Reputation Activity
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dtrail got a reaction from kosmakkk in We need lspdfr for cyberpunk 2077Now there are all the tools that can make this possible! It would be entirely diffferent in terms of coding, since CP2077 relys on Lua, Redscript and other custom code. But there are so many possible ways. The easiest one might be Cyberscript Studio, which basically would allow creating something very complex already without even having to be a dev (for the most part). It features a powerful ingame editor for quests but also lets one create custom system. More advanced and even better would be CET and redscript, where both already offer quite a lot of ingame functions to be used by your own code, making it possible to use most of the native systems to add whatever you like - if you're capable. And the official modtools also allow to create your very own tools, now powered by some advanced creations like Red4Ext and other scripting extensions/hooks to get whatever you need. Same goes for modifying vanilla contents. This game would make a great NCPDFR mod for sure!
If there is someone or even a team willing to do this, now it's a good time. 😉
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dtrail got a reaction from GallifreyanJedi in We need lspdfr for cyberpunk 2077Now there are all the tools that can make this possible! It would be entirely diffferent in terms of coding, since CP2077 relys on Lua, Redscript and other custom code. But there are so many possible ways. The easiest one might be Cyberscript Studio, which basically would allow creating something very complex already without even having to be a dev (for the most part). It features a powerful ingame editor for quests but also lets one create custom system. More advanced and even better would be CET and redscript, where both already offer quite a lot of ingame functions to be used by your own code, making it possible to use most of the native systems to add whatever you like - if you're capable. And the official modtools also allow to create your very own tools, now powered by some advanced creations like Red4Ext and other scripting extensions/hooks to get whatever you need. Same goes for modifying vanilla contents. This game would make a great NCPDFR mod for sure!
If there is someone or even a team willing to do this, now it's a good time. 😉
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dtrail reacted to Fiskey111 in L.S. Noir Returns!!Update #2
Happy Holidays, everyone!
Development has been slow but steady. I have a few features to discuss that I have been working on.
Updated Case Creator
I have converted the UWP case creator program to WPF, allowing it to run on older hardware. This was an absolute pain - but I could not figure out how to generate a key and allow the case creator to be released. But, it's mostly complete now. I have some additional integrations to work on adding, but it does function as intended.
In-Game Stage Editor
To help make creating of stages easier (stage = part of a case; think the crime scene or a interrogation scene) I have implemented a menu based stage creator. This allows the player to load existing stages and edit them in game with new objects, peds, vehicles and place them wherever they would like. It shows locations and types of objects so you can easily identify how your stage will look. I will be implementing a mode where it will spawn everything to make sure it makes sense to the creator before exporting. These files will be importable into the case creator allowing you to make scenes in game, then add them to the creator without any trouble. Thus, the case creator will mostly be for the logistical part.
See spoiler image below for a preview shot of the editor in action creating a CSI scene. Note, peds don't do stuff in this - they just spawn so you can make sure they are in the right place.
Stage Design
Stages have been implemented in a very basic manner that will allow future people to create new ones and load them through an API. These stages can be referenced in any case, which will help with future-proofing the modification. I also have plans for a number of new stage types than the original 5. These include, but are not limited to:
Crime Scene Investigation Coroner / Hospital Interrogation - Police Station Interrogation - Secret Facility (campaign torture mission area) Tail Suspect (On Foot or Car) Stakeout Raid (Police, SWAT, or FIB) Future Proofing
One of the main goals I am attempting to follow is future proofing the design of this modification. The case structure and design will not change with the new GTA, whenever that releases. All that will be changed is the main code behind the stages. This means case files will just need coordinates and models changed to be transferred to the new game. I am very excited to see the Miami-inspired detective scenarios the community will create when GTA VI releases in the future. In the meantime, we will focus on Los Santos!
Timeline
My "couple months" timeline has been...not successful. I was truly planning a Christmas release, but with my work schedule, family commitments, and difficulty getting the scene manager to work has hampered my timeline. I am still working, and have crossed a number of difficult hurdles. One major problem right now is that any change to the structure of a case leads to major changes in the code for the case creator. The code to display the case in the Treeview is over 200 lines long and an absolute nightmare that only a true demon would write. For those of you developers, I have a total of 19 nests (combination of if/else and foreach loops). I will warn you - I am not liable for the heart attack you will find in the spoiler below. It absolutely needs a rework, but I'd prefer to focus my efforts getting the mod released before messing with this. I think I have rounded a corner and am about 50% done with the modification. Creating stages will be the easy part - the base logic is already there and each one is just a slight modification with additional AI logic and events.
