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Everything posted by daimyo21
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Yes, it is a tricky subject. I think R* need to have an unranked, unpresistent private mode for modders who wish to go online(maybe even disabling all matchmaking side-games in this mode). This way those who wish to play mods with their friends can do so responsibly. I know there are a ton of clans that roleplayed in IV and did a lot of multiplayer event type stuff with mods.
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As many of you may know, Alex's Scripthook V has already been patched to work online, thus allowing the inevitable douchebag cheating that we saw in IV as well. I am as much for singleplayer modding as many of you and mods should NOT belong in PUBLIC online-multiplayer. So why not private organized multiplayer? Imagine a persistent policing (light RPG) experience where you could login singleplayer / multiplayer and continue to police where you left off. Having the same gear, car, money as when you logged off(or crashed). Many of my scripts/community modded scripts allowed for this in IV that worked along side LCPDFR and popular police mods alike. The only problem was that IV was a bug fest online and wasn't designed for such ambitious gameplay online and would result in constant crashes, bugs, and long load times (that is why most of my scripts had auto-save and you can literally join back in where you left off). Though when things worked, there was amazing unpredictable and sometimes hilarious shareable experiences. LMS addressed IV's multiplayer issues with LCPFR and I remember hearing about how LCPFR's future API's may incorporate a multiplayer COOP system where callouts would be singular to each individual cop in a multiplayer environment. This would be amazing and the future of cooperative policing. Now I'm not advocating LSPDFR should focus on Multiplayer as a starting point. I'm just saying why not? Designing for MP would subsequently work the same as SP with obviously more variables to think about since you now have more players to consider, however saves leg work in the future. GTA V has much better MP support than IV. You have cooperative missions, heists, and in the sandbox freeroam many things are already synced up and ready to go. Placed in a contained and organized PRIVATE multiplayer experience with like-minded individuals only makes stability that much more guaranteed. LMS, If you read this and are thinking of "how the hell will I do MP on my own". Well, just message me and I'll be your companion to make it happen! Couple screenshots from my GTA IV LCPFR Coop Experiences:
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Hey everyone, trying out the new 1.0 and am getting some frequent crashes so going back to the PD station is a bit annoying. Using my persistent mods I load up my saved Police Officer and want to "Force Duty" but there is no CTRL + P "Force Duty" binding as there was before unless Its now something else. Looked through the documentation and INI file and dont see anything that suggests it unless I am blind. Please let me know if you've figured out a way around this.
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Merry Christmas everyone! Going to make this quick so I'll get right to it. In GTA IV multiplayer, most people know that there is a max spawned-in object/ped limit(80+ limit?), once that limit is reached, peds/objects/vehicles no longer have physics and are solid as rock. I currently have a released cleanup script with my PublicHostGame mod but wanted to know if there is a way to boost the max limit versus mass deleting everything. Couple questions I have for community and LCPDFR Devs: 1.) I read the devblog on multiplayer and I am excited that this has been addressed, what I'm curious about and remember hearing years ago was that Callouts were going to by synchronized through multiplayer so that all players receive the same callouts. This would not only be amazing but it would also help limit the amount of objects/peds/vehicles spawned in. Of course you can always just have one player on Callouts to simulate this, but I'd like to see a synchronized callout system. 2.) Is there any other way to bypass object/ped/vehicle limit in multiplayer? I know some scripts in past have grabbed the environmentally spawned multiplayer peds/vehicles so that it would not have to spawn in new ones, however I dont know if those count towards the limit once and if the character is "set as mission character". Anyways, I'd really like some input on this subject. Thanks!
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Beautiful, that was not too technical at all. So the disconnect while running to slow and alt-tabbing/making the game disconnect is now fixed via LCPDFR 1.0 or is this a third party fix that we must do to our own game? I normally bypassed the "Your game is running to slow" in multiplayer by adjusting my scripts so they load with a delay so it gives time to connect to MP session. EDIT: I made a post about this in General Discussion, but I wanted to ask in hopes of getting a developer response: Is there a way to bypass the GTA IV multiplayer object/ped/vehicle limit ? Are callouts possibly to sync in multiplayer or are they done like this in LCPDFR 1.0? Thanks and Merry Christmas to everyone!
