finalmaxgear
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finalmaxgear got a reaction from Schecter004 in LSPDFR 0.3 CrashHI!
First, I made sure that each MOD is conpatibile LSPDFR with 0.3, then I realized that the file "backup.xml" was not correct, I put the exact one.
Last tip, if you use mods like Arrest Manager, Traffic Manager, etc. make sure you have the latest version (The Arrest Manager has been updated a few minutes ago, just to let you know).
PS
Sorry for my bad English, I use google translate ......
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Did you install Realism Dispatch Enhanced before installing this add-on?
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finalmaxgear reacted to Sam in LSPDFR 0.3 - Now ReleasedAfter what has to have been the most chaotic night in the history of LCPDFR/LSPDFR, I'm happy to announce that the third public release of LSPDFR, LSPD First Response 0.3, is now available for download. LSPDFR 0.3 brings with it many exciting changes and features, including some amazing developments we've made with the Downtown Police Station, beautifully seamless arresting animation sequences, and a whole range of general improvements across the board.
On a similar note, we hope that you enjoyed the livestream provided on our new Twitch channel at http://www.twitch.tv/g17media. We appreciate that there were some teething issues with this over the night, but we also hope that you can appreciate the amount of work that goes into putting together not only something like that, but also preparing the modification for release at the same time! (If you'd like some quantification of that, every member of the management team here has dedicated the entirety of their days today to LSPDFR - seriously, we've barely even eaten!)
I'd also like to say a massive thank you to @JFavignano and @Stevetrackboyz for being a part of the action tonight. Indeed, I hope that everyone else will join me in showing their appreciation - you guys were absolutely fantastic!
We highly recommend that you take a look at the LSPDFR 0.3 Feature Guide, located here: http://www.lcpdfr.com/lspdfr/features. This guide highlights some of the new features available in greater detail, and also provides more complete release notes (which are massive).
LSPDFR 0.3, now complete with automatic and manual installation packages is available below:
On behalf of the team,
Sam.
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finalmaxgear 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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finalmaxgear 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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finalmaxgear 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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finalmaxgear reacted to Sam in LSPD First Response 0.1 BetaWe're delighted to announce the first public release of the LSPD First Response modification for Grand Theft Auto V on PC.
Implementing a basic framework for enforcing the law in San Andreas, LSPDFR includes a number of features such as arresting suspects, pulling over vehicles, full character and vehicle selection, basic callouts and hot pursuits. Also included in LSPDFR are a variety of police backup options, an interaction menu and various other features. Be sure to study carefully the User Documentation provided with the modification, which explains the features LSPDFR offers.
You can download the first public release of LSPDFR here: http://www.lcpdfr.com/files/file/7792-lspd-first-response/
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finalmaxgear reacted to ineseri in LSPDFR Feature PreviewThat kind of statistical statement has no base in reality at all. We tell people to buy the game and use a legal copy of the game, becuase we develop the mod for a legal copy of the game. We can't support a version of the game we're not using ourselves. Of course, it's not supported by Rockstar, but that has little meaning to us.
That would be me, and no, it wasn't in "anger" it was more of a factual statement; It is done when it's done, same as any other G17 Media product. We don't release a relase date because we don't want to disappoint people if we have to change the release date. Without releasing a release date, we're free to release it when we're confident it's finished.
Of course we are glad people are eager to use the modification, but we're not forcing anyone to use it either. The impatience is fun as long as it is encouraging, but when it goes to the point it's disrespectful we need to put an end to it. The mod is released when it's released, that's the only release-statement you'll get (for now).
We've said many a times not to ask for LSPDFR Updates, and we'll continue on this line, simply because the answer will always be the same. What've released so far is what has been said by Sam, LMS and posted on www.LSPDFR.com.
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finalmaxgear reacted to Sam in The Final Countdown - LSPDFR Trailer 2This is a nice way to think of it.
I apologise if my absence from this topic has been alarming, and I'm sorry that we don't have something for all of you to play yet. To be completely honest, if we had decided to set a release date, unleash the hype train and please everyone that is asking/demanding/begging for one, we'd have had a lot of very, very disappointed people on Friday.
Unfortunately we run into problems and barriers quite regularly during development. To give you a few examples, we had a serious performance issue that was discovered just yesterday resulting in the game running at 10 FPS during certain sequences. This was a problem caused by LSPDFR and was of the severity that it actually crashed the performance analysis tool we use. It took a few hours to resolve, and as with a lot of things in software development, the fix to issue caused more problems than it solved. To put it into context, and this is actually what happened, I had to spend my entire night, from 11pm until 3am re-writing one of the most crucial AI systems in the project - our custom pursuit AI. The fix to the first issue had broken the pursuit logic, and the result was that the internal timing for it was hideously broken - with things running too fast and too slow. Too fast meant that cops were trying to do three things at once. Too slow meant that cops were being left to their own devices for too long, and we all know what happens when you leave the LSPD to do their own thing (it involves a hail of bullets). So, after rewriting this pretty important part of the project to use our new timing system, what appeared to just be one problem had turned into a lot more, and we had to fix them before we could do anything else.