I look forward to providing more updates soon. Don't worry, work is still ongoing!
Thanks,
Fiskey111
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dtrail reacted to Fiskey111 in L.S. Noir Returns!!Hi All,
Wow has it been a while... What have I been doing? Well, I've been hard at work making a FiveM emergency modification (can be seen used by KUFFS gaming). That was super fun and interesting - having to sync multiplayer is a challenge, but pretty darn cool.
But that's not why we're here, is it?
I'm excited to announce that LS Noir (LSN) will be coming back. I've been out of the scene for a while, but I regularly get messages asking for LSN to return. And it's about time we get it working again.
So, I have some things to show that are still in development. But, I am truly working on them and I expect a release soontm.
Case Management
First - one of the major challenges of the original LSN was the data structure. LtFlash was the main designer of this and did an AMAZING job. The problem is creating a new case; it is so much work and excel files to manually create. Something not for the general public. This was difficult to overcome as any case creator program had to support eight different file types, each with different components.
To combat this, when I got back into the development of LSN a couple months ago I set out to make a case creator first. This required a rework of the case structure. You can find a link to a case flowchart here (be warned - it's a little complex). Now all information for each stage ("level") of a case is stored using JSON in a "Stage" class. This allows a simple case creator program to be made. It's important to note, I'm not a professional - so my GUI is probably not great. It's better than manually editing a json or XML though, so...
This case creator will allow you, the community, to create cases. They can be two stages or twenty. It's all up to you. And the benefit of the new format - all items required for a stage are present inside the Stage class. That also makes implementation much easier on the backend.
Implementation
The implementation of this new separate CaseManager is ongoing. The entire modification needs to be rewritten for a few reasons.
Outdated references - the modification uses two main commons, Fiskey111Common and LtFlash common. Both of these are no longer maintained, so these need to be implemented locally. Updated case structure - with the old LSN, there were nine different data types (CaseData, ScenesData, StagesData, ReportsData, EvidenceData, PedData, DialogData, and more). These files were single files with all data pertaining to that data type - so stage 1 (ex: CSI) is contained in the same ScenesData file as stage 5 (ex: suspect raid). Not horrible, but difficult to maintain as there are many different components to ensure are completed. Now, with the Stage class everything for a stage is contained inside the one class. This makes referencing items easier, as referencing items for evidence requests can simply reference a stage ID which parses all evidence collected rather than each individual evidence ID. Computer - the case computer is pretty cool, in my opinion. I think that being able to access case data in a GUI format is fun, and will allow for extra features in the future. However, being honest - GWEN (the windows forms program included in RPH) is not great. However, I'm not interested in converting to RageNativeUI, so for now, GWEN stays. This should be fine - the computer isn't used too much. But we'll see where the road takes us as things progress.
Timeline
This is the biggest question. The case manager software is complete (enough) for use. It's not perfect, but it works and does make creating a case easier. There are some creature comforts I need to add, but those are on the backburner. I'm currently working on implementing the new case structure into the existing modification. As mentioned before, this requires a lot of work to implement and update old, depreciated features.
My estimation is a couple months. But, who knows - life is crazy. I've been trying to work on it at least 3 nights a week. It will also depend how things end up working out - perhaps the rewrite of the case structure isn't ideal for some situations and needs to be edited. Those are things playtesting and creators will most likely discover.
I appreciate the communities understanding, and I'm excited to be able to provide a positive update as I truly love the idea of a detective modification - and I think LSPDFR really needs a good one.
I'll post additional updates as I get additional features implemented.
Stay safe!
Fiskey111
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dtrail got a reaction from Sharingan in LSPDFR 0.4 - Coming February, 2019Wow guys... can't you just chill? xD Yes, it's a great mod! Yes, we all will be happy to see 0.4! But posts like this (like the other few thousands before..) won't speed the process up in any way! Just chill and be happy when it's ready. 😉
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dtrail got a reaction from navdata in LSPDFR 0.4 - Coming February, 2019Wow guys... can't you just chill? xD Yes, it's a great mod! Yes, we all will be happy to see 0.4! But posts like this (like the other few thousands before..) won't speed the process up in any way! Just chill and be happy when it's ready. 😉
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dtrail got a reaction from StaticM in LSPDFR 0.4 - Coming February, 2019Wow guys... can't you just chill? xD Yes, it's a great mod! Yes, we all will be happy to see 0.4! But posts like this (like the other few thousands before..) won't speed the process up in any way! Just chill and be happy when it's ready. 😉