Reputation Activity
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AllenKennedy got a reaction from GTA 5 Jedi Master in Zmodeler3/GTAV Vehicle Light IDsAlright so I hate bumping old threads, but I have a bit information to contribute, mainly with regards to environmental lighting and coronas.
All 4 extra lights can work, but in order to have all four enabled at once, with environmental lighting, you need to have 4 extra light nodes. If you have only 3, then the third will be the only one to have environmental lighting, if you have two, then only those two will be enabled, I don't know about just 1.
If you have extra light 3 & 4 but no extra light 1 or 2 then no lights will show. Normally when there are no extra light nodes the car's headlights will act as the nodes for these both, but having extra light 3 without extra light 1 and 2 will do nothing except disable those lights.
Important note: ANY extra lights on your vehicle WILL disable the headlights acting as foglights, so if you plan on having extra lights for takedowns, spotlights, etc. and you value your vehicle's ability to use foglights, make extralight 1 and 2 your foglights, and then add BOTH extralight 3 and 4 as whatever else you'd like. if you only want one, just have two in the same place I guess.
An example here, where I'm able to get a working spotlight that actually shines light properly, while retaining headlights, is extralights 1 and 2 are basically copies of the emissive headlights l and r, respectively, whilst extralights 3 and 4 are both in the spotlight.
I hope I've explained this well enough to anyone who comes across this, confused. If you're still having issues, try importing the submersible like solo suggested, if not, hmu on discord, @Allen#2525
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AllenKennedy got a reaction from KLE0 in Zmodeler3/GTAV Vehicle Light IDsAlright so I hate bumping old threads, but I have a bit information to contribute, mainly with regards to environmental lighting and coronas.
All 4 extra lights can work, but in order to have all four enabled at once, with environmental lighting, you need to have 4 extra light nodes. If you have only 3, then the third will be the only one to have environmental lighting, if you have two, then only those two will be enabled, I don't know about just 1.
If you have extra light 3 & 4 but no extra light 1 or 2 then no lights will show. Normally when there are no extra light nodes the car's headlights will act as the nodes for these both, but having extra light 3 without extra light 1 and 2 will do nothing except disable those lights.
Important note: ANY extra lights on your vehicle WILL disable the headlights acting as foglights, so if you plan on having extra lights for takedowns, spotlights, etc. and you value your vehicle's ability to use foglights, make extralight 1 and 2 your foglights, and then add BOTH extralight 3 and 4 as whatever else you'd like. if you only want one, just have two in the same place I guess.
An example here, where I'm able to get a working spotlight that actually shines light properly, while retaining headlights, is extralights 1 and 2 are basically copies of the emissive headlights l and r, respectively, whilst extralights 3 and 4 are both in the spotlight.
I hope I've explained this well enough to anyone who comes across this, confused. If you're still having issues, try importing the submersible like solo suggested, if not, hmu on discord, @Allen#2525
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AllenKennedy got a reaction from Cyan in Lenny's Mod Loader - Coming SoonLENNNAYYYYYYYY!!!
All jokes aside though, this sounds like exactly what GTA V needs to make modding accessible for everyone. Nexus mod manager style is gonna be a nice upgrade from what we work with currently.
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AllenKennedy got a reaction from Reddington in Lenny's Mod Loader - Coming SoonLENNNAYYYYYYYY!!!
All jokes aside though, this sounds like exactly what GTA V needs to make modding accessible for everyone. Nexus mod manager style is gonna be a nice upgrade from what we work with currently.
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AllenKennedy reacted to Dark Light in LSPDFR 0.4.2 - Now Available!FEAR ME
I'm using Albo's mods and they seem to work properly, aside from a complaint about being outdated. Traffic violators from Traffic Policing still show up as blips.
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Will LSPDFR sync related features be added to the API at some point in the future? It would be cool for callouts/plugins to be able to add their own stats and activities to the activity feed. E.g. "Bob Vance just freed 5 hostages at the Pacific Standard Bank", "EMS just saved 2 people on Vespucci Boulevard... sadly, 3 people did not make it", etc.
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Hopefully not as classist and Elite as DOJRP. the LSPDFR/LCPDFR has always been way more welcoming to new members. Super excited to see what's next.
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AllenKennedy reacted to The Loot in [REL] Realism Dispatch Enhanced 3.1.1From @dilapidated on Discord:
[Sirens Blare In The Distance]
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AllenKennedy reacted toDeactivated Memberin LSPDFR 0.4 - Coming February, 2019Okay, this is Epic!
