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Winter reacted to Reddington in Are Pursuits supposed to be like this?This is being caused by ELS. Open the ELS INI and look for "ELSTrafCTRL", set to false.
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Winter reacted to Sam in LSPDFR 0.4 - AmbienceThis 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.
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Winter reacted to lilRecon in Your best LSPDFR screenshots? -
Winter reacted to Sam in LSPDFR 0.4 - The TechnologyThis 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.
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Winter reacted to Sam in LSPDFR 0.4 - Announcement + First PreviewBeen 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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Winter 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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Winter 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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Winter reacted to Sam in Introducing our new Downloads PortalAs the modifications for Grand Theft Auto V keep rolling in, we've been hard at work developing a brand new downloads section to better host, categorize and display the masses of new content on offer.
Featuring two entirely homepages, the new Downloads Portal creates the perfect distinction between GTA IV and GTA V content - this makes finding all of the latest files for your chosen game that much easier.
Among the other changes are the reintroduction our advanced filtering system, allowing for downloads throughout all categories to be filtered by attributes specific to that category, and a much friendlier interface which emphasises content over clutter.
We're excited to be continuing the development of the new Downloads Portal and will be making further updates to it throughout the week.
http://www.lcpdfr.com/downloads/
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Winter reacted to Sam in Vehicle Modifications in GTA VWith the latest updates to both OpenIV and now ZModeler, it is finally possible to create a range of vehicle modifications for Grand Theft Auto V.
Here at LCPDFR.com, We've been busy working on ways to support this exciting development, and have started work on a number of initiatives and resources to help both developers and people who just want to introduce a fleet of cool new cars to their games.
The new Grand Theft Auto V Development Resources page includes some basic information to get anyone up to speed with the latest developments in vehicle modifications for GTA V. We've also included links to a number of topics, and a live feed of the latest vehicle modifications available. This page is actually a temporary placeholder, and only a preview of a much more in-depth hub which is being developed.
Secondly, we're also changing the way that we approach modifications in general on LCPDFR.com, by taking a more proactive stance in shaping attitudes and approaches to vehicle modding. As part of this, we're encouraging the use of standardized vehicle templates for those who re-map the default police vehicles in the game to support custom paintjobs.
Finally, significant development work is also ongoing with the aim of simplifying and enhancing our Downloads page. We're very much aware of the problems with the current Downloads software, and will be replacing large parts of it, particularly as it relates to the index and category viewing, with a much easier to navigate custom solution. Additionally, we'll be employing powerful filtering to make finding mods easier than ever before.
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Winter 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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Winter 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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Winter reacted to Sam in LSPD First Response 0.1 BetaWe're delighted to announce the first public release of the LSPD First Response modification for Grand Theft Auto V on PC.
Implementing a basic framework for enforcing the law in San Andreas, LSPDFR includes a number of features such as arresting suspects, pulling over vehicles, full character and vehicle selection, basic callouts and hot pursuits. Also included in LSPDFR are a variety of police backup options, an interaction menu and various other features. Be sure to study carefully the User Documentation provided with the modification, which explains the features LSPDFR offers.
You can download the first public release of LSPDFR here: http://www.lcpdfr.com/files/file/7792-lspd-first-response/
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Winter 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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Winter reacted to Sam in The Final Countdown - LSPDFR Trailer 2The second and final trailer for the highly anticipated sequel to LCPDFR has just been released, showcasing a number of features which have made it into the first public release of LSPDFR, including traffic stops, arrests, pursuits and of course, drinking coffee!
Although feedback to the debut trailer for LSPDFR was, for the most part, quite overwhelmingly positive, we did understand the disappointment shown by some at the perceived lack of features. Of course, our main priority then was to break our silence on LSPDFR and treat everyone to a very early preview. Now, with many tireless days and nights of development under our belts, we present a more in-depth taste of things to come.
Stay tuned for more updates on LSPDFR as development comes to an end and the first public release fast approaches.
There's also an alternative Vimeo version available for anyone having issues with YouTube: https://vimeo.com/129257919
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Winter reacted to Sam in 20 May - 9 New Screenshots!As we move ever closer to the first public release of LSPDFR, here's nine brand new screenshots, showing just a taste of things to come. Be sure to stay tuned for more in the coming days - including the second, and likely final, preview trailer.
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Winter reacted to Sam in 14 May - New Screenshots!Here are some new screenshots from LSPDFR development, showcasing some of the things that we've been working on recently. Feel free to discuss them in this topic.
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Winter reacted to Sam in LSPDFR Announcement + PreviewJust gonna leave this here.
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Winter reacted to Sam in LSPDFR Announcement + PreviewWe're all thrilled to finally announce the development of LSPDFR for GTA V. Everyone here has been working like crazy to make progress with the modification and the website, and we're only just getting started.
We hope that everyone enjoys the little taste of what we have in store with LSPDFR. Feel free to use this topic for speculation, discussion and questions.
On behalf of the entire team,
Sam.
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Winter reacted to Cyan in Everything changes - the new LCPDFR.comEverything changes.
IPS4
We've been hard at work updating our community software to the brand new version, IPS Community Suite 4.
IPS 4 brings with it a massive bunch of great new features and updates, including a much cleaner interface, awesome mobile and tablet support and many improvements in the general usage of the website and interaction with the community.
Current Problems
Yes, a lot of things are broken and/or in the process of being reconstructed or fixed!
