Vintage123
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Vintage123 got a reaction from routierxix070815 in RagePluginHook Wont StartI was having crash problems with RageHook too so I installed net framework 4.6 and then everything worked fine.
Try this ;)
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Vintage123 reacted to Albo1125 in [WIP][REL] Assorted Callouts - Store Robbery, Petrol Theft, Bank Heist, Traffic Stop Backup Required, Stolen Police Vehicle, Person with a Knife, Solicitation, Organised Street Race, Immigrants In truck &More-Early access loyalty rewards programme info is in the post below this one, please scroll down.
Download Assorted Callouts HERE: http://www.lcpdfr.com/files/file/9689-assorted-callouts-0032-petrolgas-theft-pacific-bank-heist-traffic-stop-backup-required/
With Assorted Callouts, my aim is to provide a varying experience, adding a range of differently-styled callouts for you to experience. They all have one thing in common, though, and that is a fun and sufficiently realistic atmosphere.
Currently released:
Petrol/Gas Theft Bank Heist Traffic Stop Backup Required Stolen Police Vehicle Person with a knife Solicitation Organised Street Race Illegal Immigrants in truck Store Robbery Shoplifting Hot Pursuit - x16 Currently in progress for the next release:
Collaboration with @FinKone's Repeat Offender callouts. [On Hold] Mugging in progress. Currently planned - ideas I like:
Excessive Noise Complaint Drug Deal - ambient event. Callout suggestions are welcome. Latest development update:
All of the above information is subject to change but is a good indication of what is to come. By posting this, I haven't made any commitments to the contents of Assorted Callouts. Currently Known Issues:
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Vintage123 reacted to JamesDavis in LSPDFR 0.3 - November Updateme waiting for .3 to come out
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Vintage123 reacted to Sam in LSPDFR 0.3 - Hot Pursuit60 hours in Fallout. Not bad, but you've got a looooong way to go to catch up with my 1,350 hours of GTA V. That's about 2 months of non-stop development and testing, and it doesn't even count the times that the game isn't open!
We will have more LSPDFR 0.3 news to share very soon.
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Vintage123 reacted to AshWilliams in LSPDFR 0.2 Delay Update - 13 Julyoh my gawww, im getting sick lol awesome Sam !
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Vintage123 reacted to Sam in LSPDFR 0.2 Delay Update - 13 JulyTo follow on from the previous update I posted yesterday, we're still hard at work preparing LSPDFR 0.2 for release. At this time, it would appear that all issues caused by the latest update to GTA V have been resolved. Indeed, I spoke of the problem and its solution in more detail in the previous update regarding 0.2.
Unfortunately we're still experiencing issues with LSPDFR 0.2 which appear to be unrelated to the recent update and more of a problem with the modification itself. These are in the form of script crashes that some, but not all, have encountered during pursuit testing and this is something we've been looking in to. Unfortunately this seems to be quite a tricky problem to find as different users are experiencing different results. Nonetheless, I'm hopeful that we'll find the problem and resolve it relatively soon.
While LMS has been hard at work debugging most of our issues (both the ones caused by Rockstar's protections and ones of our own making), I've taken advantage of the extra time to add more polish to LSPDFR 0.2, and even introduce a new feature which I know will be very popular. To complement the police computer in a vehicle, here's a sneak peek of the equivalent system on foot:
Bear with us as we work this out. I guarantee you that LSPDFR 0.2 won't disappoint.
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Vintage123 reacted to FinKone in LSPDFR 0.2 Update - 12 JulyThis sucks. I mean if they are targeting mods this way (which... lets face it, they are still going to keep trying to slow down hooks), its pretty savage on their part. This type of protection won't even really stop a cheater from cheating online... its just going to make certain offline mods hard to enjoy...
Thanks for keeping us in the loop - you could tell (I upgraded to the most recent to get ready for 0.2), that something was happening with the delays of game performance, even without having a lot of units on scene, you can still kinda detect there was a issue.
