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  1. Like
    SxyDante 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.
  2. Like
    SxyDante 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.
  3. Like
    SxyDante 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.
    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.
  4. Like
    SxyDante reacted to Sam in LSPDFR 0.4 - Announcement + First Preview   
    As I said before we are looking forward to sharing more about 0.4 really soon.  It's a little bit hard at the moment as I'm in Canada just now, but rest assured that there's more on the way.
  5. Like
    SxyDante reacted to Prophet in Check out ELS for V!   
    Come in! Enjoy the discussion, as well as updates pertaining to the ELS-V modification by @Lt.Caine.
    Developers: @Lt.Caine and @LMS
    Official Testers:
    @Bxbugs123, @Prophet, @GravelRoadCop, @Albo1125 and @PoliceWag.
    Video Previews on ELS:
  6. Like
    SxyDante reacted to ineseri in LCPDFR Is Trash   
    I'm sorry - What? First off, LCPDFR or LSPDFR does not contain any viruses. Secondly, you installed the mod. Not us. Not anyone else. You did. 
    You haven't explained how your computer is messed up, but making it seem like it is our fault isn't cool at all. We'll gladly help you with any installation issues, or support, but this kind of slander is just low. I expect you to understand that. 
    This was posted in the wrong section by the way, I have moved it to the LCPDFR section, as you posted it in the LSPDFR section. 
  7. Like
    SxyDante reacted to Sam in LCPDFR Is Trash   
    Sorry dude, literally tens of thousands of people have installed LCPDFR without any problems.  If something's gone wrong with your PC, that sucks, but LCPDFR is not to blame.
  8. Like
    SxyDante reacted to Cyan in LCPDFR Is Trash   
    To quote the terms you agreed when you downloaded the software:

    In short, we don't owe you anything. However, we'll probably be willing to help if you clarify what your issue is. Simply saying "OMG LCPDFR IS TRASH GIB ME VIRUS" isn't going to help us, isn't going to help you and will really not get us anywhere.
  9. Like
    SxyDante reacted to Sam in LSPD First Response 0.2 Beta   
    You might even pull me over, although that will end badly for you.
  10. Like
    SxyDante reacted to FinKone in LSPDFR 0.2 Delay Update - 13 July   
    If it doesn't release it guys - don't sweat it, something just as kool is happening!  Pluto is due for a photo shoot! :D
  11. Like
    SxyDante reacted to Sam in LSPDFR 0.2 Delay Update - 13 July   
    I hate you now.
  12. Like
    SxyDante reacted to JoramD in LSPDFR 0.2 Delay Update - 13 July   
    Dude do you even have respect? It takes ages to script things like this it's even harder when companies like rockstar are interrupting
  13. Like
    SxyDante reacted to Sam in LSPDFR 0.2 Update - 12 July   
    Just as a quick update, we're doing our best to continue to fix things up.  The main cause of the performance issues was resolved earlier today, although there's still one problem which is resulting in script crashes.
    There's a good side to this delay as well though - we've been able to polish things up somewhat and even add in some little details that weren't going to make the original release.
  14. Like
    SxyDante reacted to LittleEagle in LSPDFR 0.2 - Stun Guns & More   
    They should add random street races...
  15. Like
    SxyDante reacted to Sam in LSPDFR 0.2 - Stun Guns & More   
    There were some tentative plans to try to release before the update, but it seemed impractical upon reflection, and we didn't want to have a situation where we release one day, and the next day the game is updated and suddenly nobody can play it anymore.  I'm certain that this next patch will once again break modding, and it remains to be seen the extent to which it will.  I'm hoping that the disappointment of having to wait a few more days will be better than the disappointment of getting it, then having it rudely taken away a a day later!  Besides, we get more time to add cool stuff :)
  16. Like
    SxyDante reacted to Sam in LSPDFR 0.2 - The Police Computer   
    This is the second part of our LSPDFR 0.2 preview series.  For more information about the background behind 0.2, check out the first installment in this series here: http://www.lcpdfr.com/forums/topic/51800-lspdfr-02-announcement-first-preview
    I think by far the most hotly requested feature for the next version of LSPDFR was the resurrection of the police computer.  A vital tool for those of you that like to add some detail to your patrols - the police computer makes it return with a vengeance in 0.2.
