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  1. Like
    Ashkarn got a reaction from brownkidc in LSPDFR 0.4 - Epic Customization   
  2. Like
    Ashkarn reacted to Sam in LSPDFR 0.3 - "Busted!"   
    This is the fourth part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the third installment in this series here: http://www.lcpdfr.com/forums/topic/55644-lspdfr-03-downtown-police-station/
    So, from the hundreds of thousands of videos on YouTube, the near half-million million downloads of the mod itself and the the fact we keep on smashing records, like when we had 5,000 of you crazy folk online at once, we've got this really small, tiny suspicion - and I'm just going on a hunch here - but we think you guys quite like to arrest people?
    If there's actually some truth to this wild guess, I'm very happy to tell you that we've got quite the new feature set for when dispensing your own brand of justice is necessary.  Don't just take my word for it though, this is one of those occasions where a picture tells probably a lot more than a thousand words.

    As you can see, we've implemented a beautiful new gameplay mechanic for performing certain tasks which gives you real-time visual feedback in the form of a progress bar.  The cool bit is that it looks like exactly like the user interface found in the original game, too.
    Now, instead of simply pointing a gun and pressing a key to arrest a suspect, you have to actually keep aim in their general direction while holding down said control.  As you do this, the progress bar fills (and it does so really quickly).  Now, we know a lot of people wanted to see the ability to arrest suspects on the ground, so the end result of a successful gunpoint takedown is a suspect laying flat on the floor, ready to be cuffed up.  Oh yeah, we're just getting started...

    As you might be able to work out, the same new gameplay mechanic is then used for giving the gift of metal bracelets to your suspect, where you actually interactively apply the cuffs; progress meter filling in time with the animation.  Not only is this system really cool, but it is also truly immersive - you have complete control over the process meaning that a sudden change in heart can be realised by simply releasing the control.  This new system is pretty awesome, and we can't wait for everyone to be able to try it for themselves.
    Of course, all of this is a little bit mean so far.  We've got people getting guns shoved in their faces as they are forced down to the ground and what not; wouldn't it also be nice to be able to serve up some justice with a friendly smile?  We think it would be, so you can now arrest people without using any weapons at all through the way in which this new gameplay mechanic is now tied in with the Stop & Identify feature.  When stopping pedestrians on the street, everything works as it did before: pressing E will bring up the same menu with the same options.  One key difference, though, is that by merely looking at your target, then pressing and holding the same key, you can begin seamlessly cuffing them on the spot.  The results can be quite spectacular.

    You've probably sussed that we really like this new mechanic by now, and we hope that you like the sound of it as much as we do.  To seal the deal though, you can use the same process to release suspects from handcuffs now.  It's as simple as walking behind them and pressing and holding the same key used to set them down on the ground.

  3. Like
    Ashkarn reacted to Sam in LSPDFR 0.3 - Downtown Police Station   
    Probably not in 0.3, but we have big plans in relation to that.
  4. Like
    Ashkarn reacted to Sam in LSPDFR 0.3 - Downtown Police Station   
    This is the third part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the second installment in this series here: http://www.lcpdfr.com/forums/topic/55363-lspdfr-03-backup-customization
    Perhaps one of the hottest talking points about LSPDFR, even way before the modification was released, was the question of if and how LSPDFR would make use of the new police station interior in Downtown Los Santos.  Indeed, while we attempted to incorporate the interior into the earliest versions of the mod - we were only really scratching the surface as to the potential it holds.  Back then, there was also no way of unlocking the expanded version of the interior featuring the locker room, briefing room and downstairs areas, which always acted as a further limit to any plans we had for it.

    The exciting news is that with LSPDFR 0.3, the entire interior is unlocked and open for exploration, and this is where the fun really begins.  We've made a big effort to make the station come alive, much like we did the lawyers office in LCPDFR, but on a much larger scale.  Now, while to go into great detail about all of the new scenes and scenarios in the station would be telling, you can take a look at a couple of the screenshots provided to get a mere taste of the sights and sounds of the Downtown Police Station.

    The cool stuff we've put in with the Downtown Police Station doesn't end there, though.  To allow for maximum immersion, you can now actually walk into the locker room and directly go on duty from inside, without any loading screens.  By simply approaching the lockers and hitting a key, the camera will seamlessly transition to give a view of the player, with the familiar character selection menu appearing shortly after.
    Continuing with this theme, LSPDFR 0.3 also introduces a great deal of new functionality for dealing with arrested perps.  We'll cover most of this in the next installment of this series, but for now be safe in the knowledge that 0.3 lets you actually walk inside and drop-off your prisoners directly inside the cells.  Plus, for those of you looking for the authentic southern Californian law enforcement experience, you can quite literally throw your prisoners down the stairs on the way there!

