incredible variety, reworked AI, enhanced dispatch and unique wanted level spawning extension script will provide you with an unique experience on a scale that has never been seen before in GTA V, all in one easy-to-install package.
     
    RDE 3.0 - Robust, Detailed, Enhanced
    3.0 brings a plethora of new features - there are too many to count. New agencies, six stars, even more vehicles, custom ped models, powerful scripts - RDE just got bigger, badder, and better! 3.0 expands on 2.2, while redoing many of the features from scratch. We are certain that you will love 3.0.
     
    RDE DESIGN PHILOSOPHY
    RDE is:
    Lore Friendly - each of the changes introduced does not stand out from the GTA universe created by Rockstar Games. The concepts introduced out by Rockstar have instead been expanded and revamped with loving care. Realistic - many of the introduced changes bring GTA V closer to the real-life - examples include new AI behaviors and tactics, agency jurisdictions, response types and more. However, realistic does not mean real - it’s still the GTA universe, just better. Detailed - every aspect of the mod has been perfected to the tiniest detail, from higher quality models and textures to new police stations. Even the tiny details such as port police officers replacing private security in relevant places in the Port of South LS are included, and many more details have been added to already existing models. Fun - RDE has been made to be a challenging but fun experience. The specialized, built-from-ground-up wanted level system allows for truly epic chases and shootouts - but watch out! Cops have some new tools in their equipment, and they know how to use them - to great effect. True Sixth Star has been added - can you survive the law enforcement agencies of San Andreas throwing everything they have at you?  
    RDE improves and expands old law enforcement agencies and brings new ones to the GTA world, based on real-life ones yet seamlessly integrated into the universe, providing unparalleled variety, with no cut corners. Outrun the San Andreas Highway Patrol on the freeways, play hide-and-seek with San Andreas State Parks Rangers, meet Los Santos Sheriff’s Department in LS County and more.
     
    Law Enforcement Agencies:
    Local: Los Santos Police Department (LSPD), Los Santos Sheriff Department (LSSD), Blaine County Sheriff's Office (BCSO), Los Santos Port Authority Police (PAP), Los Santos International Airport Police (LSIAPD) State: San Andreas Highway Patrol (SAHP), San Andreas State Park Rangers (SASP), San Andreas Department of Corrections and Rehabilitation (SADCR), San Andreas National Guard (Military) Federal: National Office of Security Enforcement (NOOSE), Federal Investigation Bureau (FIB, expanded in optional add-on), United States Coast Guard (USCG)
      Each agency has unique and detailed lore friendly vehicles and custom made peds. Not only they will patrol their respective zones, but thanks to the new wanted system they will appear in their respective jurisdictions.
     
    Military response is present and reactive - if you are flying in an airplane or helicopter while wanted, expect to soon notice military fighters on your radar. Rampages in tanks are no longer unstoppable - fire will be fought with fire. PAYDAY & Call of Duty inspired Juggernauts will spawn at higher wanted levels. All of this is configurable.
     
    Dispatch system has been almost completely replaced by a custom made script, allowing for six stars, configurability and advanced AI. Choose one of the provided presets, or make your own - you can tailor almost every aspect of the mod to your likings.
     
    Arrest Warrant & Better Chases mod has been completely integrated and updated with new features and extra configurability not found in the original version.
     
    All of the features from Crime and Police Rebalance & Enhancement have been included, with even more AI and meta changes than before.
     
    Optional add-ons - Federal Law and Emergency! are provided in the download. We recommend to install them all for complete experience, but they are not required to run RDE.
     
    Thanks to Cass, we are proud to include a standalone (no need to install WOV separately), compatible version of his amazing mod World of Variety as an integral part of RDE. You do not need to worry yourself about making two of your favorite mods work together - we did this for you.
     
    For your convenience we’ve included Spawn MP Vehicles in SP by drp4lyf, necessary for WOV to work properly.
     
    RDE is also a perfect base for LSPDFR mod. You can install RDE and the provided backup.xml and enjoy the ultimate LSPDFR experience with no hassle, taking advantage of all the new RDE vehicles and peds. We have also included configuration files for several popular plugins, such as ArrestManager by Albo1125, Automatic Roadblocks by khorio, CustomBackup and BetterEMS by PNWParksFan and CopHolster by PieRGud. A lore friendly texture for Albo1125's PoliceSmartRadio has also been included.
     
    A dedicated RDE Package Creator will allow you to configure your RDE installation in a similar fashion to FOMOD/Nexus installers for Skyrim/Fallout and create an OIV package you only need to install with OpenIV Package Manager. No more fuss with files!
     
    Credits:
    The Realism Team, Cass, Albo1125, PieRGud, PNWParksFan, Keegan, GlitchGamer, Lozano71, Illusionary, drp4lyf, Thero, Unmutual, Netman, Custo, Olanov, RM76, OfficerLund, RekRam, Lt. Caine, LtMattJeter, DLer, Abraxas, Bad_Company, blackhack09
     
    We have exercised all due diligence in ascertaining correct credits for included content. If you feel that we have made an error or omission in credits, please contact Dilapidated, Yard1 or NefariousBonne on either LCPDFR.com or GTA5-mods.com privately.
     
