Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

96G4m3r

Members
  • Joined

  • Last visited

Reputation Activity

  1. Like
    96G4m3r reacted to GravelRoadCop in LSPDFR 0.3 - Backup Customization   
    Can you elaborate more on this, Sam ? Do you mean that they will be more tactical at their responses to your callouts ?  
  2. Like
    96G4m3r 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.

  3. Like
    96G4m3r 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!
  4. Like
    96G4m3r reacted to Deactivated Member in Watch this!! :)   
    I knew this'd get a topic.
    I already told him he needs to stop. I'm going to burst a lung with these videos. 
  5. Like
    96G4m3r reacted to lilmisschloe in Watch this!! :)   
    There are no words :) Are you happy?
  6. Like
    96G4m3r reacted to Sam in LSPDFR Future Development   
    Overview
    With all the discussion about the features in LSPDFR being a hot topic right now, I'd like to take the time to provide some information on the current state of script modifications in GTA V and what our plans for future versions of LSPDFR are.
    A lot of people have expressed their desire for things like stop and frisk, more detail on traffic stops, etc. which we introduced in LCPDFR to be added to LSPDFR.  Yes, these are pretty important features, but they are also ones which we're just not quite ready to implement in the mod due to the current state of script development for GTA V and some limitations in the game itself.  Let me make it quite clear that nobody is saying that these limitations will never be resolved - it is highly likely that they will be, however this is unfortunately a process that takes time.  Perhaps now would be a good time to remind everyone that the game was released two months ago.
    If we compare the first version of LSPDFR to the first version of LCPDFR, the huge amount of differences between the two is immediately clear, with just a few below:
    No pursuits No callouts No suspect transporation No AI management No ambient features And it crashed every 5 minutes The first version of LSPDFR was never going to be LCPDFR 1.0.  There was an almost two year gap between the LCPDFR 0.95 series and the first release of LCPDFR 1.0.  Additionally, LCPDFR 1.0 was also developed a whopping four years after the release of the game - when almost every scripting function for GTA IV was documented and when nearly anything in the game could be modified.  Furthermore, we had amazing developments in scripting like AdvancedHook, allowing us the possibility to access the game's internal memory, giving birth to features like helicopter searchlights and muted sirens.  Despite there being two months since release, these are features that are both in LSPDFR 0.1.
     
    What about stop and frisk, etc.?
    Of course, one of the things that the first version of LCPDFR did include was the ability to search suspects.  This was done by going up to literally anyone and pressing ALT + F, which in case you had by some miracle aligned everything properly, would result in the player patting down thin air.  Nicely though, this animation was something we had to work with in GTA IV.  In GTA V, as far as we know yet (and we've looked over a list containing more than 35,000 animations), there is no such thing.
    Beyond this, we've been asked why it is simply not able to stop pedestrians yet, or why you have to aim at a suspect to arrest them.  The answer is simply that because of technical limitations caused by the game being only two months old, we don't have access to the internal pool containing all of the game's pedestrians.  At the moment, we can only detect certain ones (e.g. ones the player has aimed at, or ones that are spawned by mods), which makes coding what you might think to be 'simple' features, actually quite hard.
    On a related note, because of this, we don't have access to every police officer in the game either, meaning we can't manage every cop like we did in GTA IV.  Although it should be noted that we only started managing every cop in the game in LCPDFR 1.0, which again, was four years after the game was released.
     
    So, what does this mean for future development?
    We'll do what we can with what we have.  Indeed, as time goes by, more progress will be made.  There have been all sorts of features requested, like using the police station interior found in GTA: Online during the Prison Break Heist for booking suspects, etc.  This has always been a planned feature of LSPDFR ever since I first saw the interior.  Using the interior is entirely different thing, however, as it is simply not loaded outside of Online.  There is literally no way to load the interior through native script function invocation - it would require modifications to GTA V's memory, and despite trying for two weeks to do this, we were unsuccessful.
    The most important thing to take away from LSPDFR at this stage is how far we've come in under two months of development of the modification.  We've introduced beautiful new cinematics, we've drastically improved usability by limiting the number of functions bound to keys and implementing more intuitive ways of doing things.  You don't need to remember four different keys for backup anymore, you don't need to hope that the unit you request will come to you instead of a pursuit, and you have more choice over backup units than ever before.  Likewise, we've added our own custom pursuit AI, literally written from scratch, to stop the LSPD from decimating your suspects.  Not only that, but we've finely tuned this through weeks of development to the point where you can have one hundred units in a pursuit, and not drop below 30 fps on capable systems.
    Of course, if that wasn't enough, the first release of LSPDFR is more stable than any previous release of LCPDFR.
     

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.