Everything posted by Sgt.Kanyo
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ELS V8 Optimized LAPD Vehicles..
Yes indeed. I said it's fake because of the rambar it has. This is the rambar what LAPD uses, just like you said: '> @Notenger Oh I actually did, however they have the NYPD pants, so I suggest using Sam's LSPD cops. They are the closest to the real LAPD cops (they are from V). These are mine: '?do=embed' frameborder='0' data-embedContent>> And these are Sam's: '?do=embed' frameborder='0' data-embedContent>>
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ELS 8 (R1) visual lightning problem
Since you're in TBOGT, you'll have to replace the files in the TBOGT folder. It has the same common and pc folders. Replace your visualsettings.dat (this will make the lights brighter), and in case they are bright but white, you'll have to replace your timecyc as well. Hope this helps.
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Community Christmas List
Once V comes out for the PC, and we can start modding, you can count on me making the LAPD/LASD/CHP vehicles :D Also +1 for the 2012 Ford Police Interceptor being unlocked. That'd be nice.
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ELS V8 Optimized LAPD Vehicles..
Unfortunately, I don't have a 2012 Ford Police Interceptor on my hands, but if I do get one, I might make it. Also I've just uploaded the slicktop version: '?do=embed' frameborder='0' data-embedContent>>
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2008 Ford Crown Victoria LAPD Slicktop
- 1,105 downloads
- This is a Ford Crown Victoria P71 from the LAPD with the slicktop or hybrid light setup. - This car trys to be as close to the real one as possible. - ELS v5 settings: E-01C and C-06 - ELS v8 settings are included- 15 comments
- 5 reviews
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ELS V8 Optimized LAPD Vehicles..
Yeah the slicktop features 2 lighting modes. Primaries look like this:
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ELS V8 Optimized LAPD Vehicles..
Oh and if you're interested in the slicktop version, let me know, because it's been ready for quite a while now, I just haven't uploaded it yet.
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ELS V8 Optimized LAPD Vehicles..
All of my cars work with ELS v8, and most of them even have the els vehicle file included as well: Here are two of my older LAPD units with the MX-7000. First one is the one with the led advisor which is still used, and the other one is the fully halogen version: '?do=embed' frameborder='0' data-embedContent>> '?do=embed' frameborder='0' data-embedContent>> I also have newer units like the CVPI with the Arjent lightbar: '?do=embed' frameborder='0' data-embedContent>> And in case you're interested I also have a 2006 Impala and a 2008 Charger, that was used by the LAPD. Oh and an FYI, the 2nd and 3rd pic you posted isn't a real LAPD police car. You can notice that by the rambar.
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AI in police pursuits
Oh now I understand completely. Yeah I thought the rotation would change with the player. However about the following thing, is possible, without the ai cops trying to crash into one another. You can check it out with the SNT, that if you set multiple bodyguards to follow you in a different cars, they'll try to "fight" for being the closest to the player, however they'll still "respect" the other ai driver, and they'll try to evade them. What this can cause is weird driving behaviour, like them trying to go left right left right trying hard not to crash into the other one. It's really hard to explain, so if I wasn't clear enough, you should check that option out in SNT, or just try to go in TLaD and drive in a pack with some of your ai biker friends. If I remember well, this following thing works better in TLaD, while if you want to use this in TBoGT or GTA IV, the ai will more likely crash into you. (if you set their speed limit low, it shouldn't happen that often). Or speaking of TLaD, I have a new idea. They could make the whole police chase like, when you are doing the first mission, and you have to stay in formation with your biker friends. In that mission they are driving on the left side of the road as well, however since there are bikers who are driving behind the lead character, it should be possible to just make the ai drive behind the suspect. This would ofcourse mean the cops would move in formation with the suspect, like they were friends or something, but still I believe this might look good. Also it shouldn't eat up too many resources, since it works well in TLaD.
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AI in police pursuits
@Hastings Yes, but what I said only applied to vehicle pursuits. Like I said, if you get out of the car, the AI will be free to move where ever they want to. @LukeD What I usually do when I want to do a felony stop is quickly run back to the suspects into the marker, and then run back to my car, and order them out of the vehicle at gunpoint with F10. Well it doesn't have to be 5 meters, I only mentioned that as an example. Actually what would be nice is probably 1 meter behind the player, so when you turn, they won't end up on the sidewalk like you said. Also unless you respond to a vehicle chase, then you should always be the leading unit, since you're the one who started pursuit. Also I'm not sure if I understood you correctly, but GTA must have a way to acquire the player's position. Obviously that changes all the time, while you're moving, but all you have to do is, always ask for the xyz coordinates of the player and add some number to the Y axis, making the new position behind the player. There's no invisible wall there, it's just a position that you can use for the AI. If they overshoot it, they'll just stop. Once you start moving, they'll start following the position. If your problem is the AI having to deal with other AI cops behind you, well they'd do the same job, just like you said in front of you, but at least this time, they are behind you, so they won't block you. Anyway tbh I'd rather play it a bit more unrealistic, as in always being the lead unit, just so the AI won't mess up. I guess we'll have to see what the devs will come up with, if they do.
