Reputation Activity
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Qwerasdzxc reacted to Sam in LSPDFR 0.3 - Now ReleasedAfter what has to have been the most chaotic night in the history of LCPDFR/LSPDFR, I'm happy to announce that the third public release of LSPDFR, LSPD First Response 0.3, is now available for download. LSPDFR 0.3 brings with it many exciting changes and features, including some amazing developments we've made with the Downtown Police Station, beautifully seamless arresting animation sequences, and a whole range of general improvements across the board.
On a similar note, we hope that you enjoyed the livestream provided on our new Twitch channel at http://www.twitch.tv/g17media. We appreciate that there were some teething issues with this over the night, but we also hope that you can appreciate the amount of work that goes into putting together not only something like that, but also preparing the modification for release at the same time! (If you'd like some quantification of that, every member of the management team here has dedicated the entirety of their days today to LSPDFR - seriously, we've barely even eaten!)
I'd also like to say a massive thank you to @JFavignano and @Stevetrackboyz for being a part of the action tonight. Indeed, I hope that everyone else will join me in showing their appreciation - you guys were absolutely fantastic!
We highly recommend that you take a look at the LSPDFR 0.3 Feature Guide, located here: http://www.lcpdfr.com/lspdfr/features. This guide highlights some of the new features available in greater detail, and also provides more complete release notes (which are massive).
LSPDFR 0.3, now complete with automatic and manual installation packages is available below:
On behalf of the team,
Sam.
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Qwerasdzxc reacted to Sam in LSPDFR 0.3 - November UpdateThis is the sixth part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the previous installments here: http://www.lcpdfr.com/forums/forum/880-news-updates/
Continuing with the idea of posting regular updates on our progress with 0.3 on Tuesdays, we're back with a look at what's to come in the next version of LSPD First Response.
First of all, let me very quickly pay attention to the success of the mod so far - we've surpassed the half-million mark in terms of total downloads, and despite there only having been two releases, you can clearly tell that everyone is still as engaged and excited as ever, awaiting what the future holds. Especially nice to see has been the flurry of suggestions and ideas that have been floated around by so many people throughout the community, and you can be sure that we're really looking forward to delivering LSPDFR 0.3, which features many of them.
In an interesting twist, one of the new features coming to 0.3 is actually something that we don't think has been suggested much. When developing the final versions of LCPDFR, we invested some time in creating a development system which basically turned LCPDFR upside down, putting the player in the position of a criminal being chased by the police. This turned out to be a vital tool for us when testing police pursuits, with the rationale being that if the cops could chase the player, they'd have no problems at all chasing non-player characters.
This system has actually been present in all versions of LSPDFR, although it was a last minute addition and therefore very rough around the edges, which might explain why it was tucked away as an 'Easter egg' (one that I won't spoil for those of you who haven't found it). In tandem with the development of our new pursuit logic, we also re-created the ability to be chased by the police, ensuring that our logic was designed both for players and peds. Therefore, while off duty with 0.3, you now have the option to hand over control of any pursuing officers during a wanted level to LSPDFR - making it so that you will be chased in exactly the same way that all other suspects are.
It's fair to say that the results of this can be staggering (literally)!
Perhaps it is also worth mentioning as well - while there's a massive number of big new features making their way to LSPDFR 0.3, we've also been making an effort to pay attention to the little details in a number of areas, including things like smoother animations and improved backup spawning positions.
Indeed, one cool example of this is the new 'hand on holster' animation that we've added in LSPDFR 0.3. Unlike some other ways of doing this, the player's body isn't rigidly locked, meaning that character body movement is actually properly synchronized with player movement. This also acts as a really cool way to draw your weapon, as the transition from holding at the holster to aiming down the sights is seamless.
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Qwerasdzxc reacted to Senatov in I found an LSPDFR Easter Egg!I'm not sure if you've come across this one or not:
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Qwerasdzxc reacted to Sam in LSPDFR 0.3 - "Busted!"This is the fourth part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the third installment in this series here: http://www.lcpdfr.com/forums/topic/55644-lspdfr-03-downtown-police-station/
So, from the hundreds of thousands of videos on YouTube, the near half-million million downloads of the mod itself and the the fact we keep on smashing records, like when we had 5,000 of you crazy folk online at once, we've got this really small, tiny suspicion - and I'm just going on a hunch here - but we think you guys quite like to arrest people?
If there's actually some truth to this wild guess, I'm very happy to tell you that we've got quite the new feature set for when dispensing your own brand of justice is necessary. Don't just take my word for it though, this is one of those occasions where a picture tells probably a lot more than a thousand words.
