Everything posted by unr3al
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Graphics Card
GTA IV is a terribly coded game. My computer can run circles around yours and I still get lag without everything being at the max. There are a lot of factors that will determine your performance. Not just your graphics card but also your ram and how large your screen is. The higher the resolution you run, the more difficult it is to render things. Your processor caps your GPU performance, just like your graphics card caps your CPU performance. You have to strike a balance. Also, most video cards underneath $200 suck because they're outdated. Your processor is also business class, not multimedia class, so don't expect great performance even if you dump a bunch of money on your graphics card. As for effectively upgrading the processor, fat chance. That's an HP, guys. A retail computer. They don't give much, if any elbow room to do any upgrading. I'd say perhaps medium details if you sink a good bit of money into a graphics card. Try something like this: http://www.newegg.com/Product/Product.aspx?Item=N82E16814150523&cm_re=radeon_6950-_-14-150-523-_-Product
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Ford new police car
1.) This car is already available for download as a car mod for both marked and undercover units. I use it in my own videos as a replacement for the fake Impala used in GTA IV. It is essentially a heavily modified Taurus SHO. 2.) It is replacing the Crown Victoria for a number of reasons, but the chief reasons are performance and fuel economy. There are many things about the new Interceptor sedan and SUV that make them better however. I believe there is a Ford sponsored video somewhere on YouTube that shows off the new features. 3.) Depending on what city you live in, your department may decide to go with all Dodge Charger SRT's and Chevy SUV's instead of the new Ford Interceptor sedans and SUV's. I was told this by my local departments FTO. 4.) To whoever said you already saw one of these on the street; No you didn't They aren't rolling out until 2012." 5.) Lastly, just because these are being introduced, doesn't mean that Crown Victoria's are going to drop off of the face of the planet. Taurus's will mingle with them, and the CV's will disappear slowly but steadily. Remember the Chevy Caprice police cars? They struck around long after they were discontinued. Some of the less wealthy counties in the US still use them and other late 90's CV's today. That's why my personal install of GTA IV has both CV's and Interceptors in it. So I can choose whichever one I want. Here's the official website with videos and specs: http://www.ford.com/fordpoliceinterceptor/
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police Disappear Question?
The only time this happens for me is when I complete an arrest at the end of a pursuit and there are AI cops standing out side their parked cars, the AI cops will disappear but their cars will be left over. Ghost cops! lol
- LCPDFR car mods
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Need GTA IV Link?
There's probably a PDF manual you can look at if you get a digital copy, or the box copy has a normal instruction manual and a giant poster sized map to go with it. Beyond that, LCPD has on-screen directions. They're tough to get at first, but you'll figure it out with persistence. And if you use computers or the Internet at all, you should know Amazon, Best Buy, Gamestop, STEAM, etc all sell video games.
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Backup squad cars
I dunno if that's such a good idea. That would mean you're the only cop on patrol in all of liberty city.
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[MOD | Beta] UnarmedCopsIV v0.3
I'd probably try to adjust that if the scripts give you the tools to do so. I'd expect AI cops to be at least reasonably fast on drawing their weapons. They suck at shooting now, so that's not a problem, it's just annoying that they fire on people. But I can't even think of them taking 5 seconds to draw or put away their weapons. Seriously, count to 5 Mississippi. See how long that is. If you can, I'd make the toggle time near instant. 1-2 seconds at the longest. Maybe write it the way ELS fix works. Perhaps if you're able to repeat the ELS fix coding, maybe you can even get ELS fix to work 100% of the time. :P I have to struggle with AI cops to put their lights on. They turn them off as soon as I hit the button unless they're specifically a called backup unit.
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LCPD COPS - April 2011
Thanks. You can find all the cars I have at GTAPoliceMods.com. The name of it is "GTA4 Unmarked FCVs Pack". There are several colors, I have only tried white and black.
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Backup squad cars
Actually if I'm in a chase, and I simply pass by a cop car, they will not flip on their lights at all. Even if I use the ELS fix script, I cant force them to turn on. The lights of a patrol car only come on for backup units that I call in manually, or when cops come out of the car to aim their weapons, I can turn on ELS because they can no longer "fight for control" of the light bar switch. lol I'd like someone to adjust that mod so it over-rules the police AI completely. :)
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PPM Vs. LCPDFR
Really what I'd like to see is when you pass a normal cop car when you happen to be in a chase, they join in automatically as if it were a backup unit. That would make my videos a lot more fun, trust me.
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Funny and Strange Behavior
There are two buttons you need to use. One is to make them engage enemies, the other is to follow you. That will solve most of the problems except for the heads popping out of the car model. I have seen them engage other cops as enemies though. That is an AI problem that needs a fix if possible.
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[MOD | Beta] UnarmedCopsIV v0.3
Any way to get them to draw their weapon any faster? What worries me is that they'll stop jogging up to an enemy NPC to arrest him. Sometimes I rely on NPC arrests instead of my own so they'll stop shooting the enemy. Or that they might get slaughtered instantly in a fire fight.
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LCPD COPS - May 2011 (w/ Comedy Intro) Updated Frequently
Thanks for the comment. I'll churn a few more out in a while.
- [MOD | Beta] UnarmedCopsIV v0.3
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LCPD COPS - May 2011 (w/ Comedy Intro) Updated Frequently
Hello all. I've decided to continue my little mini series with a few uploads. I'm going to try and space them out, rather than plunk down a whole bunch at once. The newest episodes are featuring even more new content than before including new cars not seen before in my recordings, new sirens and of course; new cin
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warrants
I never even thought of simply asking for real volunteers. That's an amazing idea. I think a lot of them would like the idea of having a game revolve around police work instead of the other way around. The one thing we need to make sure of is that a script is written using police lingo, or if we give them something to say, they need to say it how they would normally. Not as it's written to the letter.
