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NefariousBonne

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  1. Like
    NefariousBonne reacted to Sam in LSPDFR 0.4 - Coming February, 2019   
    So, it's been a while since we've provided an update on LSPDFR 0.4.  As you might've guessed from the title, though, there's a good reason for this...  It has taken us a lot of work to get to this point, and in the last couple of months alone we've made hundreds and hundreds of changes.  Anyway, here we are - who knows how many months late - but we're here.  No riddles, no treasure hunts, no @MSA (at least I'm pretty sure they're not here), but straight to the point!  We can now confirm that we'll be releasing LSPDFR 0.4 in February, 2019.  
     
    Anyway... with the scary part out of the way, I wanted to take the opportunity to explain ourselves a little.  No, @LMS wasn't renditioned to an IAA black site, no I didn't fall victim to the Orbital Cannon, and no...  the ghost of @ineseri didn't drive a train into us.  Perfectly plausible scenarios given our silence about 0.4 as of late, but we're actually still alive.  Instead, we've been pretty busy rushing to the finish line as far as 0.4 is concerned, and to complement the big news above, we thought we'd throw in a couple of sweeteners below to show just how much 0.4 is going to change things. 
     
    We've talked a lot about our Character system in LSPDFR 0.4.  It's one of the biggest changes to the mod, but we also think it represents an entirely new direction in general.  I say this because, not only does it allow us to have a bunch of really cool stuff natively integrated into the mod, like customizing a character, but it also lets us have a bunch of other really cool stuff natively integrated into the mod!  Having your own character dials up the immersion quite substantially, but we wanted to take things to another level.  We thought, for example, wouldn't it be cool if instead of spawning as Franklin in Franklin's house, you could instead, say, I don't know?  Actually spawn as your own character, in their house.  Or maybe, instead of switching to Trevor and your camera panning down to him being pursued by the LSPD, you could switch to one of your other characters, and "Google Earth" down to them being the LSPD. 
     
    LSPDFR 0.4 introduces a fully functional GTA Online Apartment to single-player, complete with transition sequences, working interactions and more Steve Haines than you can handle.
     
    It's not just that, though, we really wanted to dial it up.  Having your own character, them having an apartment, switching, customizing, it's all cool, right?  But you might be thinking, what's the point?  These are "multiplayer features".  And sure, LSPDFR is and most likely always will be a single-player mod, but that doesn't mean we can't think outside of the box every once in a while. 
     
    Recently, @Cyan, in addition to all of her work on the website, has also been developing an all new framework called LSPDFR Sync.  LSPDFR Sync lets you connect up to your LSPDFR.com account in-game, and you can then synchronize your LSPDFR characters with your LSPDFR.com profile.  To top it off, we've brought back statistics too.  Ever wanted to know how many shots your character has fired?  It's as simple as taking a look at your character's profile on the site - which, we should add, you can actually edit.
     

     

     
    LSPDFR Sync provides all-new, seamless connectivity with your LSPDFR.com profile.
     
    And frankly, it doesn't even end there.  When I said before that we wanted to dial the immersion up to the max, I guess I lied.  What I actually meant to say was that we'd just ripped the dial clean off the controls, strapped it to a rocket, and sent the damn thing up to the moon.  Not only can you now create a character, customize them, share them, spawn as them...  You can actually do things as them too!  Like, actual game things.  Ever wanted to run the triathalon as your LSPDFR Character?  Now you can.  Or, how about practicing with your sidearm down at the range?  Yep, got that too.  Simply want a can of sprunk from a vending machine?  No problem.
     

     
    With the introduction of a new innovative system by @LMS, it's now possible to do many of the single-player minigames while playing as your LSPDFR Character.
     
    Of course, with the Character system, and all of the features that come with it, being such a huge part of LSPDFR 0.4 it'd be easy to forget that this is a police mod.  Indeed, I think we almost did given the grotesquely gargantuan amount of work that has gone into it.  Fear not, though, as we have also been working on some incredible new gameplay features too, including massive improvements to interaction with suspects and people that you arrest.
     
