Akakuma
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Akakuma reacted to LukeD in LSPDFR 0.2 - Stun Guns & MoreIt will more than likely continue until GTA V stops getting patches. Just the same as it does with minecraft modding, just the same as it does with Cities: Skylines modding, and just the same as it does with any game that gets frequent updates from the developers.
Let's not forget we are modifying the game in it's current state. If the game's state changes, you have to modify it again.
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Akakuma reacted to ititanisdead in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?*ALSO A MUST READ!*
So, here's a list of what I would love to see.
City Police:
House CallsMedical Domestic Calls Party Calls Fires Break-ins Hostage Situations Traffic AccidentsMotor Vehicle Accident Motor Vehicle Collision Business CallsBreak-ins Fires Medical Area CallsMore types of Pursuits etc Medical Assistance CallsAcute-MI (Heart attack) Stroke Heat Stroke Dislocation of BonesShoulder Dislocations Wrist Dislocations Hip Dislocations Knee Dislocations Lower-Leg Dislocations Foot Dislocations Broken Bones Muggings/Attacks that require Police/EMS Sheriff Department:
House CallsMedical Domestic Calls Party Calls Fires Break-ins Hostage Situations Traffic AccidentsMotor Vehicle Accident (MVA) Motor Vehicle Collision (MVC) Area CallsMore Types of Pursuits Marine Calls etc Medical Assistance CallsAcute-MI (Heart attack) Stroke Heat Stroke Dislocation of BonesShoulder Dislocations Wrist Dislocations Hip Dislocations Knee Dislocations Lower-Leg Dislocations Foot Dislocations Broken Bones Muggings/Attacks that require Police/EMS Park Rangers:
Missing Person inside Park Area Smoking on Park Property Starting a Fire on Park Property Using Fireworks on Park Property Bear Attacks Medical Assistance Calls -
Akakuma 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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Akakuma reacted to LukeD in LSPDFR 0.2 Announcement + First PreviewAs explained several times:
LSPDFR and RagePluginHook will likely never support cracked copies of the game. Both are developed using legitimately purchased copies of the game and will only ever support legitimately purchased copies of the game.
Please stop asking if LSPDFR will support cracked copies.
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Akakuma reacted to Sam in LSPDFR 0.2 Announcement + First PreviewFollowing 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.
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Akakuma reacted to Wonka45 in LSPDFR Future DevelopmentI havent seen any mod that does this, but what would be really cool if the random stealing events would be implemented. Like when you are in singleplayer and you see someone robbing someone and you have to chase him, and then have option to keep the stolen money or return it. But in this mod you could just catch the criminal..
I havent seen any mod that implements these random events so is there somekind problem why they cant be done? It would be really cool addition to this mod especially. :D
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Akakuma reacted to Sam in LSPDFR Future DevelopmentSomething like this was maybe planned, but it'd rely on us having the jail interior working I think.
A taste of things to come:
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Akakuma reacted to LMS in Xbox now able to support PC modifications..Given the amount of money and effort MSFT spent on trying to lure gamers (and game creators) to XBox and destroying the PC platform, I personally won't develop anything for it.
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Akakuma 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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Akakuma reacted to Senatov in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?After struggling for hours on end to get the thing to work, I am blown away by LSPDFR. I have been on here with LCPDFR since the very beginning, when LCPDFR was very limited and arresting involved pressing Alt+H and you could only handcuff a ped on the ground. I've seen the thing grow from nothing to where it is now and my number one thing I want to say is that Sam and the crew clearly learned from LCPDFR and GTA IV in general to do this one right.
Forget the cheap frills of some randomly generated pun names during a traffic stop, where an old ped is listed at age 20. Anyone who is complaining that those details from LCPDFR are missing form LSPDFR is insane. The big picture is this: several years of LCPDFR development were not as stable as LSPDFR's first release. LCPDFR for a long time was buggy as hell. You could not play GTA IV with mods for more than 40 minutes before it unraveled. What was done with LSPDFR was the laying of a very solid groundwork for a mod that will become diverse overtime. Sam and the crew clearly understand what is missing from the mod (partners, a shootout callout, etc.) it's not like they forgot.
All the obvious improvements you thought of after playing the mod for a few minutes are coming. LSPDFR's strategy is much like Rockstar's. Rockstar knows they can milk GTA V by releasing content updates on a regular basis for free and peddling shark cards. You know that they will make some zombie update eventually that they will hype like Don King and probably charge money for. It seems the plan for LSPDFR is to release a very stable framework, and build on it and add in the things that are missing over time. There are already so many advancements in GTA V over GTA IV that are simply untapped potential. The powers that be know what they're doing.