There will be many issues with community content as the upgrade process continues. These problems are being fixed automatically. Unfortunately, due to the massive size of LCPDFR.com, rebuilding posts and data takes time. We estimate the automatic fixing will take at most one week. This is finished. There is a lot of functionality which is missing right now. We are working on resolving this as soon as possible. There are some issues with profiles - we're working on them! Fixed. The homepage is gone. We'll be introducing a new one which is actually useful - meaning it includes more content from you, the community. LCPDFR Online Services are down. This includes linking your account, enhanced multiplayer and crime statistics. After the data reconstruction has finished, we'll work on bringing the service back online. See http://www.lcpdfr.com/topic/49645-everything-changes-the-new-lcpdfrcom/?page=4#comment-328244
GTA V
As we continue to work on the website, we hope you're all enjoying the newly released Grand Theft Auto V on PC! We chose today to carry out this major upgrade in the hope that you'll all be too busy playing GTA V to care. As normal service is resumed, we'll be having a lot more to say about GTA V!
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Winter reacted to LMS in 1.1 releasedHello,
it's time for another update. As stated >here earlier we've decided to release smaller patches but more often. This version is called 1.1 since we've proven ourselves to know the alphabet quite well by now I guess. Among various fixes (detailed changelog at the end of this posting), we also want to share some great news with you.
After a lot of consideration we've decided to make our early netcode, we implemented during development of 1.0 but never finished, available through the API. We've also polished it a little so clients can connect automatically using our master server. Clients can still use net_connect IP[:port] to connect to servers manually in case there are issues with the automatic connection.
What does it offer?
Very very basic things like syncing blip creation for peds and vehicles (changes to blips except for deleting are not synced btw) and callout messages. Search areas during pursuits are also synced. I hope you aren't disappointed, this is how it is and how far we got back then and we decided it would be better to at least give you basic functionality (which you can extend!) instead of never releasing it at all. Callouts are host only.
How does it work?
Put simply, we establish a UDP connection between the client and server. This is completely independent of your game session, so yes, in theory you could also connect to a host's IP from another GTA game session. But we don't really encourage you to do so...
So what to do as a host?
If you are hosting the game, LCPDFR will recognize this automatically. Sometimes scripts are loaded in the lobby already and detection of network game might fail, so either check if you get the helpbox stating you are in a network session or simply reload scripts once in-game.
Also make sure to forward UDP port 1337 (or whatever you set it to from the ini file) so clients can actually reach you. If you have a UPnP cabable router, LCPDFR will try to automatically forward ports for you.
So what to do as a client?
Join a game and see if you get a helpbox stating you are in a network game. If not, reload scripts. Once LCPDFR has detected your network session, it will try to retrieve the host's IP and port from our masterserver. If that works, you don't have to do anything, you will be connected automatically. If it fails (you will get notified), you can still use net_connect IP[:port] to connect. Note that port is optional.
I'm an API developer, what can I do?
I will update the GitHub repo with a basic example. Also check the new Networking class which provides access to our functions. You may have to add the LCPDFR.Networking lib to your project. For more questions, please use the dedicated API forums.
Appendix
On a final note I have to thank LukeD and ineseri for their efforts in helping me testing our networking code.
From the early attempts of just establishing a connection to ironing out issues with the master server the two of you never hesitated to join me for a session when I asked. Thanks for that!
Also big thanks to Cyan for finishing the master server to allow automatic connecting now.
Change log
API
Added SetPursuitTactics and SetPursuitHelicopterTactics Added GetArrestedPeds to get all peds the player is currently taking care of LVehicle: Added SirenMuted CheckpointControl
Added back QAM entries (sorry!) Pullover
Fixed stats glitch (thanks to EvilJackCarver for reporting) Networking
Basic network engine syncing blips (no attributes), callout messages and search areas. Better detection of network players Misc
A few crash fixes Reduced obfuscation level to please AV software -
Winter reacted to Cyan in Grand Theft Auto V Release Dates (PC, PS4 & Xbox One)Meh, hopefully this means they are making a better port. If it comes out and it's a really crap port after all the days - well vote with your wallet.
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Winter reacted to Sam in LCPDFR 1.0d Now ReleasedContinuing with the ongoing development of LCPD First Response - a process which has been going on for about five and a half years now, we're excited to announce the release of the next installment in the 1.0 series, 1.0d.
LCPDFR 1.0d brings with it a number of fixes and new features. For the first time, we've also put together a comprehensive on-line guide to the new release, hopefully giving everyone more accessible information about what LCPDFR 1.0d can do, and how you can use it and this is accessible here: https://www.lcpdfr.com/page/guide.html
Among the new features added in LCPDFR 1.0d are water pursuits, red laser Tasers, multiple partners, and all new Quick Action Menu. As always, we've taken the opportunity to fix several bugs and to increase overall stability. For those of you who play GTA IV Multiplayer, you'll be pleased to know that improvements have been made with regards to multiplayer compatibility too.
Again, this release, along with various changes that have been happening on the website are part of a wider flurry of activity that is taking place right now at LCPDFR.com. Of course, with this release, the focus will soon shift back to the website, and more details about that can be found in my news post from last month: '?do=embed' frameborder='0' data-embedContent>>
We hope you enjoy LCPDFR 1.0d,
Sam
Problems with the automatic installer downloads? Your anti-virus may be detecting them as false-positives: either disable your anti-virus momentarily or use the manual installation instead.