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Babylon

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  1. Like
    Babylon reacted to NDev in [WIP|REL] EMS Mod   
    Hi 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.
  2. Like
    Babylon reacted to Sam in LSPDFR 0.4 - Pursuits & Intervention   
    Yes.  As for handling lines, I don't think it would be an issue.
  3. Like
    Babylon 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.
  4. Like
    Babylon reacted to PNWParksFan in [WIP] Coastal Callouts   
    If 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 🙂
  5. Like
    Babylon reacted to Officer777 in [W.I.P] Five0 Callouts   
    : )
     
    Coming soon on blue ray....
     
  6. Like
    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 
  7. Like
    Babylon reacted to MrdenimLP in Try this if Rage is crashing in the opening loading screen.   
    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.
  8. Like
    Babylon reacted to LMS in LSPDFR 0.4 - The Technology   
    Let'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)
  9. Like
    Babylon reacted to PNWParksFan in [WIP] Coastal Callouts   
    Well 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: 
     

     

     

     

     
     
  10. Like
    Babylon reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)   
    Look what is in game.

  11. Like
    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 
     
  12. Like
    Babylon reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)   
    Dirt mapping and templates windows 
    ]

  13. Like
    Babylon reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)   
    Templated 
  14. Like
    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 
     
  15. Like
    Babylon reacted to riquebr in What settings do you use for using a controller w/ LSPDFR, ELS etc?   
    First I use Button Set 19 from the Free Me! mod
     
    then I've set the police radio on/ off to the "back button" on the X360 Controller.
     
    Now for ELS, I disable "controller keybind" and use a software called Controller Companion ( steam link here). It's pretty cheap, works why every single game and has a better interface than any other controller emulators.
     
    My setup is like this:

    For ELS:

    DPad Left: Emulates J Keyboard Key- Lightstage 1,2 and 3
    DPad Up - Emulates G  Keyboard Key Enable / Disable Siren
    DPad Right - Emulates H Keyboard Key Enable / Disable Headlights/ Takedowns ( button set 19 disables the headlight OEM keybind, so I emulate the keyboard to "re-enable" it)
    B- Emulates T Keyboard Key Manual Mode/ Siren 2 ( manual mode when siren enabled)
     
    Police Radio:
    Back Button- On/ OFf
    DPad Down- Menu Down ( unfortunately I disabled Menu Up because of ELS)
    X- Enter/ Accept
     
    For other mods like Search Warrant, Easy Loadout, etc  I use the keyboard binds as for shootouts/ running after suspects the keyboard and mouse configuration is more accurate.
  16. Like
    Babylon reacted to PNWParksFan in [WIP] Coastal Callouts   
    You can put peds in a stokes litter or rescue basket that is attached to the rescue hoist on a helicopter, but there are no other stretcher/gurney functions at this time. 
     
    Edit - @Kal74 I forgot to mention, patients will also be put on a gurney when you drop them off at the hospital from a helicopter, and the doctors wheel them into the hospital. 
  17. Like
    Babylon reacted to PNWParksFan in [WIP] Coastal Callouts   
    Time for another update on Coastal Callouts progress! 
    Training callout has been updated and improved to help new users. Vastly improved the handling of the 47' Motor Lifeboat. It's both more realistic and more fun to drive now! Planning to work on the Response Boat Medium handling more at some point too.  @SkylineGTRFreak did some great work recently with updating the aircraft models - the C-130 fleet has been updated with better LODs and model quality, 3 variants (C-130J, C-130H, and EC-130V), and I even created a USCG Aviation Centennial livery for the C-130H. The Jayhawk got updated to be multi-livery, got a new and improved spotlight, FLIR camera, better rescue basket model, and an Aviation Centennial livery as well. The Dolphin got a new spotlight and FLIR too, and some improvements to the UV mapping.  I finally figured out what was causing the reflection material glitch on the Defender boat, and Skyline remodeled a portion to fix that.  Skyline also modeled a new stokes litter basket, and I've set it up to work with the rescue hoist. It looks way better than the old one!  I've done a ton of bug fixes and performance improvements to the core script.  I'm almost done making a new Yacht on Fire callout.  Some important things left to do: 
    I still need to make a custom installer. That's going to be quite a bit of work, but will make the user experience much smoother for public release.  I still need to add and clarify information provided to the user during rescue callouts to make them less confusing.  I'd like to add at least three more callouts before release: something involving a downed plane, something involving pirates, and some sort of mountain rescue. I might also do one involving the new submarine added in the Doomsday DLC.  Over all, progress was a bit slow over the holidays as I was quite busy spending time with friends and family. Development has picked up more lately though and I'm looking forward to a release sometime later this year (although I don't know exactly when yet). In the meantime, enjoy a few screenshots: 
     

