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.

Hatreyu

Members
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Hatreyu got a reaction from gangrenn in [WIP] Rescue Mod V (FD, EMS, LifeGuard)   
    My hat is off to you. I used your firefighter mod in GTA4 and enjoyed it very much and when I saw you was working on this I got super excited and now with this video I just can't wait to get in game with this! Thanks for the update, looking very nice. Keep up the amazing work. 
  2. Like
    Hatreyu reacted to Sam in LSPDFR 0.2 - Stun Guns & More   
    There were some tentative plans to try to release before the update, but it seemed impractical upon reflection, and we didn't want to have a situation where we release one day, and the next day the game is updated and suddenly nobody can play it anymore.  I'm certain that this next patch will once again break modding, and it remains to be seen the extent to which it will.  I'm hoping that the disappointment of having to wait a few more days will be better than the disappointment of getting it, then having it rudely taken away a a day later!  Besides, we get more time to add cool stuff :)
  3. Like
    Hatreyu reacted to LMS in LSPDFR 0.2 - Stun Guns & More   
    As a reminder for everyone: We don't know what/if additional anti-modding measures will be taken in the upcoming patch. It might just take a few hours like last time or be a lot harder, we can't be sure. So if you want to be on the safe, wait a little before you update until we got further information.
  4. Like
    Having issues with Police Radio?
     
     
  5. Like
    Hi all, today I'd like to announce the mod I've been working on over the past few days.

    More Control V is a plugin that opens up control of some of the finer details in GTA V, giving you a better playing experience.
    The plugin aims to make subtle changes to the base game's functionality, from the simple control to the ambient extras.
    Every aspect of the plugin will be customizeable via a configuration file, don't like a particular feature? Switch it off! No more accepting your fate with on-by-default features that you can't change or adapt to your own liking. Play the game the way you want to play it.
     
    Features
    Currently the mod is in early development, with only a few features. However below are the features that are in the plugin already along with some planned ideas.
    • Vehicle Fast Exit is an ability that allows the player to exit the vehicle with relative speed. In a shootout with gang members or cops? Double tap F and you will exit your vehicle and leave the door wide open. Talk about making quick cover for yourself? But that's not all, exiting the vehicle like this will also leave the engine running, for if the situation gets tricky and you need a swift exit. Simply dive right back in and speed off.
    • Full Vehicle Lock Control is something we need. GTA V carjackings are common and widespread, be sure your car will be there for you when you get back by locking it. But it doesn't stop there, we're not set in the stone ages, and lots of modern cars come with automatic locking doors. Get above 20mph and the doors will lock themselves, keeping you safe inside! But don't worry, you won't be locked out if you fast exit, this will unlock the vehicle by default so you can still make a quick and safe getaway.
    • Automatic Brake Lights are an ambient feature. Sat at a set of traffic lights or simply just sitting stationary, the brake lights will automatically come on and stay on until you start moving again.
    • Seatbelts are a vital part to every car, they prevent you from being turned into soup at 100mph. So it is a necessary part of the mod. Seatbelts will be applied automatically when you enter a car (don't expect to have your life saved on a motorbike though).
    • Indicators! Bit**! A common phrase I find myself shouting IRL. Well to avoid having the residents of Los Santos shouting it at you, fully functional indicators are now included in the mod, just don't forget Mirror, Signal, THEN maneuver.
    The list is not exhaustive, as time goes by more features will be added to this plugin to give you more control.
    If you have ideas, feel free to post them below and I'll have a read of them.
     
    Your Ideas
    Below is a list of ideas that I have read, be sure to check through this list before submitting more ideas!
    • Seatbelts
    • Full light control (indicators, hazard lights etc)
    • Trunk storage for ammo, guns, snacks etc
    • Ability to surrender to police manually
    • Cruise Control
    • Ability to roll down/up windows
    • IV Style Engine control
    • Prevent steering auto adjusting on vehicle exit
    • Ability to flash high beams
    Known Bugs and FAQ's
    0.4.4a
    • Controller support when a controller is not plugged in potentially causes FPS loss, unconfirmed.
     