As you can see, we've implemented a beautiful new gameplay mechanic for performing certain tasks which gives you real-time visual feedback in the form of a progress bar. The cool bit is that it looks like exactly like the user interface found in the original game, too.
Now, instead of simply pointing a gun and pressing a key to arrest a suspect, you have to actually keep aim in their general direction while holding down said control. As you do this, the progress bar fills (and it does so really quickly). Now, we know a lot of people wanted to see the ability to arrest suspects on the ground, so the end result of a successful gunpoint takedown is a suspect laying flat on the floor, ready to be cuffed up. Oh yeah, we're just getting started...
As you might be able to work out, the same new gameplay mechanic is then used for giving the gift of metal bracelets to your suspect, where you actually interactively apply the cuffs; progress meter filling in time with the animation. Not only is this system really cool, but it is also truly immersive - you have complete control over the process meaning that a sudden change in heart can be realised by simply releasing the control. This new system is pretty awesome, and we can't wait for everyone to be able to try it for themselves.
Of course, all of this is a little bit mean so far. We've got people getting guns shoved in their faces as they are forced down to the ground and what not; wouldn't it also be nice to be able to serve up some justice with a friendly smile? We think it would be, so you can now arrest people without using any weapons at all through the way in which this new gameplay mechanic is now tied in with the Stop & Identify feature. When stopping pedestrians on the street, everything works as it did before: pressing E will bring up the same menu with the same options. One key difference, though, is that by merely looking at your target, then pressing and holding the same key, you can begin seamlessly cuffing them on the spot. The results can be quite spectacular.
You've probably sussed that we really like this new mechanic by now, and we hope that you like the sound of it as much as we do. To seal the deal though, you can use the same process to release suspects from handcuffs now. It's as simple as walking behind them and pressing and holding the same key used to set them down on the ground.
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Qwerasdzxc reacted to Sam in LSPDFR 0.3 - Downtown Police StationThis is the third part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the second installment in this series here: http://www.lcpdfr.com/forums/topic/55363-lspdfr-03-backup-customization
Perhaps one of the hottest talking points about LSPDFR, even way before the modification was released, was the question of if and how LSPDFR would make use of the new police station interior in Downtown Los Santos. Indeed, while we attempted to incorporate the interior into the earliest versions of the mod - we were only really scratching the surface as to the potential it holds. Back then, there was also no way of unlocking the expanded version of the interior featuring the locker room, briefing room and downstairs areas, which always acted as a further limit to any plans we had for it.
The exciting news is that with LSPDFR 0.3, the entire interior is unlocked and open for exploration, and this is where the fun really begins. We've made a big effort to make the station come alive, much like we did the lawyers office in LCPDFR, but on a much larger scale. Now, while to go into great detail about all of the new scenes and scenarios in the station would be telling, you can take a look at a couple of the screenshots provided to get a mere taste of the sights and sounds of the Downtown Police Station.
The cool stuff we've put in with the Downtown Police Station doesn't end there, though. To allow for maximum immersion, you can now actually walk into the locker room and directly go on duty from inside, without any loading screens. By simply approaching the lockers and hitting a key, the camera will seamlessly transition to give a view of the player, with the familiar character selection menu appearing shortly after.
Continuing with this theme, LSPDFR 0.3 also introduces a great deal of new functionality for dealing with arrested perps. We'll cover most of this in the next installment of this series, but for now be safe in the knowledge that 0.3 lets you actually walk inside and drop-off your prisoners directly inside the cells. Plus, for those of you looking for the authentic southern Californian law enforcement experience, you can quite literally throw your prisoners down the stairs on the way there!
Of course, on the topic of arresting people, there's so much more that we could show you, but that'd maybe be a little too much awesomeness to take in for one day. Instead, stay tuned for the next part of this update series - you won't want to miss it!
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Qwerasdzxc reacted to Sam in LSPDFR 0.3 - Backup CustomizationThis is the second part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the first installment in this series here: http://www.lcpdfr.com/forums/topic/55130-lspdfr-03-announcement-first-preview/
In spirit of keeping up to date with the most hotly requested features for future versions of LSPDFR, customization of responding police units simply had to be near the top of our list.
LSPDFR 0.3 introduces an all-new Backup XML file which lets you customize, in great detail, just what kind of cops and vehicles LSPDFR should dispatch for each of the seven in-built backup types. (The eagle-eyed among you are probably thinking "but wait, there's only six types". Not anymore!)
I like planes. Now, LSPDFR likes planes too.
The power of this new XML based system is absolutely unparalleled to anything we've ever had before in LSPDFR or LCPDFR, and also allows much, much more refinement than traditional .ini configuration files seen in other modifications like ELS. Presented in the same sort of format as many of the data files in the original game itself, we hope it will be super easy to use, too.