  8. Like
    AndyKrause reacted to MarveFleksnes in [REL] Realism Dispatch Enhanced 2.2.1   
    Hi Andy.
     
    https://docs.google.com/spreadsheets/d/1-aEjUHRFThEV3eyr4SE50KcGom2cS4Ji_CAl0diAfzg/edit#gid=0
     
    I also recommend to watch the RDE 3 thread instead of this one.
    Happy gaming!
  9. Like
    AndyKrause reacted to Him1250 in [ELS] First Person Compatible Vehicles - Default Style   
    This pack hasn't been ported over to ELS but it uses carcols.
     
  10. Like
    AndyKrause reacted to OfficerJessica in Running Out Of Function Keys For Menus   
    That's the main problem with a community-driven effort for more content and plugins; there's no cohesion in terms of feedback and ease of use information which could go towards making the plugin development sphere a more coherent whole. As a possible solution to this keybinding conundrum, the simplest idea would be to make a thread in the plugin development forum area that lists the keybindings used by the most popular plugins (as a guide for plugin developers so that their plugin controls don't clash with others) and acts as a discussion area for control schemes.
  11. Like
    AndyKrause reacted to Ethan Rubinacci in LSPDFR 0.3 - Now Released   
    Just realised it's been a little over 6 months since the last update. It doesn't quite seem like it's been that long.
  12. Like
    AndyKrause reacted to OfficerJessica in Running Out Of Function Keys For Menus   
    What I would ideally like to see is an API function that detects all menus used by plugins and provides a 'master menu' which, when activated with one keypress, shows a list of all the menus that are generated by plugins, add-ons and such, allowing the user to seamlessly progress to that menu without having to worry about keybindings (seriously, at this point my LSPDFR install has more plugin hotkeys than MS flight simulator). My idea is that this master menu would function similarly to the slow-mo 'action menu' from LCPDFR, allowing developers to use this much simpler one-key press and hold method of usage rather than making additional keybinds that a casual user wouldn't remember. I can't be the only one here who's spawned a pedestrian barrier, brought up two menus and called an ambulance all in succession when all i wanted to do was search a car.
  13. Like
    AndyKrause got a reaction from Darkmyre in 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
  14. Like
    AndyKrause reacted to PNWParksFan in [WIP, REL] Better EMS   
    Finally got to working on this a bit today. Made some progress:
    Refactored code from CustomBackup to create a generic DLL which helps with model configuration, vehicle extras, etc. Employed that to make all those things work with the EMS XML file.  Added a progress bar showing how far EMS and Fire are from the scene, using RageNativeUI. Changed code which manages responding units to improve driving. 


  15. Like
    AndyKrause reacted to ccpf in Looking ahead to the PDFR series' future   
    I'm interested to see what LCPDFR people think about the future of the PDFR series. Now that we have LSPDFR, what's gonna happen to LCPDFR? More to the point, what does the community think SHOULD happen to LCPDFR?
    Personally, I'm in the "devote equal resources to both" camp. Whilst I'm sure there are plenty of great things about LSPDFR, LCPDFR has one heck of a lot more users, has one heck of a lot more submods, and generally - for my money, at least - is better than having to buy a new game (GTA V) and then get LSPDFR working on that. (Despite all the crashes LCPDFR seems to produce...)
    What do you guys think?
  16. Like
    AndyKrause reacted to LMS in LSPDFR Future Development   
    I know it's a very controversial topic and you can't really get it right. While I don't agree with pirating GTA V in general, I do understand people in countries where access to such games is not that easy (or very expensive in relation to average wages). So our decision might not be ultimate.
  17. Like
    AndyKrause got a reaction from Chickenify in 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! 
  18. Like
    AndyKrause got a reaction from Lundy in 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! 
  19. Like
    AndyKrause got a reaction from Cyan in 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! 
  20. Like
    AndyKrause got a reaction from Pipeline in 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! 
  21. Like
    AndyKrause reacted to mca0004 in The Final Countdown - LSPDFR Trailer 2   
    ​Scripting instead of coding.
  22. Like
    AndyKrause reacted to c in The Final Countdown - LSPDFR Trailer 2   
    ​Why not hope it's released tomorrow? What would be wrong with them releasing it tomorrow if they scripted the code to their satisfaction? 
  23. Like
    AndyKrause reacted to killman1177 in The Final Countdown - LSPDFR Trailer 2   
    I hope its released tomorrow or Saturday.  It would be a awesome way to start the weekend. 
  24. Like
    AndyKrause got a reaction from IndianaisMyState in 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
  25. Like
    AndyKrause reacted to Sam in Police 10-13   
    I honestly doubt there will be much that a game developed in Unreal 4 by a couple of people. from scratch, will be able to do that can't be done in GTA V.  I get the claim is made that "Oh this thing will totally kill LCPDFR/LSPDFR".
    No, it won't.  And people will see why shortly after playing the first version of LSPDFR.
    Unfortunately, the reason that you don't see anything Police 10-13 related here is because we were threatened with legal action by them after people here called them out on what they perceived them to be a while back.  Sure, there's no realistic possibility of such action succeeding, but we'd rather not have to spend our time dealing with things like that when we've got far more important and meaningful things to do.
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