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AI in police pursuits
The AI following the player would work great, if the player played realistically. Irl cops don't drift into intersections, or crash into lampposts, so if you actually played like a cop, there would be no way that you'd crash or miss a turn. If you manage to roll over and the car is on it's roof, you'd get out of the car, in which case like I said, the pursuing units would stop following you. Having two suspects, both in different cars would be extremely rare, and if we wanted to get by that problem, what we could do is like assign half of the units following 1 guy, and the other half following the other guy, then the player could choose which 1 he/she wants to follow. Having them follow in a distance is pretty easy. You get the x y z coordinates of the player, and you add say... -5 meters on the Y axis. It works perfectly in TLAD, I don't even think, this would need to be coded, since it's already in the game. Hmm what do you mean by disabling the traffic stop? Like pressing the traffic stop button again after you check the guy's id on the police computer? Wouldn't the suspect then just drive off casually? Also a felony stop, is not just a "get out of the car" thing irl. I believe it could be made pretty nicely. Like you could order the suspect to throw the keys out of the windows (using the animation, they use for throwing out garbage out of the window) or you could have the option to call for backup (like in most cases) or tell them to keep their hands up and keep backing up until you can arrest them (since you don't want to walk up to the suspect's car at a felony stop).
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AI in police pursuits
Yeah that's pretty much what I did as well. Also it'd be nice to turn off random pursuits altogether, since there's always a pursuit in my area every 5 - 10 minutes.
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AI in police pursuits
Alright first of all sorry if this has already been mentioned, but I've just had a great idea, that the ai cops taking part in the pursuits, should only follow the player, like the bikers in TLAD. This way they won't move way too aggressive on the suspects. No more unrealistic ramming at high speeds, they'll let you PIT the suspect. I'd also suggest following the player with a bit of distance, so if you brake hard into a corner, they won't ram you. One of the reasons why I disabled (well tried) the ai police pursuits, is because the cops were way too unrealistic about it. I'm thinking this should be either hard coded, or that there should be a button where you can change the ai cops behaviour. Also when you exit the vehicle, this following thing should stop, and then they can overtake your car and position themselves for a felony stop. Another thing I'm pretty sure was mentioned is the felony stop. For example if you find out that the suspect is wanted, the traffic stop immediately turns into a felony stop, where you can give out orders to the suspect, and you don't have to walk back to his/her car.
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"Be Safe Out There"
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F-350
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LCPD (NYPD Lookalike) ELS V8 Pack
Bugs also has a charger and an unmarked LCPD taxi (based on the NYPD taxi): http://gtapolicemods.com/downloads.php?do=cat&id=15 Here's a Ford Fusion: http://www.gta4-mods.com/vehicles/ford-fusion-nypd-v2-els-f13152 and Lt.Caine made an LCPD (NYPD) 2007 Tahoe. http://gtapolicemods.com/downloads.php?do=file&id=358 He also made a 2003 LCPD (NYPD) Impala.
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Caprice!
Looks good, but you need to use a lot darker chrome (which is currently whiteish), add the sidelights '> and perhaps darken the rear lights cover (the red part). Then it'll be perfect.
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Working memory leak (missing textures) fix
Well tbh deleting car mods is not an option for me. I've spent a tremendous time adding all the car mods and make handlings for all of them 1 by 1, and also I've decided to replay GTA IV in a way that the whole game looks like a 2012+ NYC. I did notice how some commandlines can expand the time you lose your textures (for example by using -norestrictions and -nomemrestrict at the same time), however that still only gives me time to finish one or two missions. I might try your commandline, however you seemed to have lowered a few graphic options (like shadowdensity 0, and minspecaudio). Also I believe -novblank and -novsync is the same thing. Also I remember having a program that clears my memory whenever I wanted to do that, but I also remember that thing, not helping with GTA IV. It was like, even when I alt tabbed out of IV, and then cleared my memory, then went back to IV, my textures were still gone. I guess I'll have to face the terrible truth, that GTA IV is a sith lord... what? ... I mean that it's a piece of shit port and there's no way of fixing the texture bug with car mods. Hell I even had the texture bug when all of my cars were vanilla, but it only happened after like 1 hour of playing.