    The new Police Computer is capable of searching both license plates and subject names, and will actually perform a real search on every vehicle or person currently in the game.  If a match is found, it will then be returned to you via a notification after a slight delay.  In essence, this is a very real implementation of the system, and we hope that it will be more immersive than our offering in LCPDFR, which felt fake at times.

    The brand new Police Computer featuring both license plate and subject record searches.
    Of course, to achieve this sense of immersion, improving the Police Computer itself wasn't enough - we also took some time to boost the quality of the data that it relied on.  In early versions of LCPDFR, there were around 15 or so 'funny' names in the entire data pool.  In later versions, there were literally thousands of names, all able to be dynamically generated, which was far more realistic, but also gave some really weird results at times.  You might go as far as saying that it could feel as though everyone in Liberty City was named by a member of the British royal family or some crazy celebrity parent.  At first, we used this same system in the early implementation of the LSPDFR Police Computer, but it simply wasn't good enough and really let down the system as a whole considering the new functionality that was there.
    For those of you unaware, we were deeply involved in San Andreas Multiplayer (SA-MP - a multiplayer mod for GTA: SA) in 2012.  As part of this, we ran a server titled Fort Carson Roleplay (FCRP), which was essentially a simulation of a small American town, where players could register on the server, make fictional characters and then spawn in the world to do any number of things like run a business, join a gang, be a cop, etc.  FCRP quickly became one of the top 175 servers in SA-MP and had something like 12,000 registered accounts.  Of course, long after its closure at the end of 2012, the masses of character data from FCRP were simply sitting on an old hard drive, collecting dust.  Just a few weeks ago, I moved the data back over and thought that it would be nice to actually do something with it, and the development of the new Police Computer for LSPDFR seemed like the perfect opportunity.  Indeed, LSPDFR now uses persona data from just under 3,000 FCRP player characters.  We took it a little further than merely importing the names as well, with some other attributes from the server being recognised (making for some interesting easter eggs).  The key advantage of this system, though, is that we have close to 3,000 names which were actually made up by close to 3,000 real people.  Hopefully this makes things feel more natural, and will give some persistence as well if you see certain people more than once.

    We will post the third, and probably final, installment of this update series tomorrow.
  17. Like
    SxyDante reacted to Dropdead in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?   
    Spike strips More offenses Store robberies in progress Heist in progress (is that possible ?) Gangs going at it in the streets of Los Santos Hostage crysis ? The Army & Military hardware ? Merry Weather ? (Could probably be a whole different mod with the last two) Free Repairs somewhere... Or unlock police cars around the block for my use. LS Repair shops are closed... can't use those. I have to break into police cars like a thief to get a new one. Make the garages at one of the bigger police stations repair cars and/or give the option to change/replace the current car for a different model. Why can't we fly choppers ? (See above Military Hardware/Merry Weather) I think that's it for me.
    I've had fun so far but the lack of things to do is getting old rather quickly.
    Can't blame it on the dev, that's a beta in the early stage and thus far it's just about what I expected!
    I'm looking forward to see new stuff making its way in, in the coming weeks/months!

    Thanks for the fun!
    I'll keep on coming back for updates for sure! :D
  18. Like
    SxyDante reacted to tanu1215 in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?   
    LSPDFR Seems awesome so far! A few bugs / suggestions I have found:
    While on traffic stop, AI peds always steal my patrol car. Pursuits are way too fast! AI Police commandeer vehicles way too much, and ALL of them usually do. Also, when they do, they drive EXTREMELY erratic! I can only make arrests with the default white police ped. All the police stations in Blaine County are bugged / glitch - I cant enter them, I only fall thru the floor. We need police computers / ALPR. Ambulance / Fire assistance menu. Instead of it saying 'Cancel' on the interaction menus, let it say 'Close' instead - it feels weird actually calling for backup and then saying cancel. The arrest animations need some work - they look good so far! Backup pursuit helicopter flies too low - usually crashes into buildings. Need K-9 backup. When going on duty, your police car spawns in weird locations in some police stations - Most stations have a drive-in or a parking lot, let it spawn there. When pulling AI over, they usually always pull over on the wrong side of the road, it needs a more fluid pull over! When going on duty, we should spawn with Pistol, Baton, Shotgun, Carbine Rifle, and Taser. More callouts. When customizing your officer, take away the 'random' for the props, and let us choose exactly what we want instead of having to luckily find it. Callouts spawn too close to you. After I and AI officers arrest a perp from a pursuit, another unit shows up and starts shooting at the perp. If an AI vehicle hits you or another AI officer, all the AI officers engage the AI vehicle. I will try my best to find more bugs / suggestions! Also, I do know that this is only in beta form, so I understand the bugs / glitches!