    Download
    http://www.lcpdfr.com/files/file/7873-morecontrolv/
  6. Like
    Hatreyu reacted to Sam in LSPDFR 0.2 - Stun Guns & More   
    It could always be before?
  7. Like
    Hatreyu reacted to Sam in LSPDFR 0.2 - Stun Guns & More   
    This 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.
  8. Like
    Hatreyu got a reaction from MrFr33 in LSPDFR 0.2 Announcement + First Preview   
    Didn't LCPDFR take like 4 yrs to get to where it's at? LSPDFR has got to where it's at in like 2 months. You guys are coding madmen lol. I'm surprised how far this has come in such a short time and very excited to see where it goes. The first release was fantastic and I believe fully that LSPDFR will surpass LCPDFR in every way eventually. Thanks G17, GTA wouldn't be the same without you guys. 
  9. Like
    Hatreyu got a reaction from FinKone in LSPDFR 0.2 Announcement + First Preview   
    Making me moist omg LOL
  10. Like
    Hatreyu reacted to FinKone in LSPDFR 0.2 Announcement + First Preview   
    *Chanting begins* API... API.... API... API... API... API
  11. Like
    Hatreyu reacted to Sam in LSPDFR 0.2 Announcement + First Preview   
    Also pretty insane news for plugin developers too :)
  12. Like
    Hatreyu reacted to Sam in LSPDFR 0.2 Announcement + First Preview   
    For those of you that are more into the investigative side of things like that, you're definitely in for a treat.
  13. Like
    Hatreyu reacted to Sam in LSPDFR 0.2 Announcement + First Preview   
    Following on from the massive debut of LSPDFR on GTA V a mere two weeks ago, we're proud to announce the next installment in the series - LSPDFR 0.2 - featuring not only numerous enhancements and fixes, but also some highly requested features.
    Indeed, while originally versioned as 0.1.1, the number of changes introduced in 0.2 seemed too significant to be represented by only a minor increment. LSPDFR 0.2 goes some way in adressing much of the feedback after the first public release and is our first response, pun most definitely intended, to thousands of the comments we've received since then through the forums, YouTube and social media.
    From the electroshocking glory of stun guns, to a blast from the past with the LCPDFR style search areas and pursuit blipping, LSPDFR 0.2 packs a serious punch and is a major improvement from our first offering.

    Asking for ID in traffic stops - one of the many suggestions that have made their way into LSPDFR 0.2.
     
    For those of you familiar with LCPDFR 1.1, the lack of search areas and blips in LSPDFR pursuits might have been confusing.  Fear no more, however, as we've reintroduced the system with much the same aesthetic style as that of before.  There are, however, some notable improvements including the way in which each unit in the pursuit is now being uniquely marked on the game's map.  This means that the legend at the side of the map can be used to highlight each different type of police vehicle currently involved.
    We'll have more to share regarding the features in LSPDFR 0.2 tomorrow, when we'll move away from the pursuits and action sequences, and take a look at how 0.2 brings about better support of routine police work - something I know a lot of people are looking for.
  14. Like
    The best part is how the deputy (I'm assuming) is like "Oh no, not this guy again" at the beginning, implying this has happened before.
    "How many times I gotta tell you you can't  ride down the street drunk on the lawnmower?"
  15. Like
  16. Like
    Hatreyu got a reaction from DivineHustle in One of the funniest and best dash cam videos I've seen   
    https://www.facebook.com/streetfx/videos/10154808928880112/
    This had me laughing so hard lol. Had to share it. 
  17. Like
    Well I mean thats the main difference.  People "rush" to put out bare basic bones stuff, then slowly update it over time, but they simply just want to be "first".  Bad mentality.  Sure I could release the Radio now, and Coroner would act right 8 times out of 10... but I wanna go for 10 outta 10, and if they can't make sure I clean them up correctly.  While some people are just getting finished with a single, narrow mod - myself and LukeD are making mods that bring a entire package of stuff for people to use, that will enhance the playing experience. 
     
    The thing is with modders is we often get outta our skill cap.  Now I'm not saying mines high.  I consider LukeD to be a better coder then me, I feel like he knows more.  Thats what makes me different then 80% of the other modders, is I don't pretend to know it all, to be smart, or anything like that.  If I can't make something I'll tell everyone from the start.  So far though, everything is going freakin' amazing with Radio, and I really look forward to trying to do another video of its state, and a patrol here shortly.  I've been very low on time lately.
  18. Like
    First off - and I don't mean this in a negative way, I mean this in a stop filling my messages with the same message way - You cannot test it.  If I want more testers, need more testers, I'll ask.  I simply can't respond to all these "I promise I'll test it and never give it away" messages.  There are code thieves out there, and until a proper obfuscation is found - I won't be publishing or giving it to untrusted sources.  I totally understand why LMS/Sam operate the way they do now.
     
    We are slowly approaching a good phase.  Currently I need to add some improves to the spawning mechanic, add some more null-ref checks for for people/vehicles.  Then I'll be adding additional options to Coroner, Tow (realistic/unrealistic) in the INI - the first being they spawn far and take time to get there, the second behind the plop down right onto it.   
    Believe it or not, by popular demand controller support is in and its all editable in the INI file now as well.  Some options remain keyboard ONLY because they are not time sensitive and the controller just has limited options, but with that said, the INI in itself is growing into a little beastly thing that requires a good read.
     