    LSPDFR 0.4 introduces, in a game-changing way, the ability to take hold of and drag arrested suspects.  Yes, we know that there's some great API mods which have held the fort, and we're grateful for that, but this is something we wanted to get absolutely right, and indeed, we think the result is simply stunning.  The possibilities are pretty far-reaching too and encompass just about everything from shoving suspects up against cruisers, to personally escorting them into their cells.  
     

     

     
    No, these aren't cutscenes.  No, they're not edited screenshots.  With 0.4, this is real.
  2. Like
    NefariousBonne reacted to Sam in LSPDFR 0.4 - Ambience   
    You'll see why shortly 😉
  3. Like
    NefariousBonne reacted to Twurtleee in TurtleGod3000's DEV Parts WIP   
    Partition pack I've finished and plan on releasing today or tomorrow once textured

    Also just released the other Valor that's been on my pc forever and I forgot about it being finished
    Also working on a new Silverado, a pushbar pack for various vehicles, and some other goodies to be released here soon
    Silverado is in the crunching process, when I get further in I will release some pictures of everything
  4. Like
    NefariousBonne reacted to Sam in LSPDFR 0.4 - Ambience   
    This is the fifth and final part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
     
    One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years.  Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail.
     
    More Realism
     
    Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world.  Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay.
     
    In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently.  As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right.  You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all.  Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic.  Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun. 
     

     
    Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer.
     
    These adjustments to the game's core apply in a number of other cases too, of course.  We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure.  Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it.  All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge.
     
    And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints.  Our changes are at a much lower level and offer us a higher degree of control on a per-character basis.  This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols.
     
    New Interaction Menu
     
    Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4.  Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist.  Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood.
     
    Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones.
     

     
    The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion.
     
    Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all).  Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example.
     

     
    New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc.
     
    Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4.  Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different.
     
    Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers.  It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light.  If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest.
     

     
    The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod.
     
    Ambient Crime
     
    In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops.  Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these.   Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game.
     
    In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example.  In LSPDFR 0.4, as a result of some research by @LMS,  we've now been able to implement the same system, but for NPCs instead.  This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations.  Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol.
     

     
    Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation.
     
    Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0.
     
    Thanks for reading the preview.  We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.
  5. Like
    NefariousBonne reacted to Twurtleee in TurtleGod3000's DEV Parts WIP   
    Re doing some of the lods on the original valor, and i'll be bunching them up like the integritys as one download. So it's taken a few days to get it all together, redo lods, etc
  6. Like
    NefariousBonne reacted to Twurtleee in TurtleGod3000's DEV Parts WIP   
    51 Inch Valor update



  7. Like
    NefariousBonne reacted to Twurtleee in TurtleGod3000's DEV Parts WIP   
    They're doneeeee
  8. Like
    NefariousBonne reacted to Twurtleee in TurtleGod3000's DEV Parts WIP   
    Been longer than I wanted it to take. But #integrityReleaseToday 😏
  9. Like
    NefariousBonne reacted to Twurtleee in TurtleGod3000's DEV Parts WIP   
    44 Inch textured (Minus the emissives) All that's left is emissives for both and finishing textures on the 51 Inch Integrity



    Top one is the one that's not finished
  10. Like
    NefariousBonne reacted to Twurtleee in TurtleGod3000's DEV Parts WIP   
    Both sizes of the integrity are done, needs texturing and they should be released. With them will be the 55 Inch Valor as well that has been done for 48374538 years I just never released it lol



  11. Like
    NefariousBonne reacted to Sam in LSPDFR 0.4 - Pursuits & Intervention   
    This is the fourth part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
     
    It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated.  LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod.
     
    As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult.  Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements.
     
     
    Pursuit Interaction Menu
     
    Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop.  While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious.
     
    In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force.  With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever.  
     

     
    The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage.
     
    The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews.  So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase.  If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable.  With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business.
     
    Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below).
     
    And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home.
     
     
    Pursuit Intervention Techniques
     
    As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits.  Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit.  Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too. 
     