    Of course, on the topic of arresting people, there's so much more that we could show you, but that'd maybe be a little too much awesomeness to take in for one day.  Instead, stay tuned for the next part of this update series - you won't want to miss it!
  5. Like
    Ashkarn reacted to Sam in LSPDFR 0.3 - Backup Customization   
    This is the second part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the first installment in this series here: http://www.lcpdfr.com/forums/topic/55130-lspdfr-03-announcement-first-preview/
    In spirit of keeping up to date with the most hotly requested features for future versions of LSPDFR, customization of responding police units simply had to be near the top of our list.
    LSPDFR 0.3 introduces an all-new Backup XML file which lets you customize, in great detail, just what kind of cops and vehicles LSPDFR should dispatch for each of the seven in-built backup types. (The eagle-eyed among you are probably thinking "but wait, there's only six types".  Not anymore!) 

    I like planes.  Now, LSPDFR likes planes too.
    The power of this new XML based system is absolutely unparalleled to anything we've ever had before in LSPDFR or LCPDFR, and also allows much, much more refinement than traditional .ini configuration files seen in other modifications like ELS.  Presented in the same sort of format as many of the data files in the original game itself, we hope it will be super easy to use, too.
    With this new feature, you can precisely choose:
    The vehicles that respond for each backup type (and you can have as many as you like). + Vehicle liveries (on a per-vehicle basis) + Minimum and maximum number of occupants (again, for each vehicle) The peds that respond for each type (again, as many as you please).+ Ped component models (for each ped) On top of this, you can do the above customization for each of the four distinct areas within the game:
    Blaine County North Yankton Los Santos Los Santos County That's right, this means you can now finally have different units operating all four different areas.  Plus, if you're feeling particularly adventurous you could actually think of each of these areas as being a different entity entirely with their own state, local, SWAT and air units.  There's really very little in terms of limits as to what you can do with this exciting new system.
    Oh yeah, it doesn't even end there either.  With 0.3, an all-new unit type has been added which, for the first time, lets you call for emergency medical services.  

    Furthermore, unlike the regular medics in the game, medical units dispatched by LSPDFR will actually attempt to treat injured pedestrians.
    Just one more thing...  As if completely configurable backup units and the new medics weren't enough, we also managed to make a few improvements to the way in which units arrive at backup requests.  This means you can have scenes that look almost like they're straight out of a cop movie, without the trainer.

  6. Like
    Ashkarn reacted to alexguirre in [DEV TOOL | REL] RAGENativeUI   
    RAGENativeUI has been updated to version 1.1
    Fixed issues with the go down arrow using the cursor. Removed UIMenu() overload with custom banner. Removed UIMenu.SetBannerType() overload with custom banner. Removed MenuPool.SetBannerType() overload with custom banners. Slightly changed .xml file Removed Sprite.DrawTexture() method. Fixed crash in Scaleform.Render2D() method with GTA V v.463
  7. Like
    Ashkarn reacted to Sam in LSPDFR 0.3 Announcement + First Preview   
    After a short break from the non-stop development of the first couple of versions of LSPDFR, we're really excited to officially announce the next installment in the series - LSPDFR 0.3.  As you might have come to expect, LSPDFR 0.3 takes strongly after its predecessors, introducing a big bunch of groundbreaking new features and gameplay.
    With actually only a few weeks of development, it is amazing how far this next version of LSPDFR has come, and the extent of fresh, new content and possibilities that it offers.

    You asked, we listened.  Arresting suspects has been drastically improved, especially with the brand new addition of interactive cuffing - no guns required! 
    With 0.3, we've taken the time to rebuild some of the core mechanics of the modification, particularly as it comes to arresting suspects.  With a brand new interactive system, you can now easily and seamlessly place stopped suspects in handcuffs.  The animations for this are incredibly fluid, as is the way in which the process works, with interactivity being a key component.  In 0.3, when you arrest someone, there's a very tangible feeling of control - a massive improvement from earlier versions where, due to a reliance on normal playback, it could often feel as though you had been taken out of the game as you waited for an animation to finish.

    The Vapid Police Interceptor makes its LSPDFR debut in 0.3.  Well, with our entirely new and seriously powerful XML based backup unit customization, so does every other vehicle (and ped) in your game too!
    We'll be sharing more about the features and changes in LSPDFR 0.3 over the next week or so, as we take a more in-depth look at what 0.3 brings to the table, including the full Downtown Police Station interior, amazingly improved interaction with suspects, and much more!
  8. Like
    Ashkarn reacted to alexguirre in [DEV TOOL | REL] RAGENativeUI   
    RAGENativeUI is an open-source library that helps you quickly and easily build Rockstar-like menus.