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Working memory leak (missing textures) fix
I already tried rebuilding my vehicles.img, however that still didn't fix the problem. (I used OpenIV's rebuilder, so I might just try it with SparkIV too). I believe my vehicles.img is still too big after rebuilding. It's currently 338 MB instead of being ~90 MB like the vanilla. I do have all the weapons modded, some peds modded (once again my wtds rarely exceed 1 MB), a new visualsettings.dat, timecyc.dat, ENB and some other .dat mods I can't remember right now (although these are stuff like material changes, so it wouldn't effect performance). I have very similar mods in EFLC, except for the car mods. In EFLC, I only modded all of my police cars + added like 6 new vehicles. I even have HQ map mods in EFLC, but I don't get the texture bug there. I even wanted to add DKT70's road textures to GTA IV, but I'm afraid I wouldn't be able to move out of the house, without losing textures. Also I'm not very sure it's just GTA IV, since my friends reported, GTA IV being superstable for them, while EFLC was the one that kept crashing for them every 5 minute. I guess it depends on the OS + the computer.
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Working memory leak (missing textures) fix
Anyone knows of any good way to fix the memory leak a.k.a. missing textures in GTA IV? I've tried multiple commandlines, so I'm pretty much out of ideas at this moment. I know it's not related to how good your computer is, since GTA IV is a piece of shit *clears throat* port. Anyway what you should know about my GTA IV, is that all of the cars are replaced with high poly car mods (wfts are at an average 2 MB size, while wtds are at a 1 MB), so it's a pretty heavily modded GTA, and textures are on high. I don't wish to put the textures down to medium, since GTA's graphics is already kind of outdated, what I'd like is to fix the memory leak in a way so at least I could play through the missions. What I can do right now is pretty much like 1 or 2 missions if I'm very lucky, and then everything disappears, cutscenes won't load etc. Unfortunately I'm stuck in the story, because no matter what I do the mission just can't load at this point, that's how bad my memory leak is. I've tried these commandlines so far: -nomemrestrict -norestrictions -percentvidmem 100 -memrestrict 629145600 (from gtaforums.com) -availablevidmem 4.0 (4.0 seemed to work best) I've tried some of them all on their own and some combined with others. TL;DR version: If anyone knows a possible or known working fix for this, no matter if it reduces FPS or not, please share it with me. Ps.: For reasons unknown to mankind, my EFLC works like a charm, no memory leak at all, no matter what map mod / car mod I use there.
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Reworked CHP rear slicktop lights
No, it's a Federal Signal Signalmaster case and sunvisor on some type of Whelen product (probably Whelen Raider). I don't know the name of it for sure, but it looks like this: '> You can't really see the sunvisor from this angle, but it's there.
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CHP
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CHP arresting another firefighter
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Reworked CHP rear slicktop lights
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CHP MDC
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CHP police station
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CHP car park
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CHP Commercial Enforcement CVPI
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Oh look a polarbear
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DUI rear ends police car
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Officer involved MVA
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CHP Ford Police Interceptor Utility SUVs
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CHP on a traffic stop with a Veyron Super Sport
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forward reds / traffic stop mode
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Don't make me get out of my car
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CHP Code 3 park
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CHP Takedowns only
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CHP Ford Police Interceptor Utility
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CHP traffic stop
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CHP pulling over a supercar
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Sir do you have any idea how cool your car looks?
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CHP Police Interceptor Utility
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CHP arresting another firefighter
From the album: CHP
What's up with CHP and arresting firefighters these days, thinks the media. I had to arrest this firefighter today, because not only he flipped his truck and then bailed from the scene, but he also broke into a nearby car, hotwired it and crashed it into a fence. Well, at least this time it was the firefighter's fault. -
"Invisible" left door?
Yeah it's probably a bad collision. If it's a game breaking bug for you, you could try my CHP Ford PIU: '?do=embed' frameborder='0' data-embedContent>> (make sure to use the settings and handling though)
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Sgt.Kanyo's handling mods
I've made a handling for my unreleased Dodge Caravan taxi, but I've moved it down in zmod, so the center of mass is a lot different to the other Dodge Caravans out there. Let me know which Dodge Caravan you are using, and I can optimize the handling for it.