    So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver:
    Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4
    YouTube version: https://www.youtube.com/watch?v=TiFFFho3hd0
     
     
    As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option.  If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking.
     

     
    A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver.
     
     
    Air Support
     
    Throughout the history of our two mods, air support has always been a touchy subject.  For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines.  In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action.
     
    With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters.  Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area.  They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them.
     

     
    A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot.
     
    Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target.
     
    In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly.  When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings.
     

     
    Not a helicopter, but just in case you were wondering what happened to the guy pictured above...
     

     
    This, though, definitely is a helicopter.  It's also not flying at street level!
     
    As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.
  12. Like
    NefariousBonne reacted to Twurtleee in TurtleGod3000's DEV Parts WIP   
    Finished up the integrity for the most part, still need the mounts under the feet, afterwards, gonna texture it and get it all set up, lods, etc. Also going to release the 55 inch Valor after I release the integrity. It's been a while since I finished the second Valor, just never got around to releasing it


  13. Like
    NefariousBonne reacted to PhillBellic in How Americas Police Cars Have Changed   
    Too true!

    Many in the Comments Section there also mentioned the glossing over of the Dodge Charger.

    Here's hoping Ford eventually makes a CVPI Mk. 2, or something...
  14. Like
    NefariousBonne got a reaction from BlueLineBacker in How Americas Police Cars Have Changed   
    That video was in my recommendations earlier, but I thought that I'd check it out now that it has been mirrored here. Have to say it was quite fun to see how law enforcement vehicles have changed through the decades. However, there seemed to be a large gap when he got to modernity, (to mirror some of the comments) he didn't mention the Chevrolet Impala, the Chevrolet Tahoe, Ford Taurus or Dodge Charger. He kind of just skipped from Crown Vic to Explorer, without mentioning any of its contemporaries; which I think is missed mark to talk about. Regardless, the Crown Victoria will remain the quintessential police car, and while its era is ending here in Canada and the United States, it will live on in the hearts of police car enthusiasts. As for the modern era of policing, my personal favorite is the Dodge Charger. 
  15. Like
    NefariousBonne got a reaction from BlueLineBacker in How Americas Police Cars Have Changed   
    That video was in my recommendations earlier, but I thought that I'd check it out now that it has been mirrored here. Have to say it was quite fun to see how law enforcement vehicles have changed through the decades. However, there seemed to be a large gap when he got to modernity, (to mirror some of the comments) he didn't mention the Chevrolet Impala, the Chevrolet Tahoe, Ford Taurus or Dodge Charger. He kind of just skipped from Crown Vic to Explorer, without mentioning any of its contemporaries; which I think is missed mark to talk about. Regardless, the Crown Victoria will remain the quintessential police car, and while its era is ending here in Canada and the United States, it will live on in the hearts of police car enthusiasts. As for the modern era of policing, my personal favorite is the Dodge Charger. 
  16. Like
    NefariousBonne got a reaction from BlueLineBacker in How Americas Police Cars Have Changed   
    That video was in my recommendations earlier, but I thought that I'd check it out now that it has been mirrored here. Have to say it was quite fun to see how law enforcement vehicles have changed through the decades. However, there seemed to be a large gap when he got to modernity, (to mirror some of the comments) he didn't mention the Chevrolet Impala, the Chevrolet Tahoe, Ford Taurus or Dodge Charger. He kind of just skipped from Crown Vic to Explorer, without mentioning any of its contemporaries; which I think is missed mark to talk about. Regardless, the Crown Victoria will remain the quintessential police car, and while its era is ending here in Canada and the United States, it will live on in the hearts of police car enthusiasts. As for the modern era of policing, my personal favorite is the Dodge Charger. 
  17. Like
    NefariousBonne got a reaction from ToeBius in [REL] Realism Dispatch Enhanced 3.1.1   
    That appears to be an error, I'm not sure why the spotlights would have been removed. I'll make sure that gets fixed when the vehicles are overhauled for the umpteenth time. 
  18. Like
    NefariousBonne got a reaction from ToeBius in [REL] Realism Dispatch Enhanced 3.1.1   
    That appears to be an error, I'm not sure why the spotlights would have been removed. I'll make sure that gets fixed when the vehicles are overhauled for the umpteenth time. 
  19. Like
    NefariousBonne reacted to OfficerFive0 in [TUTORIAL] How to create reflective liveries for your models   
    This is a two part tutorial, one part is the text, the other is the video. Make sure to watch and read both!
     
