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liberto

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Everything posted by liberto

  1. First off, great pack! Quick remark tho: the handling of the 'police' car is wrong, it rolls over when taking sharp corners. I don't really understand why since it's close to a vanilla 'police' in terms of dimensions. Would there be a possibility to fix it? 🙂 edit: nvm, forgot I had a physics pack installed
  2. Hello, I'm desesperatly trying to have a siren tone as can be seen on those videos: https://www.youtube.com/watch?v=PAqpThXmvXc&t=36s https://www.youtube.com/watch?v=Q0DHwQzqjUo&t=1m12s I can't find the "name" of that one (like wail, hi-lo, etc). I guess it must have a name so I can find some samples on the interweb. I tried fiddling with audacity by inverting the regular primary siren and stuff, but it just doesn't work as great as in the first video. Also if that's a ELS functionality I've been missing, don't hesitate to tell me as well 😄
  3. Not personally since I'm not playing LSPDFR that much anymore these days. But feel free to continue the project :)
  4. Wow! Now we're talking! Lots and lots of feature and awesomeness in such an easy to install mod! Hats off! One question though: is it possible to deactivate the controller inputs? (or is it planned to be doable in the future?) I'm using a controller, but I removed all control bindings I didn't need, and I replaced almost all of the controller buttons to simulate keyboard keys (using xpadder). So, all in all, I use a controller to presser keyboard keys, which means that ELS controller bindings interfere with my setup. Also, Ctrl+P brings up the pause menu, but it doesn't show the ELS UI :/ (but maybe that's something with my keybindings)
  5. Thanks for the reply! About removing the keybind, I was speaking about GTA 5 keybindng, as mentionned in part 3 of your documentation :)
  6. Awesomeness in a box, that's what it is! Great work! Some observations/issues/ideas I had with 1.1.0.0: lighting up your lightbar (without the siren, so by pressing G first) doesn't produce the "beep beep" sound, whereas I think it should. With sirens OFF, if I press O rapidly, it does a siren blipping, instead of just repeating a quick sample of the wail (for instance). Not sure I'm being clear here. What I want to reproduce is the same as here: https://www.youtube.com/watch?v=mok8FfGuM9k&t=2m38s (by tapping 3 times the O button, ofc) Also, it blips the lights as well. Maybe all this is intended, I don't know :) Last thing on that point: it does the "beep beep" thing as well, which would be nice to configure (basically, for me the "beep beep" sound shall be played only when switching to an "automatic" tone (yelp, priority or back to wail) or lighting up your lights. Maybe you can set this as a configurable thing? Pressing O (manual siren) quickly "blocks" the light pattern (it doesn't animate, like frozen) Thanks for providing 1.1.0.0 so quick though, it gives so much more possibilities Lot's of new keybindings to memorize tho, but it's not an issue Edit: last thing: When I try to remove the keybinding for the horn, it tells me it can't be saved (= I have to set a key). There's a red /!\ next to it as well. How did you manage to remove it completely?
  7. This may sound dumb, but I'm seeing this word a lot, and as a non-native speaker, I'm now confused since version 3.0 -> What is/are coronas, exactly? Is it the bright halo around the lights? (improved by the Radiance mod for instance)
  8. Seconding this. I guess we are many here to have modded sirens for ambulance, firetrucks and whatnot, and would like to keep them besides this awesome PA300 siren :)
  9. These skins look awesome! Would it be possible to support this car as well?
  10. Same error I had. Here's the process that worked for me to fix it: Try redownloading it Replace all your files with the redownloaded ones. Then run your game and make sure The Menu works. After this is done, you can put your TheMenu.xml back. If step 3 is working but not step 4, then you have a syntax error in your XML. Otherwise, it should be working.
  11. Totally agree with this, we definitely need a way to improve that key function mess :) There's a "workaround" (which is not ideal, but can still help a bit) until this gets adressed: using Key Conflict Manager together with The Menu It doesn't solve everything, but it definitely helps interacting with stuff if you think about a proper layout for the menu.