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Vintage123 reacted to FtDLulz in LSPDFR 0.2 Update - 12 JulySam, you and the whole team are just amazing. There's no need to apologize considering how hard you all are working to fix this issue.
Great work.
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Vintage123 reacted to Sam in LSPDFR 0.2 Update - 12 JulyFirst up, we're all sorry for the problems we encountered with the release last night. Unfortunately, there was a game breaking performance issue which was found only a few hours before we intended to release and this has required some time to investigate.
The good news is that we've done our best to mitigate this problem, related to the way in which Rockstar has started to introduce anti-modding protections. For those of you interested in the technical detail, here's a snippet of a performance test ran by Alexander Blade and LMS:
Performance difference between GTA V version 372 and 393 Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook: 372: ~582ms (RPH: ~585ms) 393: ~2480ms (RPH: ~2490ms) Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.In short, on the previous patch (372), it took 585 milliseconds for the function to be executed 1000 times. On the newest patch (393), it took 2490 milliseconds, which is roughly 2.5 seconds, to be executed 1000 times. This means that this particular function takes five times longer to execute on the latest patch than it did previously. LSPDFR 0.2 and 0.1 call this function a lot, mainly to stop other police officers from killing suspects, as we force them to be unarmed when appropriate by using it. As such, during a pursuit with even a couple of units, performance takes a hit.
With the problem identified, we've managed to come up with an alternative way of doing things that doesn't have such a dreadful impact on performance. This version is currently undergoing testing, and we hope to be in a position to release 0.2 as soon as possible. Note that I won't commit to a date, as it is possible we run into further issues, and we'd like to avoid a situation similar to last night's, but there is still the possibility that we can release today, and we'll keep you updated as to our progress.
Sam.
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Vintage123 reacted to Sam in LSPDFR 0.2 - Stun Guns & MoreThis is the final part of our LSPDFR 0.2 preview series. For more information about the changes we're making with 0.2, take a look at the previous installments in this series, found here:: http://www.lcpdfr.com/forums/forum/880-news-updates/
LSPDFR 0.2 not only goes some way in addressing a lot of the feedback we received as far as features were concerned, but it also includes a large number of fixes for issues reported to us. A full list of these fixes will be published with the release, although among the things we sorted out are many of the frustrations people had with arresting, as well as traffic stop suspects reversing into players and the problems with detecting vehicles for traffic stops.
Aside from these fixes and the features we've already covered, there's still more to talk about. One of the big things that we saw people wanted was the return of the stun gun. Thankfully, with the inclusion of a stun gun in the game, this was quite an easy task unlike in LCPDFR. LSPDFR 0.2 introduces support for both the player and all AI officers to use stun guns. The AI support has been somewhat improved since LCPDFR 1.1, with more fluid animations and better mechanics in general thanks to the stun gun already being present in the game. Players are also now given a stun gun when going on duty, and we've been experimenting with AI configuration flags to make suspects tougher, so that they don't die after one hit - currently this works for all callout spawned criminals, and we hope to expand it universally.
Stun guns make their return in LSPDFR 0.2, with player and enhanced AI support. Shown is an AI officer drawing his.
One of the other main things that we've been experimenting with in 0.2 is audio. GTA V comes with a massive amount of police related audio which is fantastic, and we're looking to take advantage of this as much as we can. For 0.2, we've introduced a basic version of the Police Scanner seen in LCPDFR 1.1, with a couple of key differences:
The weird clicking noises between sounds have been drastically reduced. More variations of audio lines are present. You will now hear other officers talk on the radio too. Of course, this is still very much an experimental system and we'll be looking to make extensions and improvements in future versions.
As this is the final installment in this update series, instead of promising another article the next day, we'll promise something else: LSPDFR 0.2 - coming very, very soon.
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Vintage123 reacted to Sam in LSPDFR 0.2 - The Police ComputerThis 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.
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Vintage123 reacted to FinKone in LSPDFR 0.2 - The Police ComputerNice. Can't wait to make sure I plug plate-checker into it, at the least.