     
    Create a new material Set the material the "vehicle_decal" Copy the body Delete everything that's not part of the livery Delete any parts of the livery that wont be seen, stuff like interior trim. Assign the reflective livery material to the body Move the reflective body slightly outward in its respective direction, that way its in front of the normal livery. Attach the reflective body to their respective counterparts
    The way it works is you have a copy of the body,(or just the parts you want to reflect, but for compatibility with other skins I suggest doing the main body) overlaying the model. It is set to the "vehicle_decal" material, with a special reflective livery texture.
     
    The reflective texture is the same as the normal,except it only has what you want to reflect. You want to delete everything except for the reflective bits. You also don't want any unique or identifying features on it, examples would be unit numbers,  license plates, "supervisor" or "traffic unit" text. Since you can only have one reflective texture unlike the livery, it needs to match up with every one of your normal livery textures.
     
    Example of the normal livery texture and reflective livery texture
     
     
     
    Notes
    It is very important that you select "vehicle_decal" and not "vehicle_decal2", if you select the latter, the reflections wont work nearly as well. We only want to do the reflective parts on L0 and L1, since anything beyond that is unnecessary and will waste polys. It is very important when changing the material from the livery to reflective livery to edit the UV mapping and have "copy from channel 2" and "generate new mapping" selected. Otherwise some sections of the body may have bugged mapping. Make sure to replace the mask texture in the reflective material with the vehicles dirt texture. Otherwise, when the car gets dirty, its going to look weird. If you are making a specialized and unique model, (like Michigan State Police for example) you may just want to select only the portions of the body where the livery would reflect, saving many polys.  In the video, I rename the parts to either L0 or L1. That is just to keep things organized. It wont have any effect on the model itself. In this video, I only kept sections of the body that would have the reflective parts. For greater compatibility, you may want to include more, including the door trim and roof. Results may vary, some colors just seem to reflect better.  
     
     
     
     
    Some misc pictures and videos showing the effects.
     
     
     
     
  20. Like
    NefariousBonne reacted to Sam in LSPDFR 0.4 - The Technology   
    This is the third part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
     
    So, this article is a little bit different than most.  Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code.  While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to.
     
     
    The Crime System
     
    To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System.  The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in.
     
    This is back in LSPDFR 0.4, but with a big twist.  The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over.  Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it.  This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime.
     

     
    The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols.
     
    The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear! 
     
    Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect.  This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle.  Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually.
     
     
    Scenarios
     
    Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios.  In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world.  In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops.  This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop.  Perhaps they exit their vehicle while you're approaching?  Do they have a weapon, or are they just angry and complaining?
     

     
    From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR.
     
    The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios.   Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR.
     

     
    The scene after an escaped pursuit suspect's burned out vehicle was located.
     
     
    Artificial Intelligence
     
    Finally, in 0.4, we've re-worked a lot of our artificial intelligence.  We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS
     
     
    Stay tuned for more news about 0.4, coming soon.
  21. Like
    NefariousBonne reacted to deliberative in Keep the Peace : an in-depth law enforcement strategy game   
    Hi Everyone,
     
    My name is Nick Morris and I'm president of Deliberative Entertainment and a video game developer in Canada. Because the community here has an obvious interest in both law enforcement and gaming, I wanted to seek out your feedback about an in-depth law enforcement strategy game called Keep the Peace that we are currently prototyping. The game puts players in a combo role of Police Chief, Dispatcher, and Incident Commander, responsible for the safety and security of their town, city, or region. Players will make difficult decisions about the type of police force they want to create and the way they'll approach crime, disasters, and other issues in their jurisdiction. 
     