    I can finally call for more than 2 backups without having either a slide-show or a gigantic mess. Amongst all the other cool features of this mod, of course! 6/5. Just awesome
  12. MundaneCallouts "We have, a suspect resisting arrest, in...". - Random callout Tired of these kind of run & gun callouts? Me too. Well, they are fun sometimes, but I wanted to have more police work to do, like finding a suspect matching a description (aka BOLO), conduct investigations, etc. You may know Repeat Offender, which was made by FinKone. Well, my callout pack will go along those lines also. As this is my first callout pack, I don't think it'll be as detailed as FinKone's one, but fear not: I'm putting a lot of effort to have something fun and realistic to play with. Currently ongoing shoplifting (just started) Main scenario A shopkeeper just called the police for a shoplifting attempt. He will transmit all the details he knows about the suspect, and the last seen location (most likely the shop itself). These pieces of information will be golden to find the suspect, since there will be not blips at all. Only a rough search area. However fear not, if you have some difficulties, you'll be able to send a BOLO (Be On the Look Out) to a nearby officer, so that he'll help you finding the criminal. Once you find someone matching the description, you'll have to conduct your investigation, frisk him, or whatever else you need to do to make a stronger case against him. Maybe he's also just someone looking like the suspect. You'll have to find out. But be careful, the suspect may be aggressive and/or armed. API integration I am planning to "integrate" the following plugins, so that the callouts have a more realistic feeling: - LSPDFR Computer+ - Search Warrant (for the frisking part) - Traffic Policer for possible alcohol/drug tests - Maybe VocalDispatch Last words For now, there's only one callout, but I will most likely add new ones in the future. Feel free to voice your ideas or what you want to see as well :)
  13. Nevermind, false alert. Dunno what happened, since the first time I used it I had really bad framerate, and removing it and reloading LSPDFR did solve the "issue". But I just retested a few minutes ago, and everything is fine. So, no performance impact. Sorry for the trouble Version 1.0.0 is amazing by the way
  14. With 1.0.0, I've noticed a huge performance impact (went from 60fps to 25fps). Am I the only one?
  15. I agree with OP. An idea came to my mind (dunno if that's doable as of now, but will look into it myself): each callout should have a probability configuration (ini). Therefore each player could decide the probability of each individual callout. Maybe we could also find a way to centralize everything, to avoid having 1 ini file for each callout. Like, each callout could hook onto it, and if the probability isn't defined in that centralized ini, it sets a default value (Low/Medium for instance) EDIT: seems like @Albo1125 already did this with TrafficPolicer (just checked all the ini files from the plugins I have :p) EDIT 2: user linking is broken, or I don't know how to do it ^^
  16. Not sure this is the correct place to ask for help, but... I'm trying to figure out how to use the UIMenuListItem so that I can browse through different menu (typically, evey item in that list corresponds to a new menu with a new set of options... Like the Interaction Menu from LSPDFR) I came up with this: private static UIMenu mainMenu; private static UIMenu talkMenu; private static UIMenuListItem ActionsList; /* ... lots of items for the menu are declared here ... */ private static MenuPool _menuPool; public void main() { /** * MAIN MENU * */ mainMenu = new UIMenu("Main Menu", "fdgdfgd"); _menuPool.Add(mainMenu); // creating objects for mainMenu List<dynamic> actions = new List<dynamic> {"Main menu","Talk menu"}; ActionsList = new UIMenuListItem("Action", actions, 0); /* ... items are initialized here ... */ /* ... items are added, etc ... */ /** * TALK MENU * */ talkMenu = new UIMenu("Talk Menu", "fdgdfgd"); _menuPool.Add(talkMenu); // creating objects for talkMenu List<dynamic> Actions = new List<dynamic> {"Main menu","Talk menu"}; ActionsList = new UIMenuListItem("Action", actions, 1); // same action redefined, with index 1 (is that correct?) /* ... items are initialized here ... */ /* ... items are added, etc ... */ } public static void OnListChange(UIMenu sender, UIMenuListItem list, int index) { if (sender != mainMenu || sender != talkMenu || list != ActionsList) return; if (sender == mainMenu) { // show talkMenu } else if (sender == talkMenu) { // show mainMenu } } Two question from here: Is there a more elegant way of doing it? (Typically, I handle it in the event OnListChange, which might not be the best... Plus, I have the same Item on both menus (the Actions one)) How do I show the menu via this kind of UI Item? (the list thing) -> talkMenu.Visible = true? Edit : the code above is just "theory crafted", meaning it hasn't been tested, and will probably not work. It's just to help picturing my idea.
