Jump to content

DLM3

Members
  • Posts

    323
  • Joined

  • Last visited

 Content Type 

Forums

Gallery

Downloads

Tutorials

News Stories

Wiki

Community Guidelines

LSPDFR BOLO Series

GTA5 Native Database

GTA5 Native Parameters

Release Highlights

LSPDFR Mod Showcase

LML User Contributions

Posts posted by DLM3

  1. 2 hours ago, Azteco said:

    Well then that's the challenge drive faster and eventually you'll catch up instead of driving miss daisy to a pursuit.

     

    No. Just no. I'm sorry but you maybe missed the part where I said that I was watching how things were unfolding from a Police Maverick. That means that I was on scene almost immediately. When you are on scene in 10 seconds and things are about to be resolved there is a problem.

  2. 1 hour ago, SkillfulCorpse said:

    I too experienced this, I had federal agents, SWAT and CHP in a pursuit, which I never asked for. I think I might have to sit down and go through the backup.xml. It is a neat feature though, but I don't want SWAT and the feds responding to an average LA pursuit.

    You cannot configure that sort of thing in the XML file. This is part of the issue I was talking about in a different thread, the issue isn't about backup that we request but all these useless units that automatically respond to a chase although we haven't invited them, as cool it is to see units not remaining passive anymore this should be up to us to decide how many units respond to a callout.

  3. 5 hours ago, Policefreak55 said:

    I am also having this problem as well, I think it has to do with the new persistence in 0.3, because it has been happening to all vehicles and peds involved in callouts for me. I've also noticed the persistence with backup too, as I've had SWAT units assist me on a pursuit five minutes after calling them to assist on another callout that was on a completely different side of the map, which is neat, but also kind of a pain lol.

    I doubt it was the same SWAT unit, it seems that LSPDFR pulls out an assortment of random units. The very first callout I got (in the middle of Los Santos) several units automatically joined in and they were including a highway bike and a NOOSE team... So these units obviously didn't come from a previous callout.

    I do appreciate the effort and the outstanding work that went into units joining in instead of remaining passive but I believe it went a little too far.

  4. 36 minutes ago, Darkmyre said:

     (unless of course you're right near a police station, which adds a wonderful new layer of immersion IMO).

    And this is probably the biggest improvement in 0.3 in my opinion. You guys have done a great job with that, there was nothing more enraging than being engaged on a pursuit on the freeway, waiting for backup to catch up while units on the side didn't give a damn. But there had to be a middle ground between no backup and 5 cars + 1 air unit showing up at once on top of the suspect...

  5. 5 hours ago, unr3al said:

    We're walking a fine line with this topic. The truth is that in the real world, you're not the only cop on the planet, and you're not always in charge. You will also be joining in progress pursuits, some that have only one car, some that have a whole fleet and two choppers. That's the reality of police work in California, along with many other states. In my months of playing, this has not been a common problem.

    The issue is that this is also a game. And it should be up to the player to choose how they want to play instead of being forced to see other units doing all the work for them. My experience may be limited, one night compared to your months of testing, but I have had quite a few callouts now (playing Vanilla and forcing them) and I have seen you guys streaming last night, easily 2/3 of the pursuits can be resolved by the other units alone without your intervention. That's where you are crossing the fine line as a game designer (yes you're doing game design!), while it looks cool the first few times you can't have the game play for the player. Imagine if I launch Dragon Age or Mass Effect and my party deals with the enemies while I sit back and watch... You are the player, you're still at the center of the action, this is not RL.

    The thing is —and I am certainly not alone— that I want to keep my interactions with the AI including police forces at a minimum because the AI is stupid. I am not blaming you and it's even not that the AI itself is dumb but we are (ab)using it in a way it was not intended to so obviously it doesn't behave the best way.

    So I know I sound like complaining but a few months ago when we were told that we would be able to customize our backup I didn't have their outfit in mind (that's a cool addition, don't get me wrong but that doesn't help on the field which badge my units show up :smile: ) and yes please add this option to the XML file. For instance I was also expecting to be able to say for certain that a bike unit would show up if I wanted my backup to be a bike. I know that I can remove police4 from the State vehicles in the XML (that's what I did) but that also means that I will never see a State police car... That's the kind of full customization of backups that I was expecting.

  6. The XML file doesn't let you set up that kind of thing. You can specify the number of officer occupying a vehicle but you have no say about the amount of units joining at the start.

    I think it comes from the fact that roaming officers now automatically join in a pursuit. While I was in my Maverick during an armed suspect pursuit, I was on scene in less than 10 seconds, they already had the suspect's vehicle boxed and a bunch of units on foot --including LSPD forces, highway bikers and FIB-- were about to apprehend the suspect... It took less than 30 seconds and I haven't done anything to help. And that's how the majority of callouts ended.