    I'm here because I'm looking for your feedback. Many folks on these forums are extremely detailed-oriented and critical, and that's precisely what we need. I know you've all watched a litany of mediocre police games come and go -- especially simulators, but probably a few "strategy" titles too -- and I won't allow Keep the Peace to join that list. It either gets done well, or not at all. But I need your help --  your ideas, your feedback, your advice -- to make it the best game it can be. 
     
    We're currently at a very early stage of development, which makes it relatively easy to incorporate feedback. We do have details about the current vision for the game and we've assembled a video and some screenshots describing that vision in more detail. If you've gotten this far and are interested in more information, here's a little bit more about the game.
     
    Just some of the things you'll do in Keep the Peace:
    Hire officers that are right for your department based on dozens of skills and characteristics Customize vehicles, tools, and weapons, to equip your officers appropriately for the tasks you'll be throwing their way Assign your units to patrols and prioritize their time between preventing crime, reacting to crime, and traffic enforcement Dispatch your units to the scene of dangerous emergencies -- break-ins, bank robberies, vehicle pursuits, shootings, natural disasters, car accidents, and much more, each with virtually infinite possible variations -- and decide which incidents get which resources first Choose tactics your officers should use for complex incidents. Should they negotiate with a hostage taker, or break down the door? Will you allow a growing protest to proceed unimpeded, or will you assign units to stand in the way? A variety of factors could affect your decision in each unique situation. Set policies (e.g. regarding the use of force), implement programs (e.g. DUI checkpoints), and expand your capabilities (e.g. with a crime lab, a motor pool, new training facilities, or new technologies) Train and promote your officers, and manage their physical health, mental health, and morale. Deal with long-term crises. Although Keep the Peace is an open-ended sandbox game, like SimCity or Civilization, various narrative elements will keep it interesting and novel. A serial killer could terrorize your streets for months or years; a new gang could come to town; a new mayor could withhold key resources and make your life difficult.  
    We've uploaded a little teaser video to YouTube: 
     
    And here are a few screenshots based on the prototype:




     
    Though the video and screenshots are still very rough around the edges (just a prototype, after all), and you can expect the models and textures to be completely rebuilt during actual production, I would love to get your feedback about the overall game. For example:
    Are there features you see here that excite you? Are there things you see here that you do not like, or feel could be improved/changed? Are there things you'd like to see that seem to be missing? What strengths or weaknesses have you seen in other games that could provide a lesson for a game like Keep the Peace  
    If you have any questions, please don't hesitate to ask! I'll try to monitor this thread closely. You can also find more screenshots and information about the game, and you can reach out to me directly if desired, via our website (see signature below). 
     
    Thank you in advance!

    Nick
     
     
  22. Like
    NefariousBonne reacted to Jules Winnfield in New York vs Nevada v2   
    jesus christ no
  23. Like
    NefariousBonne reacted to SuperStumpje in [REL] Realism Dispatch Enhanced 3.1.1   
    Previously, no, however over half the team is currently in college or university, with very little spare time and often without access to a suitable computer. Other mod teams not having this issue is great for them, but sadly we don't have that luxury.
  24. Like
    NefariousBonne reacted to Twurtleee in TurtleGod3000's DEV Parts WIP   
    55 Inch Valor

    Soon™
  25. Like
    NefariousBonne reacted to Sam in LSPDFR 0.4 - Announcement + First Preview   
    Been a while, huh?
     
    You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes:  there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well.  And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see.
     
    So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself.  But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it.  While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them.  Of course, with that being said, there's still a lot of new stuff crammed into 0.4!
     

     
    With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :)
     
    Aside from the cool little additions like this, though, the major theme of 0.4 is Character.  Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR.  There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too.  And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant.  With 0.4, this separation is gone.
     

     

     
    No, these shots aren't taken from GTA Online.  This is our own, fully-featured, LSPDFR Character Creator.
     
    Of course, we'll talk more about the new Character features in LSPDFR 0.4 later.  The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to.  Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether.
     

     
    Officer Ronson and his clones obviously couldn't make it to the flashlight party. 
     
    Stay tuned!  We'll be sharing more about 0.4 soon.
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