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AllenKennedy reacted to Sam in LSPDFR 0.4 - Coming February, 2019So, it's been a while since we've provided an update on LSPDFR 0.4. As you might've guessed from the title, though, there's a good reason for this... It has taken us a lot of work to get to this point, and in the last couple of months alone we've made hundreds and hundreds of changes. Anyway, here we are - who knows how many months late - but we're here. No riddles, no treasure hunts, no @MSA (at least I'm pretty sure they're not here), but straight to the point! We can now confirm that we'll be releasing LSPDFR 0.4 in February, 2019.
Anyway... with the scary part out of the way, I wanted to take the opportunity to explain ourselves a little. No, @LMS wasn't renditioned to an IAA black site, no I didn't fall victim to the Orbital Cannon, and no... the ghost of @ineseri didn't drive a train into us. Perfectly plausible scenarios given our silence about 0.4 as of late, but we're actually still alive. Instead, we've been pretty busy rushing to the finish line as far as 0.4 is concerned, and to complement the big news above, we thought we'd throw in a couple of sweeteners below to show just how much 0.4 is going to change things.
We've talked a lot about our Character system in LSPDFR 0.4. It's one of the biggest changes to the mod, but we also think it represents an entirely new direction in general. I say this because, not only does it allow us to have a bunch of really cool stuff natively integrated into the mod, like customizing a character, but it also lets us have a bunch of other really cool stuff natively integrated into the mod! Having your own character dials up the immersion quite substantially, but we wanted to take things to another level. We thought, for example, wouldn't it be cool if instead of spawning as Franklin in Franklin's house, you could instead, say, I don't know? Actually spawn as your own character, in their house. Or maybe, instead of switching to Trevor and your camera panning down to him being pursued by the LSPD, you could switch to one of your other characters, and "Google Earth" down to them being the LSPD.
LSPDFR 0.4 introduces a fully functional GTA Online Apartment to single-player, complete with transition sequences, working interactions and more Steve Haines than you can handle.
It's not just that, though, we really wanted to dial it up. Having your own character, them having an apartment, switching, customizing, it's all cool, right? But you might be thinking, what's the point? These are "multiplayer features". And sure, LSPDFR is and most likely always will be a single-player mod, but that doesn't mean we can't think outside of the box every once in a while.
Recently, @Cyan, in addition to all of her work on the website, has also been developing an all new framework called LSPDFR Sync. LSPDFR Sync lets you connect up to your LSPDFR.com account in-game, and you can then synchronize your LSPDFR characters with your LSPDFR.com profile. To top it off, we've brought back statistics too. Ever wanted to know how many shots your character has fired? It's as simple as taking a look at your character's profile on the site - which, we should add, you can actually edit.
LSPDFR Sync provides all-new, seamless connectivity with your LSPDFR.com profile.
And frankly, it doesn't even end there. When I said before that we wanted to dial the immersion up to the max, I guess I lied. What I actually meant to say was that we'd just ripped the dial clean off the controls, strapped it to a rocket, and sent the damn thing up to the moon. Not only can you now create a character, customize them, share them, spawn as them... You can actually do things as them too! Like, actual game things. Ever wanted to run the triathalon as your LSPDFR Character? Now you can. Or, how about practicing with your sidearm down at the range? Yep, got that too. Simply want a can of sprunk from a vending machine? No problem.
With the introduction of a new innovative system by @LMS, it's now possible to do many of the single-player minigames while playing as your LSPDFR Character.
Of course, with the Character system, and all of the features that come with it, being such a huge part of LSPDFR 0.4 it'd be easy to forget that this is a police mod. Indeed, I think we almost did given the grotesquely gargantuan amount of work that has gone into it. Fear not, though, as we have also been working on some incredible new gameplay features too, including massive improvements to interaction with suspects and people that you arrest.
LSPDFR 0.4 introduces, in a game-changing way, the ability to take hold of and drag arrested suspects. Yes, we know that there's some great API mods which have held the fort, and we're grateful for that, but this is something we wanted to get absolutely right, and indeed, we think the result is simply stunning. The possibilities are pretty far-reaching too and encompass just about everything from shoving suspects up against cruisers, to personally escorting them into their cells.
No, these aren't cutscenes. No, they're not edited screenshots. With 0.4, this is real.
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AllenKennedy got a reaction from Lee10 in [REL] Realism Dispatch Enhanced 3.1.1Well, no, it's not, it's in development, considering there are many bugs that still need to be ironed out.
I also don't see why you feel the need to berate Dila and the rest of the RDE team with this uninformed, pointless and incredibly short sighted comment.