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Traffic Stop Suspect Doesnt like his ticket...
I have never had the driver not pay his citation. Ever. If this is in fact added, I hope the percentage gets increased. All three scenarios the thread starter listed are fantastic ideas in my opinion. Even having the driver shout an insult or three at you would be funny. And that video clip is a "Worlds Wildest Police Videos" classic. That traffic stop was from the state I live in, actually. :P
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Gunpoint Traffic Stop.
I don't think it would be quite as difficult if gone about the right way, but I suppose it depends on whether scripts will be powerful enough to allow all this. My suggestion, if I were programming it is this: -Backup of one or two units comes ASAP. They have set places they need to stop (if it's possible, if not, let them do their own thing). -Police do not move in, treat it like they treat a shooting. Have them either stand still or perhaps covered behind a car. -Player must stand near the driver door, AI partner must stand next to the passenger door. -AI enemy will either need to walk toward the player with hands raised, or if the community decides they need to be facing away, have them step out of the car with hands up and facing away. -The player will need to approach the enemy slowly, making sure the car is "clear" before hitting ALT & H. -After the cuffs are on, the enemy will walk back toward a waiting car as normal. As for civilian AI issues: -Clear all traffic from spawning within a certain radius of the felony stop when you arrive at the location of the enemy car. Maybe an entire block. This prevents stuff from getting in the way. I know there was a cheat in game for blowing up cars in GTA III, and when playing GTA IV EFLC, if you have a gang war, traffic usually does not approach at all and is very seldomly in the way in the first place. Perhaps there is some sort of in-game command or variable you can set for that, or one that can be created if scripts are powerful enough to do that. -Pedestrians are usually not an issue unless you stop them on a side walk or in a crosswalk (would be the player's fault for choosing such a location and not waiting). I think the way the situation should go is "via call out". Dispatch reports the location of a stolen vehicle/robbery suspect/assault or murder suspect, etc, you need to get there quickly and do a normal traffic stop using the shift key, but this time the area you need to park in is further away from the enemy car. The felony stop calls should probably have a % chance of whether they will stop or not. The best way to go about it in my opinion, is to try and manipulate what the AI can do, and try to "block out" what it can't do. Find work-arounds. If any small things go wrong like a pedestrian walking through 1 out of every 25 stops or whatever, we'll just have to use our imagination. This mod will never be perfect since it's built from an already existing game we don't have the source code to. But I think something suitable can be put together with minor hiccups, provided you are willing to put in the effort. I wouldn't worry about sound for now. When this mod gets complex enough to let these functions work, I think we can then turn to community voice acting, meaning we take volunteers to read off scripts into a decent microphone, and we can edit it in a sound editing program to put the megaphone effect on it. Logically, correct math algorithms should be able to achieve most if not all of what I said above using a C based language.
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LCPD COPS - April 2011
Thank you all for the kind comments. More material is in the works, since I'll be booting up some action right about now. If my works proves fruitful, maybe I'll add the COPS typical voice commentary to each officer before a "segment". Maybe get a couple of friends in on it.
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LCPD COPS - April 2011
Thank you Olanov. I'll get to recording some more over the next month. I'm trying to filter out short chases, or instances where someone tries to run and I simply open the door and drag them out before they get the car moving. lol That, and of course traffic stops that go just swimmingly. "License please. Alright, everything checks out. Have a nice day." Yawn, I'm sure.
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LCPD COPS - April 2011
Hello everyone. Seeing as there are some nice YouTube videos out there involving this mod, I thought I'd try some recording software and see if I could find one that doesn't kill my FPS too badly. After a bit of searching, I found one that does a pretty decent job for me combining unlimited recording, pretty good resource usage and it's free. It's called WeGame. So to experiment with this new software, I've started a little mini series of cin
- Traffic Flow V5
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GTX 460 Texture Issues
Actually I have a problem similar to this, where the roads, buildings and eventually all NPC characters just straight disappear. They grey out (flatter grey than that though), then eventually go invisible. A game restart fixes it, but boy is it annoying. I'll post some screenshots in the near future. I'm running a GTX 570.
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Mission Interference?
Playing EFLC content (Lost and Damned), I ran into the mission 'Bad Cop Drop', where you have to lure a couple of crooked detectives off to a secluded area for a gun fight. They then call in backup, and you have the clean the place out. I've done so successfully three times now, and each time after I kill everyone, Jim still stays in offensive mode, as if there are enemies nearby. But there are none. I even went so far as to blow up all the cop cars. I've tried this by using both his stupid semi-auto pistol, as well as the cheat phone numbers for summoning better guns. Either way, I'm not able to complete the mission. I've also tried using the cheat to lower my wanted stars, thinking it would force it to end, it doesn't, and I've tried getting on my bike and driving out of the wanted zone. The zone follows you as soon as you lose your stars. Is this something that is a known problem with LCPD:FR? Or could it be due to ELS or the custom models for the police cars that follow? I'm using an ELS Dodge Charger for the FBI car. I can't see why it would interfere, but perhaps thats the problem. Any suggestions on what to do?
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Yet another EFLC Crash Problem
Weeks ahead of you on that problem solver, thank you though. I actually figured it out myself. STEAM forces you to do an "initial setup" before you can play the game, so I can't do it from the executable. I had to use the shortcut in my STEAM Library. A few car models didn't want to pop for me, but hopefully a restart should fix that.