  7. I don't want to sound like I am complaining but I personally find that the bunch of units joining in a pursuit right at the start takes away all the fun. Most suspects don't even get the chance to go far and pursuits quickly come to an end. Heck as a player you don't even have to do anything, I went into a Maverick out of curiosity and was watching things unfold: you don't even need to play, you get a callout, you accept it and then you just watch over a dozen of officers taking care of the situation in less than 1 minute.

    That's a thing, as a player, that we should be able to control. So I really hope that it is something that will be looked at and tweaked. Starting a callout with one unit already in pursuit is fine, then let us decide if we want backup but please don't let the game play for us :wink:

  8. It is expected and normal to see plugins made for 0.2 not working anymore when 0.3 is out.

    It is a good thing we get an update to LSPDFR so that we can have a fresh start again. Most of the issues that people are facing come from the discrepancy between the various versions of the mods around, LSPDFR 0.2 was intended for an older version of Rage Hook but we had little choice but to update to one of the newest versions of RHP as modders kept updating their plugins (to different versions of RPH to add to the issue).

    I hope that this time modders will stick to the version of Rage LSPDFR was made for...

  9. The reason I hardly ever play a FIB agent is that they are almost always silent, you sometimes hear a "FIB! Stop right now!" during an arrest but most of time arrests are silent. If you perform a traffic stop of a suspect you won't hear any interaction either... yet there is a bunch of voice over that could be used under x64 > audio > sfx > S_MINI_SER.rpf > s_m_m_fiboffice_01_white_mini_01.awc (and 02.awc along with black and latino variants) such as:

    0x0532FAAF    I'm FIB and I can do whatever the hell I like.
    0x06F1F8F4    FIB! Get down!
    0x0A443F9A    Drop it! FIB!
    0x0ADAF31D    Hello.
    0x0B47C1A7    The FIB is taking you down!
    0x0C020316    On the floor! FIB!
    0x16D4DC21    FIB! You're surrounded!
    0x16F15E2C    I have reasons to believe you are suspicious.
    0x17F38597    I'm FIB, you clown!
    0x18B75C7F    FIB! Drop it!
    0x141B2D61    Goodbye.
    0x16839B7F    You got nowhere left to go!
    0x18214F27    I'm FIB and your ass is mine if I want it.
    DRAW_GUN_01    FIB! Freeze, you freakin' clown!
    DRAW_GUN_02    FIB! Stop right now!
    DRAW_GUN_03    FIB! On the floor!

    ... among many others. Is there a way to get these lines called during arrests or during interactions with peds? Or is it something hard coded in LSPFR and we have to wait for 0.3 to hopefully add some life to the FIB?

  10. Just seen Jeff's video featuring your heist callout, nice job guys! I was wondering for sake of realism, aren't hostages taken into custody till they can sort out their ID in this situation?

    And maybe giving you some ideas... when I have seen the gas theft callout, I was expecting a pursuit with a full tank truck (which would obviously imply extreme caution) :smile:

  11. 1 hour ago, SuperStumpje said:

    I'm almost certain no such mod exists, probably mainly because the vast majority of character models actually doesn't have any warm clothing in the first place as San Andreas doesn't get snow, or any temperature low enough to wear something warm.

    Well MP has a quite a lot a few warm clothing for the player (probably also in SP, I can't remember) so various coats do exist and I guess that it is just a matter of allowing peds to access them.

     

    1 hour ago, McKinnion said:

    BlackJesus1 has a mod released that has snow weather clothing

    Thanks, I gave a look at his files but I haven't seen anything for peds just for cops.

    With the holiday season coming up maybe someone will look into this, I hope :smile:

  12. On 16/11/2015 20:43:21, Stealth22 said:

    More Control V is a great plugin, but it has a bug in it whereby if you go too far from your vehicle (and hence it despawns), the plugin crashes. The most common way of this happening is if you get into a second vehicle, and leave your first one parked where it is.

    For example, I'll get out of my cruiser at a scene, with the doors locked. I'll get into a suspect vehicle, move it to the side of the road, with enough speed that the doors lock. I am now locked out of my police vehicle, and if I have either vehicle towed away, More Control crashes.

    I'll have to get you an excerpt from my log file (as well as the exact steps to re-produce this) next time I play, but I believe the exception is the same one that Pumpk1in posted.

    I don't use the lock as I see little use to it so I can't tell you how to fix that but regarding the crashes, when you have to move a different vehicle always make sure to enter your car again till the icon comes back to your original car (you will most likely need to exit and enter it again), this way the mod registers your car as persistent again instead of the vehicle that you will tow.

