Reputation Activity
-
Babylon reacted to Will in An introduction 15 years too lateSeems like we had a similar start around the same time. NB was the one that introduced me to LCPDFR through his YouTube channel, which led to me joining the old FCRP SAMP server, which somehow led to me joining the staff team there (and abusing the admin car), fast forward a few years and I end up the Community Manager here....
Anyways, always nice to see someone who's been around since the early days! Glad you were able to follow your dreams in the real world, too.
-
Babylon reacted to Officer Here in An introduction 15 years too lateCrazyyy. 15 years too late. I think i haven't even introduced myself.
-
Babylon reacted to Chris780 in An introduction 15 years too lateHello Everybody!
My name is Chris and as the title says this intro is about fifteen years late. I started playing LCPDFR wayy back when I was a mere sophomore in high school. Growing up with NBVideogamevids, BxBugs, and the classic RCMP clans as my late night video streams. Starting in 2011 I began creating gaming communities. Starting on TeamSpeak then eventually heading over to Discord. It all started in Liberty City where 13 year old me was running an incredible gaming community, what was known as Role Play Code 3. RPC3 transformed into Priority Role Play, where several hours of laughs took place for nearly five consecutive years.
Eventually we made the jump to FiveM and dabbled with that before the majority of my longtime friends grew into adulthood. I was no exception. In 2021, ten years after I discovered LCPDFR, I graduated the police academy. Since then I've been an officer in a small city in Georgia. I've recently been promoted and enjoy proactive policing.
Last year I traveled to London, to surprise my best friend. My best friend that I met playing LCPDFR back in 2011. He's now an Inspector for the London Met, enjoying his adulthood just as much as me. He is one of the dozens of friends I speak to regularly that have followed the same path. I've met up with some of these guys at Police Week in DC and often use them for insight.
This community has been a part of my life for over a decade, creating friendships that are genuinely closer than family. It will continue to be something I check in on every so often to appreciate where I came from. Hopefully someone will come across this post and find the same inspiration I did. I'll never forget the days of making my game as "realistic" as I could just to portray a real street cop; and now I am one. It's an incredible ride and worth the wait for those 13 year old versions of myself eagerly waiting.
-
Babylon got a reaction from UpperMidnight in Auto Brake LightsHere's another one - I been using this since day 1 - Works Flawlessly
-
Babylon got a reaction from Suavebard6869 in Backup getting stuckAre you using a trainer? If so try disabling things like: freeze wanted level or ignore police, option. I remember drivng around and all the LSPD units appeared to be doing static burnouts and not responding. After removing freeze wanted level and ignore police, bingo - units responding again.
-
Babylon reacted to RyWilson in Thank you for 6k Subscribers!!cheers to you Babylon!! i appreciate it so much!!
thank you Bastion!! means alot you guys took the time to talk to me :)
-
Babylon reacted to UnknownBastion in Thank you for 6k Subscribers!!Always have time for community interaction! Fundamental part of being in a community. 🙂
-
Babylon got a reaction from RyWilson in Thank you for 6k Subscribers!!Nice One Ry, thanks for providing us all with the content you have. All the best.
-
Babylon reacted to RyWilson in Thank you for 6k Subscribers!!I just wanted to take a minute to thank you all for supporting me and my efforts since i joined the forum five years ago..back then i was just a nobody who loved playing LCPDFR and i spent hours helping people on here who needed support..once i started my channel, my time allotted to help dwindled, but i've always maintained a presence and i've always been there for ANYONE who asked for help. This forum, and the Kuffs crew, were and are, an important part of my growth as a gamer and always will be. I have worked so hard and the only thing i can say is if you have a dream to become a gamer or a streamer, it's NOT an easy road. It's full of bumps, setbacks, alot of stressing, and some crying. But, in the end, it's been worth every single second..and i can't thank those of you enough who continue to this day to support me. THANK YOU SO MUCH <3 #RyArmy
-
Babylon reacted to PNWParksFan in [REL] Coastal Callouts Discussion ThreadQuick update folks: Coastal Callouts is finally headed for public release! Everything is on track to release it this month, December 2019.
More information to come soon!
-
Babylon reacted to 1stCavMedic in AI Police Cars Stuck (NOT TRAINER!)Hey all,
I got the game working with an alternative method to scripthook! Now unfortunately, the AI police cars cannot move (except for air units and the motorbike cop) - my trainer is NOT set for "Cops Ignore Player", and I redownloaded an old trainer to make sure it wasn't set either.
Its getting annoying to be the only one chasing crims lol - anyone know how to fix this? Is it caused by the alternative method to scripthook??
Is there a spot where I can find a log for this to see what's failing?