With this new feature, you can precisely choose:
The vehicles that respond for each backup type (and you can have as many as you like). + Vehicle liveries (on a per-vehicle basis) + Minimum and maximum number of occupants (again, for each vehicle) The peds that respond for each type (again, as many as you please).+ Ped component models (for each ped) On top of this, you can do the above customization for each of the four distinct areas within the game:
Blaine County North Yankton Los Santos Los Santos County That's right, this means you can now finally have different units operating all four different areas. Plus, if you're feeling particularly adventurous you could actually think of each of these areas as being a different entity entirely with their own state, local, SWAT and air units. There's really very little in terms of limits as to what you can do with this exciting new system.
Oh yeah, it doesn't even end there either. With 0.3, an all-new unit type has been added which, for the first time, lets you call for emergency medical services.
Furthermore, unlike the regular medics in the game, medical units dispatched by LSPDFR will actually attempt to treat injured pedestrians.
Just one more thing... As if completely configurable backup units and the new medics weren't enough, we also managed to make a few improvements to the way in which units arrive at backup requests. This means you can have scenes that look almost like they're straight out of a cop movie, without the trainer.
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Qwerasdzxc reacted to Sam in LSPDFR 0.3 Announcement + First PreviewAfter a short break from the non-stop development of the first couple of versions of LSPDFR, we're really excited to officially announce the next installment in the series - LSPDFR 0.3. As you might have come to expect, LSPDFR 0.3 takes strongly after its predecessors, introducing a big bunch of groundbreaking new features and gameplay.
With actually only a few weeks of development, it is amazing how far this next version of LSPDFR has come, and the extent of fresh, new content and possibilities that it offers.
You asked, we listened. Arresting suspects has been drastically improved, especially with the brand new addition of interactive cuffing - no guns required!
With 0.3, we've taken the time to rebuild some of the core mechanics of the modification, particularly as it comes to arresting suspects. With a brand new interactive system, you can now easily and seamlessly place stopped suspects in handcuffs. The animations for this are incredibly fluid, as is the way in which the process works, with interactivity being a key component. In 0.3, when you arrest someone, there's a very tangible feeling of control - a massive improvement from earlier versions where, due to a reliance on normal playback, it could often feel as though you had been taken out of the game as you waited for an animation to finish.
The Vapid Police Interceptor makes its LSPDFR debut in 0.3. Well, with our entirely new and seriously powerful XML based backup unit customization, so does every other vehicle (and ped) in your game too!
We'll be sharing more about the features and changes in LSPDFR 0.3 over the next week or so, as we take a more in-depth look at what 0.3 brings to the table, including the full Downtown Police Station interior, amazingly improved interaction with suspects, and much more!
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Qwerasdzxc reacted to alexguirre in [DEV TOOL | REL] RAGENativeUIRAGENativeUI is an open-source library that helps you quickly and easily build Rockstar-like menus.
The NativeUI port to RAGEPluginHook by: alexguirre, Stealth22, LtFlash, Guad
Download latest version.
Features
Support for simple buttons, checkboxes and lists. Support for custom banners from game sprites. Easy nested menus for fast and painless nested menu system. Controller support. Mouse controls. Custom instructional buttons. Support for all screen resolutions. Item descriptions. Rebindable keys and controls. Badges to decorate your items. Event-based callbacks.
Installation
Install RAGEPluginHook. Download RAGENativeUI.dll and place it in your GTA V root directory. For developers, add it to your references in your Visual Studio project and is recommended to also download RAGENativeUI.xml and place it where you have your RAGENativeUI.dll reference. Source Code
You can find it at Github.
Report any issues, ask for support and new features there.
Documentation
To learn how to use it take a look at our wiki page.
Special Thanks
Thanks to Guad for create NativeUI and give us permission to port it.
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Qwerasdzxc reacted to Cyan in Retrieving persona data from web - Possible?We're going to eventually implement something like this, hooked to LCPDFR.com.
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Qwerasdzxc reacted to Sam in Casual handcuff animation?Don't worry, it's coming.
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Qwerasdzxc reacted to Albo1125 in [REL] Traffic Policer 6.9.1.0 (Speed Checker | Average & Radar |, Breathalyzer |Customisable alcohol limit|, DoorLock, Drugalyzer, Ambient events |Traffic Offences|, Traffic Callouts, Road Signs, Traffic Stop Assist |Mimic| & more)I'm glad to announce a collaboration with the popular breathalyzer mod by Qwerasdzxc!