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Vintage123 reacted to FinKone in WIP Mods - Tutorials - Patrols - And more! FinKones late to the party, but he sure is here!A patrol I wanted to share when I had time and was done coding for the night. Hope ya guys enjoy - if you did feel free to swing over to YouTube, sub and smack that like - ONLY if you enjoyed it. :D
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Vintage123 reacted to BirdDog in LSPDFR Future DevelopmentThought of an idea, how about a way to document our arrests? Makes it feel more realistic.
Like when we take someone to the station a menu comes up that we choose from a few options or even be able to write it in and then we have a full history of our arrests.
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Vintage123 got a reaction from blankdeck31 in LSPDFR Future DevelopmentHey guys !
Today I was thinking about those random singleplayer events that sometimes appears as a light blue dot on the map while driving around, some of them involve steals etc.
If possible, adding those events to the mod would be a great feature !
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Vintage123 reacted to OrangeAgent in LSPD First Response 0.1 BetaI don't get it! Why people are complaining about the damn F4 key? Just press F4 twice and you can use the Native Trainer just fine! C'mon people it's just a beta!
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Vintage123 reacted to elispd in LSPD First Response 0.1 BetaA few things
- Backup is really SLOW
- Police cars disappear
- Wish it had an escort option like in the Police Mod... Would love to drive through the the hood with another squad car behind
- Wish it had a partner option like in the Police Mod as well
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Vintage123 reacted to Synthacrat in Scene cleanup and control?Tow truck: https://www.gta5-mods.com/scripts/tow-truck-service
Definitely some more AI control and other mods like EMS, coroner, etc. Also, to place cones and stuff will be cool too.
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Vintage123 reacted to CherryTopCop in LSPD First Response 0.1 BetaHah, that looks kinda cute. Lil tow truck man collecting burnt out wrecks. I look forward to mods like this cropping up. Next preferred one is coroner mod and since we have a mortuary interior now that could really be expanded on! And proper doctor peds to go along with it
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Vintage123 reacted to Sam in LSPDFR Future DevelopmentOverview
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.
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Vintage123 reacted to Dredd in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?I did notice the speech files are quite bare. If it would help I and I'm sure other experienced officers as well would be willing to volunteer to record dialogue to work somewhat like the audio files in the most recent LCPDFR releases. If there's anything we can do to give something back to the community I'm all in.
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Vintage123 reacted to Cbeck133 in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?I think we all know that LSPDFR is going to be different then LCPDFR but the principle of the mod shouldn't change. Yes LSPDFR will be better in almost everyway once things get sorted out. I think what GamingXSportXClub is saying is the principle game-play should be like LCPDFR, traffic stops detailed conversations, ability to run plates, ask for licence etc. This community has come to love this mod for what it allowed you to do and the way Sam made it sound that it was going to be nothing like LCPDFR just heavy action game-play which is something I think the community is leaning away from. The last time I was on the forums for LCPDFR many people were asking for less high action and more mundane calls. I think there needs to be a balance between the two but to write off some of the coolest features for the select few who want to just blow shit up is non-sense. Seriously a hydra for a patrol vehicle....funny but dumb. At least thats my opinion.
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Vintage123 reacted toDeactivated Memberin What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?I think after the mod is fixed up a bit to a stable condition, I'd like to see different call-outs such as disturbances, animal attacks, vagrants, gang violence, and reckless drivers. I'd especially like to bring back the function to call a police transport to pick up multiple suspects, or just one suspect. I was also thinking of a function for when the police scanner is used for the dispatches, to maybe have the ability to "customize" a call sign. There are multiple different phonetics in the audio files such as; Adam, David, Lima, and numbers like, 3, 7 , 8, 4. It would be nice to have a "1 Adam-12" in there whenever i get a call-out or response to a request.
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Vintage123 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!
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Vintage123 reacted to TheUniT in LSPDFR Feature PreviewI bet when it's released at 1 am, the site will be unaccessible for an hour or two. If so, I'll just go to bed and then get up early.