  13. The more I am playing the more I am getting annoyed by the AI, cops and peds. I know this is not your fault, the AI is awfully dumb and it doesn't help that we are dealing with it in a way that was not intended but it is really becoming a test of patience. You sometimes get a good laugh at their stupidity but after some time it gets more frustrating than anything.

    I am glad that you are working on the behaviour of other cops and I hope that civs will be on the list at some point :smile:

  14. That's true, you notice the issues when you are standing close to the car but I think it is still noticeable and it doesn't help that once you know where to look you only see that.

    You can see that the borders of the flag are indeed blurry and pixellated:

    Spoiler

    1447897766-2015-11-10-00002.jpg

    Same with the star, you can still see the pixels around:

    Spoiler

    1447897928-2015-11-10-00004.jpg

    The issue with importing large texture files is that the YTD file becomes larger, the game doesn't even want to load.

  15. Hi. I have made my own state trooper livery for one of the models out there (the Chevrolet Impala by Bxbugs to name it, he deserves it!) lousely inspired by the Colorado State Police, used as police4 it makes a great replacement for the default car, but I am struggling to keep a level of quality when importing my texture in the YTD texture dictionary.

    This is one cropped part of the texture:

    livery.thumb.png.aff414670047d9a59bb5f0e

    They are saved as PNG files (smallest compression, not interlaced) and they are perfectly fine. There is no loss of quality that I can tell compared to my work file in Photoshop and the size (~350 Kb) is decent, especially considering that I have a total of 10 textures to import.

    Once imported, here is the result:

    livery-dxt5-mipmaps7.thumb.jpg.5d53d3073

    Look particularly around the star and the US flag, there are some nasty pixels around the stars and the border of the flag is all blurry.

    I let the OpenIV texture editor choose the best settings, which came up as DXT5, MipMaps levels 7 (that's the same properties than the textures used by default).

    So I thought let's save them as DDS files. My settings were: DXT5 - ARGB - 8 bpp - interpolated alpha - MipMaps 7. But the file is over 2.6 Mb which is unacceptable when I can get the same quality with a PNG file that is 8 times smaller. If I aim for a smaller DDS file, the quality loss is just incredible.

    Anyone would have some advice how not to lose quality when importing textures? If I go the DirectDraw files route, which settings should I use to obtain a decent size while keeping a good level of quality? Thanks in advance!

  16. On 14/11/2015 01:01:25, Hystery said:

    From the last news, 7 attacks have occured at the same time, which means 7 groups of people worked to organize this, to prepare the attacks without anyone noticing anything.

    I swear, french intel is one of the worst, they are -always- late, in every situation.

    Dude if you have to be misinformed, stop posting really. Our intels have avoided various attacks since January and even in the years before. But you can't be behind every citizen and that kind of things happen even with the best security in the world.

  17. 56 minutes ago, ineseri said:

    As far as I know, you need to copy the entire rpf file. 

    That wasn't my question :tongue: Copying the entire rpf file makes sense since any modification inside the archive modifies the file itself.

    What I was asking is: inside "mods" can you just create a folder named "x64" then inside another named "audio" then "sfx" and copy there your resident.rpf file alone before modifying it, disregarding all the other files that are not modified. Or do you need to copy the whole "x64" folder even if the other files remain unchanged.

    lspdfr-audio.jpg.208ad7d9cf90a3108815fb8

    My question is mostly motivated by the fact that I wonder if one solution is heavier regarding loadings or if it doesn't matter (I guess the game first loads the default files then go through the mods folder, so technically if I was copying the whole game inside "mods" would that increase loading time and put some stress on my machine?).

  18. Hi! With the last update to GTA V I have made a fresh reinstall of all the modifications I had to the game (car models, sirens), thus I made a new "mods" folder and I still wonder how much I need to copy inside.

    For instance, let's say that I am changing a siren, I will need to modify x64\audio\sfx\RESIDENT.rpf. Do I need to only have a copy of this file (with the correct path obviously) or do I need to copy the whole "x64" folder into "mods"?

  19. On 28/10/2015 13:00:42, louielister said:

    i have read the read me's and installed it correctly,

     

    Nope you didn't. We can see the location of your plugins with the short log on your screenshots. You have installed your callouts in the Plugins folder. They are supposed to be in Plugins > LSPDFR.

  20. There's no need for an extra mod, LSPDFR does it: hit N and navigate the menu to get the car options. You can select what the engine does: on, always on and off.

    It also turns off the lights which is all fine with me since when I park somewhere by night I also want the lights off (and turning on the engine instantly turns them on too). It is just that the radio chatter suddenly goes quiet, which is even not realistic :smile: For immersion that would be great to keep the radio running.

×
×
  • Create New...