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Daimyo's RPG Mod Pack - Community Edition
daimyo21 replied to daimyo21's topic in Script Modifications Showroom
Thought you were talking about the WeaponStorage mod, not EverythingCar Weapons/ammo storage. Ill look into it, thanks. RE-EDIT: Ok so heres the current known issue (which are only display "fluff" bugs and the script itself runs fine): -Placing grenades/molotovs in trunks does not mess up anything in terms of actual trunk contents, just messes with the on-screen display menu of weapons shown(not ammo amounts), this fixes when grabbing the grenades back out or selecting other weapons etc. -All weapons/ammo amount show properly in the trunk, but in the INI save file they show the wrong name, this means nothing unless you cheat and place your own ammo amounts in the vehicle via the INI file. I will address this when I have time but in terms of actual in-game amounts, it seems to have no effect. Please report otherwise, or any other bugs etc. Thanks! -
Daimyo's RPG Mod Pack - Community Edition
daimyo21 replied to daimyo21's topic in Script Modifications Showroom
Not sure about liveries, I have no experience with using them. If they are tied to the vehicle like custom textures/models, they should save with EverythingCar. Persistent Persons just updated, Voice is now set when you load character or choose a police skin with the "Insta-cop" function. Also it previews the voice when you load the character and or when you are selecting a police skin using Insta-Cop function. Weapon Storage your saying isnt saving correctly? Can you be more discreet in the problem, like safe house location, what your doing and whats happening with INI etc. Im looking in the code right now and dont see anything wrong with the save/load function. Let me know! -
Daimyo's RPG Mod Pack - Community Edition
daimyo21 replied to daimyo21's topic in Script Modifications Showroom
Set weapons to melee only. This prevents weapons and you spawn with a melee weapons everytime but health and armor can be picked up as well. This seems nice if you want to take it a step further: '?do=embed' frameborder='0' data-embedContent>> Its really up to the discretion of your group, if individuals want to kill the immersion of playing in an RPG environment its up to them to cheat and use heal in console or drive over health/armor, use a trainer etc. but then whats the point =) -
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Daimyo's RPG Mod Pack - Community Edition
daimyo21 commented on daimyo21's file in GTA4 Mods Scripts & Plugins
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Daimyo's RPG Mod Pack - Community Edition
daimyo21 commented on daimyo21's file in GTA4 Mods Scripts & Plugins
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I was being a plum and had an older version of scripthook running. Persistent person works perfectly, Im still having issues with everything car, but nothing that doest take minor tweaking. Saying that there is a confliction between putting a weapon in a car and calling for a tow truck (vdH). The function for the tow truck (Ctrl+T) should be disable especially with the helper running, but it continues to work causing an over keen tow driver to come and take my car when I attempt to put a gun away. I'm trying to work around this with adapting the different .ini files involved, but not having much luck even when adapting the everythingcar.ini
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Daimyo's RPG Mod Pack - Community Edition
daimyo21 replied to daimyo21's topic in Script Modifications Showroom
Post your ScriptHookDotNet.txt and ScriptHook.txt file log in your GTAIV folder, after the crashes. Here are my redistributals, not sure which ones you have/may need: https://dl.dropboxusercontent.com/u/23929946/C%2B%2B%20redistributales.jpg -
Daimyo's RPG Mod Pack - Community Edition
daimyo21 replied to daimyo21's topic in Script Modifications Showroom
I've had some people reporting this as well, one didnt have .Net framework 4.5, as for others, not sure. I can assure you its something you may be missing as I have not updated the scripts since release and have ran them all successfully. Make sure you have the latest .NET Framework 4.5, all C++ redistributals, ScriptHookDotNet 1.7.1.7, Aru's C++ Script Hook v.0.5.1 for GTA IV 1.0.7.0 and or EFLC 1.1.2.0 (I do not know if EFLC is supported on a per mod basis, I am assuming it is but without actually testing on EFLC personally) Let me know your results! -

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