  19. Like
    SxyDante reacted to MagnumForce in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?   
    My suggestions so far after playing for a while:
    A marker for your patrol car on the map would be great Maybe add a prompt/option somewhere for clarity on how things work, I was a bit confused when I started the mod for the first time. Ability to clean blood/scars off player Ability to quickly close the backup menu with the B button on XBOX controller, and with the Esc key Possibly some way to stop peds from freaking out and turning a scene into a major accident (I know the peds in this game are absolutely stupid so this might be harder than making the cops less lethal ) Ability to swap out patrol cars at a police station without having to use the RAGE Plugin menu Disable pull-over notifications for traffic vehicles while in a pursuit Auto-backup similar to LCPD:FR's system while in pursuits Add LSFD and Paramedics to another backup menu (possibly on a different page from the code 2/3 we have now) and maybe add the radio use animation to that on foot Start player with a stun gun (not sure if this can be tweaked to not kill peds after they're hit) and of course mashing out the bugs (obviously this is the plan lol)
    Criminal peds spawning outside of vehicles in pursuits Not able to arrest some criminal peds sometimes Dead criminals still showing as hostile on the map Overall I was having fun playing earlier and I'm impressed at how stable LSPD:FR is already!
  20. Like
    SxyDante reacted to ThePersian in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?   
    It's running great so far, though for some reason my game lags a bit whenever I shoot now (may just be the game itself). Most of the improvements are probably already planned by the wonderful dev team. Great job as always
    Some improvements I'd like to see:
    Your police car not despawning when going to far away from it AI police cars not despawning until a few minutes after a chase so that the officers have a chance to return to their vehicles and drive away (currently they just stand about if their car despawned) Pursuits slowing down a bit - they've all driven so fast (just like others have said) Being able to initiate traffic stops on spooked drivers. Currently, spooked drivers - those that drive really fast once they hear shots - cannot be pulled over at all Ability to change color of vehicles that normally spawn with different colors, like the undercover stanier Police dog, if possible, by using similar dog control mechanics as Chop's Taser Ability to modify weapons, like adding a flashlight to rifles and pistols Unlocking the jail area in the downtown police station If you ever plan on having boat chases, it'd be cool if we could choose the coast guard outfit to wear
  21. Like
    SxyDante reacted to Westcoaster in Future LSPDFR suggestions   
    I have not played the beta of LSPDFR yet, but in the future, I would like to see new concepts that have never been done before in LCPDFR.
    Suggestions for future major LSPDFR updates:
    A list of Most Wanted criminals in which the player has to pick a suspect in that list and go to the last known location, similar to Grand Theft Auto IV's "Vigilante" side quests. An actual K9 unit that is programmed into the game without the use of mods. Callouts and events that are related to Border Patrol, San Andreas is based off of California after all. More emphasis on NOOSE (Large shootouts, hostage situations, raids on contraband, apprehending a suspect with a warrant, etc.) The option to raid certain buildings to arrest suspects or gather evidence. Have gang-related callouts. Undercover missions. Sniper roles for FIB, NOOSE, and IAA. The purpose of the sniper is to observe how dangerous a situation is going to turn out. Expansion of frisking and vehicle searching. (For frisking: Stolen property, drugs, and weapons) (For vehicles: Drugs, weapons, and stolen property,) Callouts related to some type of theft (Burglary, shoplifting, robbery, and pickpocketing) Random events while on patrol ALPR system A feature that checks the speed of vehicles while on patrol Drug-related callouts (Smuggling, drug deals, etc.) More things to do while driving a police boat (Save a drowning citizen, pursue illegal immigrants, catch drug smugglers, pull over other boats, etc.) Protest and riot related events and callouts. Riot control police option Breathalyzer option (Both during a traffic stop and on foot) An option during traffic stops to ask for ID, registration, and proof of insurance. Random acts of police brutality When checking for ID, have  "Invalid" and "No license" results as well as "Expired" and "Revoked" Escort missions Prank call results More functions in checkpoints. In short, realistic DUI checkpoints with searches and breathalyzers.