    The NativeUI port to RAGEPluginHook by: alexguirre, Stealth22, LtFlash, Guad
    Download latest version.
    Support for simple buttons, checkboxes and lists. Support for custom banners from game sprites. Easy nested menus for fast and painless nested menu system. Controller support. Mouse controls. Custom instructional buttons. Support for all screen resolutions. Item descriptions. Rebindable keys and controls. Badges to decorate your items. Event-based callbacks.  
    Install RAGEPluginHook. Download RAGENativeUI.dll and place it in your GTA V root directory. For developers, add it to your references in your Visual Studio project and is recommended to also download RAGENativeUI.xml and place it where you have your RAGENativeUI.dll reference.   Source Code
    You can find it at Github.
    Report any issues, ask for support and new features there.
    To learn how to use it take a look at our wiki page.
    Special Thanks
    Thanks to Guad for create NativeUI and give us permission to port it.
  9. Like
    Ashkarn reacted to willpv23 in Retrieving persona data from web - Possible?   
    For LSPDFR, I don't believe it works like this. LCPDFR did, but that was because it pulled from a database of a bunch of first names and a bunch of last names. LSPDFR pulls from the FCRP (Fort Carson Roleplay, a San Andreas Multiplayer server run by G17) player list. My character was Will_Peavey, so it is possible to have Will Peavey as a ped name; one of Sam's characters was Jessica_Smith, so it is possible to have Jessica Smith as a ped name; but I don't think it would be possible to have Jessica Peavey as a ped name. (Unless someone joined with the name Jessica_Peavey, but I'm pretty sure that never happened...)
  10. Like
    Ashkarn reacted to Cyan in Retrieving persona data from web - Possible?   
    We're going to eventually implement something like this, hooked to LCPDFR.com.
  11. Like
    Ashkarn reacted to Sam in Introducing our new Downloads Portal   
    As the modifications for Grand Theft Auto V keep rolling in, we've been hard at work developing a brand new downloads section to better host, categorize and display the masses of new content on offer.
    Featuring two entirely homepages, the new Downloads Portal creates the perfect distinction between GTA IV and GTA V content - this makes finding all of the latest files for your chosen game that much easier.  
    Among the other changes are the reintroduction our advanced filtering system, allowing for downloads throughout all categories to be filtered by attributes specific to that category, and a much friendlier interface which emphasises content over clutter.
    We're excited to be continuing the development of the new Downloads Portal and will be making further updates to it throughout the week.

  12. Like
    Ashkarn reacted to LukeD in [WIP/REL] CalloutsV - The Successor to Callouts+   
  13. Like
    Ashkarn reacted to JFavignano in GTA V Modded Vehicles   
    You are very welcome, I don't ever want to come across like I am better than anyone else. I am just a person like you that enjoys the same hobby.
    Thank you so much for the support man, we have such a niche community and it is nice for us to get some positive recognition!
  14. Like
    Ashkarn reacted to JFavignano in GTA V Modded Vehicles   
    no worries, if I find out that it is not a ALPHA and continues to be private you won't see it on my channel.
  15. Like
    Ashkarn reacted to lilmisschloe in [WIP/REL] CalloutsV - The Successor to Callouts+   
    Hopefully this mod gets updated soon, I miss the callouts.
  16. Like
  17. Like
    Ashkarn reacted to Albo1125 in [REL] Traffic Policer (Speed Checker | Average & Radar |, Breathalyzer |Customisable alcohol limit|, DoorLock, Drugalyzer, Ambient events |Traffic Offences|, Traffic Callouts, Road Signs, Traffic Stop Assist |Mimic| & more)   
    0.4: Added the option to fine a vehicle for a parking violation. Improved behaviour of peds in the callout when they're randomly assigned to an pursuit by LSPDFR (I hope they add the option to disable this in the next version). Made it more likely for a driver to be unaccompanied by a passenger in the callout. Reduced the chance of peds drawing assault rifles, increased the chance of peds drawing guns. Made the model name look more stylish. 
  18. Like
    Ashkarn reacted to l3ubba in Election 2016   
    Yes, speaking his mind all the time isn't necessarily a good thing though. Part of being a leader is knowing what to say and when to say it, if you go around saying whatever you are thinking right now you are going to piss people off and the last thing we need right now is to be ruining diplomatic relationships with countries we have worked so hard to get on better terms with. Not to mention the absolutely crazy and racist things he has said. I have no respect for him.
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  21. Like
    Ashkarn reacted to Albo1125 in [REL] Traffic Policer (Speed Checker | Average & Radar |, Breathalyzer |Customisable alcohol limit|, DoorLock, Drugalyzer, Ambient events |Traffic Offences|, Traffic Callouts, Road Signs, Traffic Stop Assist |Mimic| & more)   
    No tyre, a smashed window and a smoking engine (not viewable as he's stationary)? Ticket & vehicle seized! ~Early Testing Image~
  22. Like
  23. Like
    Ashkarn reacted to Albo1125 in [REL] Traffic Policer (Speed Checker | Average & Radar |, Breathalyzer |Customisable alcohol limit|, DoorLock, Drugalyzer, Ambient events |Traffic Offences|, Traffic Callouts, Road Signs, Traffic Stop Assist |Mimic| & more)   
    Version has been released! Get it here: http://www.lcpdfr.com/files/file/8303-beta-traffic-policer-ambient-events-callouts/ 
    I feel Traffic Policing has always been a bit underwhelming in the First Response series and I hope to change that with this plugin.
    To-Do List: Nothing.
    If you have any traffic police related requests please tell me and I'll consider adding it! Let me know your thoughts too.
  24. Like
    Ashkarn reacted to X in When I request ID, the name of the suspect is not shown   
    Silly me had put notifications on off...... Thanks for extremely fast response :)
  25. Like
    Ashkarn reacted to Straysify in When I request ID, the name of the suspect is not shown   
    Do you have notifications disabled in settings? The ID is shown as a text message, so notifications being disabled prevents them from showing.