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AllenKennedy reacted to Khlowd in LSPDFR 0.4 - Epic CustomizationWe aren't owed anything. We never paid for LSPDFR. Don't you think the developers of LSPDFR deserve our respect and patience for them working in the free time their IRL jobs allow?
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AllenKennedy reacted to Sam in LSPDFR 0.4 - Epic CustomizationThis is the second 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
With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map.
Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now. Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies. As such, we wanted to find a way to bring these in to LSPDFR.
So, forget just rolling the ball. With 0.4, we're hoping to hit it clean out of the park...
LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas.
Custom Agencies
One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game. LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking. Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with?
LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too.
The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add.
Patrol Areas
Of course, what good are a bunch of custom agencies if you don't actually see them? 0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas. With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage.
Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup. Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too. You'll now see your agencies actually patrolling in their designated areas.
Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat. And not just any cops... your cops!
Police Stations
In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR. Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too.
Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it.
This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency. Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired).
The Davis Sheriff's Station, all grown up... It looks a lot better now with the right people outside!
Outfits & Inventories
For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too!
If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props.
And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters. With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves.
It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition.
Putting it all together
We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire.
To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others.
There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4.
Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above.
We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon!
Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis.
No smart captions here - we just thought this looked cool ;]
Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.
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AllenKennedy reacted toDeactivated Memberin LSPDFR 0.4 - Epic Customizationtouché salesman.
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AllenKennedy reacted to Sam in LSPDFR 0.4 - Epic CustomizationPsssst.. Don't tell anyone, but I think we fixed that.
Don't tell anyone though!
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AllenKennedy reacted toDeactivated Memberin LSPDFR 0.4 - Epic CustomizationThings LSPDFR players never say:
-Worst Update Ever
-I love these AI cops
-LSPDFR frickin and heckin sucks (excuse my language)
-@Lundy's retro cars go perfect with this 2011 CVPI
-Kifflom
-I hate CHP cars
-ELS is horrible
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On a serious note though, I can't wait. It looks amazing!
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AllenKennedy reacted to PNWParksFan in LSPDFR 0.4 - Epic CustomizationI hope you'll be reaching out to developers before the public release so we can give feedback/requests on the API and update our mods to be compatible. With the level of complexity of some LSPDFR plugins, and the amount of changes here, it could take a lot of work to update some mods. For 0.3 we never got consulted on the API, and as such many mods are chock-full of fragile workarounds that often cause performance issues and delay plugin development. A more robust API and the chance for us to weigh in on it before release would be a very nice gesture to the development community which has kept LSPDFR alive during its long silence.
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AllenKennedy reacted to Officer T. in LSPDFR 0.4 - Epic CustomizationOh man, this is like christmas! :D
The only thing that is still missing are lspdfr trailers with songs from the Killers.
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AllenKennedy got a reaction from SeaHawk14 in [REL] Realism Dispatch Enhanced 3.1.1Blame yard, I don't know how or why, but that's usually the correct course of action.
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AllenKennedy got a reaction from Narobic in LSPDFR 0.4 - Announcement + First PreviewSounds pretty good, one thing I'd love to see would be a competent partner customization and AI system with the possibility of issuing commands to your partner, or; the icing on the cake, maybe even being able to swap between yourself or your partner using a similar system to the regular GTA V character selection. That would just make me, so happy.
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AllenKennedy reacted to Slushy in LSPDFR 0.4 - Announcement + First PreviewThat is the good point of LSPDFR, you can play it realistic, or play it more fun.
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AllenKennedy reacted to Sam in LSPDFR 0.4 - Announcement + First PreviewEUP is a fantastic mod, but it's not ideal when you need to use it or Skin Control or something like that to play as a custom character in LSPDFR. We're bringing this all under one roof with LSPDFR - letting people play the mod with our new Character features. And no, the only place you've had a character editor like ours "for years" is GTA Online.
This first preview is exactly that, a first preview. You could go look back at the one we did for LSPDFR 0.3 with two screenshots: https://www.lcpdfr.com/forums/topic/55130-lspdfr-03-announcement-first-preview/
"All they did was add a new police car LOL"
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AllenKennedy got a reaction from 11john11 in LSPDFR 0.4 - Announcement + First PreviewSounds pretty good, one thing I'd love to see would be a competent partner customization and AI system with the possibility of issuing commands to your partner, or; the icing on the cake, maybe even being able to swap between yourself or your partner using a similar system to the regular GTA V character selection. That would just make me, so happy.
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AllenKennedy 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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AllenKennedy got a reaction from Richard Noggin in [REL] Realism Dispatch Enhanced 3.1.1Blame yard, I don't know how or why, but that's usually the correct course of action.