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Qwerasdzxc reacted to Murdnox in Routine Traffic Stop almost goes wrong..Here it is: https://youtu.be/HNOxZR2ak0M
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Qwerasdzxc reacted to LMS in GitHub repo talk threadI thought it might be a nice idea to add a LSPDFR GitHub repo, where we (this explicitly includes you!), could maintain some general helper library specially for policing related modifications. This could cover things like the Vector3Extensions and other stuff like useful callout positions you guys mentioned somewhere. I would give a few of you admin as well, as I won't be able to manage it all the time. Pretty much depends on whether you think you would contribute there. Let me know.
Just like LCPDFR, examples would also go there.
What do you think?
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It aims to expose LSPDFR functionality, such as pursuits, to developers so they can make use of our features and the experience will be exactly the same. We also provide functions to retrieve data from LSPDFR, such as whether a callout is in progress. The 0.2 API is very very basic as we focus on features and stability more at the moment and hence lacks a lot of internal features, but this will improve over time. Another reason why we didn't implement so many functions is that LSPDFR is a very early version and many things are subject to change or hacky solutions, so exposing them is not always a good idea. The most important feature of the current implementation is the ability to hook into the callback dispatcher so that user-created callouts are dispatched by LSPDFR as well as the ability to create pursuits (though no custimization yet). I plan to bring back the V API dev forum soon so I can get in touch with developers and their needs/ideas/problems.
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Qwerasdzxc reacted to Sam in LSPD First Response 0.2 BetaWe're proud to present the second major public release of LSPDFR, and by far the most epic version yet, LSPDFR 0.2.
LSPDFR Version 0.2 follows on from the groundbreaking success of our first release for GTA V, implementing a large number of features specifically asked for by our community.
You can find LSPDFR 0.2 on the brand new LSPDFR page, including a whole set of online resources and documentation, at http://www.lspdfr.com
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Qwerasdzxc reacted to Sam in LSPDFR 0.2 Update - 12 JulyFirst up, we're all sorry for the problems we encountered with the release last night. Unfortunately, there was a game breaking performance issue which was found only a few hours before we intended to release and this has required some time to investigate.
The good news is that we've done our best to mitigate this problem, related to the way in which Rockstar has started to introduce anti-modding protections. For those of you interested in the technical detail, here's a snippet of a performance test ran by Alexander Blade and LMS:
Performance difference between GTA V version 372 and 393 Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook: 372: ~582ms (RPH: ~585ms) 393: ~2480ms (RPH: ~2490ms) Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.In short, on the previous patch (372), it took 585 milliseconds for the function to be executed 1000 times. On the newest patch (393), it took 2490 milliseconds, which is roughly 2.5 seconds, to be executed 1000 times. This means that this particular function takes five times longer to execute on the latest patch than it did previously. LSPDFR 0.2 and 0.1 call this function a lot, mainly to stop other police officers from killing suspects, as we force them to be unarmed when appropriate by using it. As such, during a pursuit with even a couple of units, performance takes a hit.
With the problem identified, we've managed to come up with an alternative way of doing things that doesn't have such a dreadful impact on performance. This version is currently undergoing testing, and we hope to be in a position to release 0.2 as soon as possible. Note that I won't commit to a date, as it is possible we run into further issues, and we'd like to avoid a situation similar to last night's, but there is still the possibility that we can release today, and we'll keep you updated as to our progress.
Sam.
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Qwerasdzxc reacted to lilmisschloe in NEED A TOW TRUCK? Heres one for you...https://www.gta5-mods.com/scripts/tow-truck-service
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Qwerasdzxc 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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Qwerasdzxc reacted to kierang98 in LSPD First Response 0.1 BetaHey here is some screens for any one that is interested in what it looks like at higher settings. Great mod good job, some crashes here and there but that is one disadvantage of modding.
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Qwerasdzxc reacted to MichaelV in LSPDFR not available on cracked versions ?You're not paying $60 for playing Online with '6 year old kids'. Online is simply a feature of Grand Theft Auto V, and deciding not to play with 6 year olds is as easy as not pressing the Online button. That $60 goes to paying the salaries for the environmental designers that help create the San Andreas map, the modellers that create each and every vehicle and pedestrian, the developers that create the storyline, animations, paths, and many other talented people. Without the GTA series, we wouldn't have LCPDFR or LSPDFR. If you don't want to support them, then don't buy the game, and don't play LSPDFR.
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Qwerasdzxc 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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Qwerasdzxc 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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Qwerasdzxc reacted to Sam in The Final Countdown - LSPDFR Trailer 2We'll be fine.
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Qwerasdzxc reacted to GamerNoobJay in The Final Countdown - LSPDFR Trailer 2:D
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Qwerasdzxc 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.