    I'll be adding randomized tow truck types, and even additional options (does he get out and take info, or not) and so forth, all which can be set and explained in the INI file, also most likely some motorcycle handling, or I'll rewrite the transportion method to defeat a lot of un-needed model checking, I'll be adding EVERYTHING that is currently in the current tow-truck mod thats out there, and more.  Tow trucks can now be spawn'ed in heavy amounts, without issue however.  They work on their own fiber, and have independent protection and logic.
     
    Coroner now reliably collects all dead bodies within a certain area, and has protection to stop the user from getting into dangerous code.  Null ref protection still needs some padding here and there, but I'm finding these odd things as I go.  I still want to add animations/camera/flash - so if you know the location of CAMERA ITEMS, of PICTURE TAKING ANIMATIONS - throw me a line.  This saves me time.
     
    Pit request is being slightly improved, while reliable, and works well - the logic needs to be improved for letting people get a successful pit.  This will improve as the testers keep voicing their demanding opinions.
     
    Tackle Time is done in its most basic form.  I will be expanding on this in the future - I don't want to say what it currently is, but I really really look forward to making this a solid mechanic.  I'll also be adding a small speed boost to players using Police Radio so they can catch the mythical track runners, known as criminals of Los Santos.
    CPR (yup... you heard right), CPR is implemented and about... 40% complete?  If the person dies, it ties out easy.  If they live I'm debating what route I need to take, in terms of giving the player the ability to either call EMS, or how I should handle it from there.... hmm.  We'll see.
     
    Plate Checker is gold as always, I keep meaning to add model color, expand on names, and so forth - but honestly I'm waiting on the LSPDFR API I think before I do that, because LSPDFR is going to have Ped Names that are in its system, meaning even if I make that list bigger, its all for nothnig.  I want my mod to tie directly into LSPDFR, meaning if you pull over a driver, get his license with LSPDFR, I want his warrant status / name to tie into Plate Checker, or its just bogus software.
     
    Barriers have been improved - vehicles not in a panic state will stop for them, rather then go into on-coming lanes.  However... if everyone is spook'd, good luck to you.
     
    What else...?  ... Sure I missed something.  That sit for now guys.  
  19. Like
    Being able to see and test this from what it was originally (a plate checker) to what it is now has been an amazing experience. we have nailed down quite a few intense bugs and things seem to run much more fluid now. I think all of you who are still waiting will enjoy this!
     
    Also, please remember that no date has been set as FinKone prefers his work to be as bug free and user friendly as possible.
  20. Like
    Small update for those interested.  LukeD has been telling me to break it down into several scripts... I didn't wanna listen.  I let it grow to some type of uncontrollable beast... some thing of the wild... a creature of the night...
     
    All jokes a side - I spent the better part of the night breaking it down into manageable - and clean code.  Thanks to DCP for running tests as I coded away, we worked our way past some odd ball stuff.  Now the Tow Truck and Coroner work on their own fiber for handling stuff.  Soon you'll be able to call more then one tow-truck at a time, and more then one coroner at a time.  Currently you can now call a coroner and tow truck at the same time, which is a massive positive over the version prior to the rewrite... starting to be more civil in the way I code...  :D  
  21. Like
    If like maybe add the ability to stand (if not open) your patrol car trunk to maybe access stuff like another armor vest, ammo, or maybe extinguisher. Just a thought this looks excellent already, figure it would just be icing on the cake lol. 
  22. Like
    Hatreyu reacted to FinKone in [WIP] StraysCallouts   
    What do you guys think I'm waiting on?  DAT API! :D  Callouts will be coming... 
  23. Like
    Hatreyu reacted to Sheepish2 in File unblocker?   
    No there isn't You will have to go through all your modded files and you will have to unblock them yourself. To unblock the files right click on a file that you have downloaded and installed into your GTA V directory. Then you will have to go to your properties and then you click unblock. Unfortunately you will have to do this for every GTA V mod unless someone has or is in development for a file unblocker. 
     
    Thumbs up the post if this helps
  24. Like
    Hatreyu reacted to Straysify in [WIP] StraysCallouts   
    I've recently started to work on adding more callouts to Grand Theft Auto V, for use with LSPDFR. This is where I'm at:
    Edit: Some callouts were removed to prevent overlap with LukeD's CalloutsV.
    Currently implemented:
    Mugging Gang Activity Fight in progress Reckless driver Dispatch audio for callouts! Fully animated vehicle repair! Planned to be implemented (leave suggestions as a reply):
    Suspicious Person Kidnapping in progress More! Issues to overcome before release:
    Getting a safe spawn position for callouts only likes to work in the city. Not near the desert or mountains. Finish planned features. Current testers:
    DCP1293, the master of breaking everything, whether its possible or not. TheNorthernAlex Stevetrackboyz55 Leave any suggestions you have in the comments. This will probably take a while to complete, and almost just as long to test.
      
  25. Like
    Hatreyu reacted to LMS in [WIP] StraysCallouts   
    It will work just like the LCPDFR API. I hope to get it out soon.

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.