****EDIT 9/25/19 - I found another setting in Simple Trainer similar to cops ignore, but in the Spawn Bodyguard/Ped menu.
They respond and chase now!!
However, about half a minute or so into a chase (where I am close to the fleeing vehicle, the car will stop and they give up?
-
Babylon reacted to NDev in [WIP|REL] EMS ModHi everybody!
I'm sorry if I haven't showed up for a while, but due to personal business, I haven't scripted anymore my mod. What I want to tell you now is that:
I'll probably release one "last" update in order to fix some issues of the 0.8.4 version of EMS Mod. I have said "last" in the previous point since I'd like to create one bigger mod which includes EMS Mod and some other things that you'll probably enjoy very much😉. This will probably take lots of time, so, please, stay tuned! 😀 NDev.
-
Babylon reacted to Sam in LSPDFR 0.4 - Pursuits & InterventionYes. As for handling lines, I don't think it would be an issue.
-
Babylon reacted to Sam in LSPDFR 0.4 - Pursuits & InterventionThis 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.
-
Babylon reacted to PNWParksFan in [REL] Coastal Callouts Discussion ThreadIf you sign up for a subscription then you will be billed automatically each month until you cancel. You would have beta access as long as the subscription is active, and would be removed from the beta after you cancel.
It will be released in 2018, but I don't know when yet. Progress was slow this month because I was away from home a lot. Should be able to make a lot more progress in August 🙂
-
Babylon reacted to MrMistyMoist in [W.I.P] Five0 Callouts: )
Coming soon on blue ray....
-
Babylon reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)Lighting so far. Currently Non-ELS
Also due to a recent event involving some of my parts. I'm heavily thinking about whether or not to do a DEV release
-
I recently got back into LSPDFR after a year of absence. So after doing my usual copying of a clean GTA V directory. I installed LSPDFR, ScriptHook, and the latest version of RageHookV. It kept on crashing for some reason so I dug back into the LSPDFR Forums to try and find a solution. Managed to find one by user Jethro McCain.
[I know that this doesn't really go here, but the RageHook Forums seem to be nonexistent.]
First, go to wherever you have your modded GTA V installed and locate the GTA5 application.
You want to right-click, go down to the bottom of the menu and left-click on properties.
Click on Compatibility. Go down and check "Disable Fullscreen Optimizations". Finally click "Apply".
I have no idea why this worked for me but it did. I would like to thank Mr. Jethro McCain for finding this fix. I just wanted to put this as it's own post so that others can see it and hopefully enjoy LSPDFR again.
-
Babylon reacted to LMS in LSPDFR 0.4 - The TechnologyLet's just say the LSPD implemented a very strict "no more deaths" policy.
(or in other words, we found a very reliable way to prevent it from happening)
-
Babylon reacted to PNWParksFan in [REL] Coastal Callouts Discussion ThreadWell it has been a while since I posted a progress update, so let's do that! I was super busy with work in April and early May, so I did not make much progress. In the past couple weeks though I've had some time and have made a lot of progress with the new plane features. With the new cargo plane capabilities you can load any cargo in your plane (if it'll fit), including both props and vehicles. As long as there's room, you can load multiple cargo items at once. Cargo can later be unloaded after you reach your destination, and it never slides around or damages the vehicle. I am also developing a feature allowing you to air drop cargo. You can stage the cargo on the ramp of the plane, and then when you press a key it will be dropped. Cargo can be dropped with or without a parachute. I will be adding special cargo types with additional features that can integrate into the callouts, such as the ability to deploy life rafts and signal flares.
I have also been making a ton of fixes to various bugs and shortcomings of other code in the project. Most of it is internal stuff that will make the game more stable and perform better when using Coastal Callouts.
Items left to do before release include finishing these plane features, adding a simple mountain rescue callout, and developing the custom installer system. I am still on target to release the mod sometime in 2018. In the meantime, if you'd like to check out the beta, please see the link in my signature below.
Here are some screenshots from the plane feature development:
-
Babylon reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)Look what is in game.
-
Babylon reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)So I wanted to convert a Pierce Firetruck to GTA for some future projects. After not find one to convert, I though about making one myself, and by god is it looking good. here are some screens so far. BTW EVERYTHING has been scratch made by me in ZMod, Yes that's right Zmod. It will also have a working water cannon
I have no release date currently but I do plane to make an ELS and maybe a Non-ELS
-
Babylon reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)Dirt mapping and templates windows
]
-
Babylon reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)Templated
-
Babylon reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)Re-made the doors for the L0, They be 3d now.
All door (7, 3 on both sides and 1 on the rear) only add around 1,2800 polys. Not much