     

     

     

     

     
  18. Like
    Babylon reacted to ToastinYou in [WIP] Toasty Callouts   
    Going to be back in development, Soon?™
  19. Like
    Babylon got a reaction from Kal74 in Profile Pic   
    Hope ya not getting rid of the baby face - that's become iconic now.
  20. Like
    Babylon got a reaction from Cyan in Profile Pic   
    Hope ya not getting rid of the baby face - that's become iconic now.
  21. Like
    Babylon reacted to PNWParksFan in [WIP] Coastal Callouts   
    It's still under development. I think we can safely say at this point (looks at calendar) yeah it's not going to be released in 2017, but it'll certainly be released in 2018. Most of the core features are now complete, so now I'm working on touching up all the vehicle models, adding a few more callouts, and designing and configuring the installer for it. I'll share more news here when there's updates!
  22. Like
    Babylon reacted to Reddington in manual review   
    From what I've gathered, if they can't extract it might be because they don't have winRAR, 7Zip, or any extractor.  There have been times in the past where the site had a minor issue, but it was temporary.
     
    Just to add regarding the analysis, I check the downloads multiple times per day and just approved your file a little bit ago, and then again just now.  If your file ever goes longer than three days without approval, you're more than welcome to PM me, as I generally try to keep on top of that.
  23. Like
    Babylon reacted to PNWParksFan in [WIP] Coastal Callouts   
    It's been a little while since I posted an update here, so here's a quick summary of what's going on with Coastal Callouts development: 
     
    I finally implemented a custom Grab feature, which allows the player to grab any human ped (even dead, injured, and cop peds). This has allowed for quite a few new related features, including different grab animations when carrying a ped in the water or carrying a dead or injured ped, and auto-grabbing peds when you reel in the life ring.  Related to the grab feature is the new dual hoist capability, which lets the player grab a ped while using the hoist. This is really helpful for rescues in dangerous scenarios where you may not want to or be able to get off the hoist safely, such as cliff rescues.  Dead peds can now be placed in the rescue stretcher, meaning it's now possible to recover any peds you find who are deceased.  I've created a new callout called "capsized boater", which features various recreational boaters who have fallen out of their watercraft and are in distress. This includes kayaks, canoes, jet skis, and even surfers on surf boards! Over 200 different spawn points for the new callout, taking advantage of some really cool parts of the map which don't get seen much. Did you know there's a giant underwater cave on the east coast of the map?  Work continues on several vehicles, including some enhancements to the existing boats and aircraft, and development of a new 87' Marine Protector Class Patrol Boat and a miniaturized dinghy to go along with it.  So I know a lot of folks are of course interested to know what my plans are in terms of an eventual release date. Believe me, as soon as I know when it'll be ready to release, I'll tell you guys! Getting the grab update finished was a huge step towards that goal. The next major tasks to complete before I feel comfortable with a public release are as follows:
    Update the training callout to guide the user through the important new features which I've added since I created the training callout.  Improve the help messages and guidance to the user in the other callouts. Make key callout information easier to understand.  Create a custom installer. As anyone in the beta program can tell you, installing Coastal Callouts is very complicated - it involves setting up a custom DLC, modifying other game files, installing quite a few plugin and config files, etc. To minimize support requests and maximize user satisfaction, I will be making a custom installer to guide the user through the process. I am also working with various modders who are creating non-US Coastal packs, and will need to figure out some way to facilitate installing those customized packs.  Add a couple more callouts and some detail to the existing ones. There's actually quite a few callouts now in the pack, but there's a couple more I'd like to add before release. Of course, after the initial public release, I'll continue to develop new features and add more callouts over time.  Thanks to everybody for following this project, and extra thanks to everyone who has donated to support the development. As always, I'm still hard at work and look forward to sharing the mod with everyone when it's ready!
     

     

     

     

     

  24. Like
    Babylon reacted to The Loot in [REL] Realism Dispatch Enhanced 3.1.1   
    The script only replaces vehicles if they've been spawned by the game, sometimes that doesn't happen. In the future, ymap edits will completely replace that script.
  25. Like
    Babylon reacted to Lundy in help plz   
    No sir. They're located at; update/update.rpf/x64/data. You'll need to export it with OpenIV as 'META/XML'
     
    Just make sure when you edit the lines, you drag the file back into the scene and let OpenIV do the compression process. The file will come out named 'carvariations.ymt.xml'. Don't change it, that's what you drag it back in as.
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