With that being said, here is my 2 cents.
Swat fastroping, spike strips, roadblocks (native police functions of the game) are HUGE opportunities for the mod compared to GTA IV. The fact that Rockstar put these things in the game means they should function much better than having to mod them in. Incorporating random events as callouts? There probably will never be better "callouts" than the ones Rockstar made. When I say better, the ones Rockstar made have cutscenes and audio. Don't have shootouts just be a bunch of identical peds spawning with the same gun all next to each other as you pull up. When I pull up to a shootout, it should be in progress with the suspects spread out behind cover. It might be hard scripting wise, but there is little more annoying than being sent to a callout where the action is above or below you, like if you are on an overpass or bridge but the incident is happening down below in a parking lot. The arrest system is brilliant. KEEP IT SIMPLE. I'm sure you know this and if the mod becomes compatible with other mods at some point (trainers) there needs to be a way to spawn a new cop car if yours is destroyed or you respawn at a hospital.
More to come as I think of it.
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Akakuma reacted to Ghosticus in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?Look, I love what you guys did, and I'm sorry to say this but this is an ass-backwards approach to looking at this mod.
It seems to me like you want to take the core gameplay of GTA 5, being car chases and shootouts, and just put us on the other side of things? We went from being Trevor, backed up into an alley way looking for a way to escape from 5 tor 6 patrol cars coming after him. To being some random cop, sent to go assist in a Officer Down call, only to just observe some random AI cop arrest the perp as you pull up? At best we're exchanging gunfire with one or two shooters? This isn't fun. This is repetitive and boring.
In LCPDFR I turned Call-outs off. It made it feel like re-skinned GTA. or a PG-13 version of GTA where I play a "Good Guy". Instead I found the most enjoyment out of random traffic stops, getting handed an expiured licence, and acting accordingly. Every stop wasn't "ok either this guy runs or doesn't", and felt more like a real life situation, with many factors unknown, (is he a felon, is he armed, does he have a warrent, does he have prior convictions?).
I understand the limitations. Lack of assets. But that's no reason to just write it off and say, "Oh well the people want shoot outs and car chases..." No, that's what Vanilla GTA and GTA Online is for. I want the interactive, police officer sand-box of LCPDFR.
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Akakuma reacted to parsa in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?This mod is solid as rock for first beta release
I'm going to update my questions:
1- The radio dispatch, I am looking forward to it
2- Currently, I didn't see any units joining my pursuit unless i ask for help. This is originally GTA V's fault because unlike GTA IV, there are no units walking/driving around the city.
Will LSPDFR add patrolling units around the city in the future? or will it make a random popcycle.dat that we should install? Or we just need to use community popcycle.dat for that.
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Akakuma reacted to GamingXSportXClub in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?Personally I don't care about the callouts and other 'addons' to the mod, I feel that the thing that should be and i'm guessing is being worked on is the main functions.
For example, in LCPDFR (GTA 4) when chasing it was clear and felt liked you switched from the open world gameplay to a 'mission', from the police indicator telling you where all the units was, as well as a whole detailed pursuit feel with losing visual and loads more.
right now it feels like you're in the background and stuff feels less 'solid' and doesn't feel that reliable, pullovers, arresting, and loads of other features just seem off.
It feels like you have to provoke pursuits and criminal activity to get the 'policing' part going, without the police computer and the wide amount of vocal options in pullovers as well as the large amount of options you had on foot and in a vehicle, it all feels kind of empty and feels like it's either, "This person needs to be arrested and is a criminal" Or "Innocent", theres no other options, not everyone is a criminal. (Which I understand, IT'S IN ALPHA and the first release, and it's amazing for what it is)
This by NO means is me bashing the creators, I LOVE the mod and it's fun and have been playing it since the release and 110% understand it's all out of free time, but personally i feel adding dogs, tazers, new callouts and all that fancy stuff is pointless, because it's just not going to work and make shit way too complicated when the basics should be worked to perfection, just like LCPDFR, and now we have a reliable engine to work with.
TL:DR: Get the basics as polished as LCPDFR, more or less cloning EVERYTHING from the original mod, having it as polished as possible, and THEN Working on callouts and all the fun stuff we can add because of GTA5 like dog units, tazers and loads more, not the other way around.