  17. Of course, we can! I didn't think of adding a tracking tab since google already shows you where people are "working" on the sheet, but it's a nice feature to have an history of who participated. Maybe there's a way to do it automatically? (I am VERY lazy, so the less I have to do for a set task, the better I feel ) I prefer my layout though, if you don't mind (at least a more color-oriented theme)
  18. Hello officers, players, whatevers (for the rhyme), I'm kinda new on the LSPDFR dev scene (just started my first callout at the start of the week), and I'm really wanting to help this great community so that we may have even better plugins/callouts in the future. Also, please bear with my english, I'm not a native speaker. Common issue Many of us feel the need to incorporate audio files to improve the immersion of the player (Police Scanner, if you hear me ). I, myself, have that need. Now, as you may already know, there is a TON of sounds in the GTA game files, and those are poorly named (0x651095260 and so on). My contribution So, instead of all devs spending tons of hours searching for the right sound, which might be already used by other plugins without them to know (hence wasting a lot of time for the dev, and crunching his motivation sometimes), I wanted to regroup our efforts by maintaining a... drum roll... POLICE_SCANNER Dictionary! (Yay!) The concept Very. Simple. I've copied/pasted all .awc names from the police_scanner package in Google Sheets. For each .awc file, you have one or more .wav file(s). Next to it, you'll find the actual sound, and a comment if needed. I've already started to populate some cells, but I clearly can't do this alone, as there is a huge amount of files there. We need you! If you want to participate to the war effort, here's the link: https://docs.google.com/spreadsheets/d/1Dl24MmNmgqw6mDlCDtI7_k5WwUR7oot-H0g4bOYY9hI/edit?usp=sharing Everybody should have access to modify it. If not, tell me, I'll see what I can do (first time creating a Google Sheet) Last words Make us proud! Cheers! Liberto
  19. Looks cool!! I had the muted sound issue as well. I did compress the sound a bit, and now it's working fine (the easy install thing solves the problem also, but I had other custom sounds I didn't want to replace)
  20. Dunno what happened, but re-downloading the .dll file did fix my issue. What's weird is that it was working fine prior to upgrade to RPH 0.40. Maybe it got corrupted in a way or something. Anyway, it's working now :)
  21. There's an issue with that mod: As far as I understand, it should be included in this pack, but the skin is totally wrong here (the whole car is black, and the roof is white and has the sheriff part). I've looked it up, and actually the template of that car is in this order (from top to bottom): Top / Left side / Right side The skin in this pack is: Left side / Right side / Top
  22. It doesn't seem to work on RPH 0.40. Is there an update to be expected for this wonderful plugin? :) [19/06/2016 10:17:51.652] The Menu: 0.7.7 Launching... [19/06/2016 10:17:51.661] The Menu: Loading XML File: Plugins\The Menu.xml [19/06/2016 10:17:51.922] The Menu: Tentative de chargement d’un programme de format incorrect. (Exception de HRESULT : 0x8007000B) The last log says something like: "Attempt to load a program that has incorrect format". I thought it was my xml file which was corrupted, but downloading it again didn't solve the issue. So I assume it's due to the newest version of RPH
  23. That new 7.3 version is awesome! I can't thank you enough for putting the voices in there, as well as the "default character" which gets insta loaded when I press F11. Saves SO much time!!
    Awesome mod, awesome modder. What else? A lot of attention has been brought to details, which clearly makes it very immersive. Congrats! Can't wait for the future releases.

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