  22. Like
    SxyDante reacted to Kate Lovington in LSPD First Response 0.1 Beta   
    I don't crash but here is some ideas...
     1: As a correctional officer the gates of the prison do not open for me and this would be cool.
     2: A Police Database just like LCPDFR 1.0 with ID checks, the option to radio in ID checks and ect.
     3: A more advanced callout system with different types of callouts per choice of on-duty officer type.
     4: A choice for law enforcement partners when going on duty and even during on duty with menu.
     5: A more advanced backup system containing a "Unit_Call" where your on-duty character says "Dispatch from unit # I need backup at my location." which # can be edited in a file.
     6: Police Officer Callouts = Person fleeing crime scene, Person with a gun fleeing a crime scene, A pursuit in the LSPD Jurisdiction, Person holding a suspicious person, Officer needs backup, Officer needs an escort and Officer is in need of a Traffic Unit.
     7: Sheriff Deputy Callouts = Traffic Cameras report speeders on the highway, Traffic Cameras Spotted a stolen vehicle speeding out of PD jurisdiction, Police requesting Sheriff Backup at their location for traffic on the scene of a drug raid, Transport to the prison is needed, Sheriffs needed to transport suspect to station, Sheriffs needed to investigate a civilian body in the water.
     8: Corrections Officer = Corrections Officer needed inside the prison for a raged prisoner, Corrections Officer needed to transport prisoner(s) to court hearing in Prison Bus, Corrections Officer needed to help lock-down the prison, Correctional Officer needed to escort the warden outside the prison to greet new recruits in front of inmates.
     9: Federal Agents = Federal Agent is needed to investigate the murder of a court official, Federal Agent is needed to investigate a bank robbery (if robbers get away), Federal Agent is needed to help secure the prison and search for an escaped convict, Federal Agent is needed to advise Federal Serial Killer Prisoner Transport, Federal Agent is needed for a incident with a break-in of a Law Enforcement Official's House, Federal Agent is needed to help locate an escaped prisoner that left and hasn't been found, Federal Agent is needed to provide Prisoner Air Transit and finally Federal Agent is needed for the murder of another agent at local residence.
    10 : S.W.A.T Callouts = Bank Robbery in Progress, Multiple Officers down, Officer taking fire from gang activity, Federal Agents requesting backup, S.W.A.T is needed for missiles being thrown, S.W.A.T is needed for a drug deal in progress, S.W.A.T is requested for a Hostage Situation in progress and S.W.A.T is needed for a crime boss sting.
    Arrests can be in a interaction menu and the line of which you choose for your officer to read miranda rights to civilian. Also a better pullover system that asks you (y=yes)(n=no) if you require a backup at your location to assist with your traffic stop. Also with the pullover system the officer will say "hi, do you know why I pulled you over?" afterwords the civilian driver may say "no" or "yes" and if they say no you get these options:
    Option 1: You were speeding
    Option 2: Your car looks like it has been through a grinder
    Option 3: You were driving reckless
    Option 4: The vehicle you are in has been reported stolen
    Option 5: You were using your cellphone while going 45 in a 75
    Option 6: You threw something out of your window and my K9 Barked at it.
    Option 7: You have a warrant/multiple warrants and are under arrest
    Option 8: There seems to be a problem with your car's lights
    Option 9: I see bullet holes in your car and a shattered window shield
    Option 10: Your tags expired
    From here you can have the suspect/civilian pay a ticket, get out of the car and get a taxi while a tow company tows their car, arrest them or give them an assigned court date or else they become a fugitive.
  23. Like
    SxyDante reacted to Antreas in LSPDFR Feature Preview   
    I think the next colors of the countdown should be : Red then Orange then Yellow and then the last hour Green :) it will make it look more exciting !
  24. Like
    SxyDante got a reaction from Mr.JonnhyCZG in LSPDFR Feature Preview   
    Well anyways, I'm really excited to see what's in the LSPDFR mod when launched! 
  25. Like
    SxyDante got a reaction from trooper37 in LSPDFR Feature Preview   
    ​Damn that sucks, oh well at least this mod looks amazing. I can't wait the hype is so real!