This is why a release date will never be given. When we wake up, we don't know what unforeseen problems are in store for us on that day. All I can say is that it has been a little over a week since what I promised would be the final trailer. The banner at the top still, in typical Sam fashion, still has the branding of a 'final countdown'. If I didn't believe that, I wouldn't keep it up there. I understand that people might be disappointed, but I suspect that this disappointment would be multiplied by a few billion if after the 'long' wait (a month and a bit), every time you tried to get into a chase in LSPDFR, your game ran at 10 FPS, and even if you could somehow cope with that, you had better hope you didn't encounter any backup units during that pursuit as if you did, you could forget about any notion of your suspect remaining alive for more than five seconds after. This is just some of the stuff we have to deal with. Let's try not to add the grief of a small number of people on here to that list.
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finalmaxgear reacted to Sam in The Final Countdown - LSPDFR Trailer 2The second and final trailer for the highly anticipated sequel to LCPDFR has just been released, showcasing a number of features which have made it into the first public release of LSPDFR, including traffic stops, arrests, pursuits and of course, drinking coffee!
Although feedback to the debut trailer for LSPDFR was, for the most part, quite overwhelmingly positive, we did understand the disappointment shown by some at the perceived lack of features. Of course, our main priority then was to break our silence on LSPDFR and treat everyone to a very early preview. Now, with many tireless days and nights of development under our belts, we present a more in-depth taste of things to come.
Stay tuned for more updates on LSPDFR as development comes to an end and the first public release fast approaches.
There's also an alternative Vimeo version available for anyone having issues with YouTube: https://vimeo.com/129257919
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finalmaxgear got a reaction from vynlthrash in LSPDFR Announcement + PreviewLess bad ... for a moment I was afraid ...
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finalmaxgear got a reaction from vynlthrash in LSPDFR Announcement + PreviewSorry, maybe I did not understand, but LSPDFR arrives in 2016 ?!
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finalmaxgear got a reaction from Budzilla in LSPDFR Announcement + PreviewSorry, maybe I did not understand, but LSPDFR arrives in 2016 ?!
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finalmaxgear got a reaction fromDeactivated Memberin LSPDFR Announcement + PreviewSorry, maybe I did not understand, but LSPDFR arrives in 2016 ?!
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finalmaxgear got a reaction fromDeactivated Memberin LSPDFR Announcement + Preview
I'm not impatient, I clarified the user "TheUniT" what you said.
PS
I am very much looking forward
PPS
I was distracted and I wrote in Italian.
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finalmaxgear got a reaction fromDeactivated Memberin LSPDFR Announcement + PreviewARRIING IMMINENTLY
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finalmaxgear got a reaction from TheUniT in LSPDFR Announcement + PreviewI am Italian, here are the 22:51 (10:51 PM), Germany is the same, but in England are one hour behind, so are the 21:51 (09:51 PM).
I think that for us it will be later than 1:00 (1:00 AM).
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finalmaxgear got a reaction from DivineHustle in LSPDFR Announcement + PreviewThanks, but no specific time? or random?
"Just as it says on top of every page" I read this "Coming tomorrow, the second and final LSPDFR trailer."
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finalmaxgear reacted to ineseri in LSPDFR Announcement + PreviewSpot on, but crudely written. You may very well defend yourself, not just going off-topic as you just did. The report button exists for a reason, use it and move on please. It makes for a much cleaner enviroment.
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finalmaxgear reacted to Sam in LSPDFR Announcement + PreviewWe're all thrilled to finally announce the development of LSPDFR for GTA V. Everyone here has been working like crazy to make progress with the modification and the website, and we're only just getting started.
We hope that everyone enjoys the little taste of what we have in store with LSPDFR. Feel free to use this topic for speculation, discussion and questions.
On behalf of the entire team,
Sam.
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finalmaxgear reacted to Unit607 in Dull colors ELS 8.5Can you show a screenshot?
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finalmaxgear reacted to Unit607 in Dull colors ELS 8.5Also what model are you using?
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finalmaxgear reacted to Unit607 in Dull colors ELS 8.5Try this.
Open up "visualsettings.dat" scroll down to "# Other emissive lights" and change "car.defaultlight.emissive.on" to 10.00.
Now change "car.defaultlight.emissive.off" to 0.05.