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I'll try to pay a little more attention to what happens prior to the arrest to see if there is a pattern, like which arrest I made (peaceful or not), if there is anything specific about the suspects, etc. but so far it seems rather random. I have seen this behaviour with suspects from callouts as well as people from random traffic stops. That's not too much of a big deal although it doesn't look really realistic, I just call for a prisoner transport and it seems that the suspects then behave. I was just curious if that was a glitch or not.
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It seems that there is a conflict with More Control V when you want to drop off a suspect yourself (hasn't run into any issue when I let NPCs take care of them). I didn't dare trying again since I had to restart the game. Upon being teleported to the cells More Control crashed and when I exited the cells LSPDFR crashed, most likely because there was no car to be teleported to anymore. Though there was no way to recover from this last crash, I ended with a black screen and an infinite loading. Last log entries: No big deal as the old drop off method still works.
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This happens once in a while where I place a suspect in my vehicle and as soon as I get in my seat they leave it. And this could go on forever. One of the lattest video of Jeff Favignano also had this happening so I guess that's not just me. Is it a normal behaviour from some NPCs in 0.3 (like some suspects are a real pain though exiting a car while cuffed seems hard), a glitch or an issue with some callouts?
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That's actually the solution here There is nothing that can really be done, it's a matter of contrast with the darkness surrounding the car. All the lighting tweaks around pretty much work the same way by changing some values in visualsettings.dat and they do improve lighting by daylight but it's way too powerful by night. So I use the default file by night and use the modded one by day. Obviously it's not possible to do this on the fly while in game but since I use real time, I know that when I play by night I'll need to use the default one.
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It's actually not just Downtown but all the city. Wherever you are the AI will respond too close and swarm the suspects. I cannot speak of the county as I have never been too keen patrolling there but in Los Santos I can definitely tell that the difference is huge. unr3al I am not going to post a long answer as I am done with you, till you won't understand that this is a video game, as much as a game try to be a sim, discussing with you is pointless. You can post all the videos of police swarms that you want, you cannot bring the RL argument into a videogame, you still don't get the point: in terms of gameplay you cannot have a game play and resolve situations for the player. This is something that you will never see in any game. This is called player input, if your only input is only to press Y to accept a callout and then sit back while the other units will take care of 2/3 of the situations by themselves, where is the fun? I don't need to play 3 months to spot an obvious issue, that's something I am used to in my line of work, making a judgement with little time and I am pretty good at it. Play any game that comes with a party controlled by the AI (any decent game, there are obviously some crappy games with a lousy AI having that kind of problems) and the AI will never be able to win without the player. This is nothing about being the hero but about being in control, that "player input" I was talking about. Read any game design theory book... I will just leave that link, give it some thought. A couple of months ago The Old Republic had a new expansion that came with an overhaul of the companion system that actually rendered them way overpowered, you had plenty of videos on YouTube of people showing how their companion would deal with any pack of mobs up to dealing with champions boss fights and still survive while the player would just sit back and watch. It took a couple of weeks for the nerf bat to come and here's what the developpers had to say: Some of you will certainly ask, why the need to nerf Companions? (...) What we saw in those instances is that Companions, simply put, were just way too good. Their healing and damage output could be greater than that of a very skilled player with a fully maximized character. (...) Companions, from a combat perspective, should complement and provide support to your character, not overshadow them. However, in looking at how strong Companions are, we may have gone a bit too far in that direction. Simply put, while playing through much of the game, there are a lot of situations in regular combat where it is practically impossible for you to be killed if you have a healing Companion. Although this can be fun for a time, this wasn’t our goal. Companions should be strong, they should fill any role you need, but they should not make your actual gameplay be overshadowed by how strong they are. This is the same exact situation with swarms of police units spawning on top of the suspects and taking any challenge out, especially coupled with the fact of how easily suspects now surrender. There is no need to play 3 months to see this issue.
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Don't ever dare telling that they spawn too close and put an end to pursuits too fast, criticizing even constructively is not welcome if you are not part of the testing team.
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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.
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This is without calling any backup. Armed suspect pursuit? 4 cars already spawn right almost upon the suspect...
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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.
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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.
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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...
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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 ) 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.
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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.
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The plugins inside plugins/lspdfr are causing your issue. Remove them till they are updated. By the way Vehicle Search doesn't even go there, its location is just "plugins".
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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
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do i have to uninstall callouts for 0.3 v
DLM3 replied to alexis75's topic in Discussion & Suggestions
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... -
That's pretty much my experience with all the lighting tweaks around. It really (I mean really, really) improves how lights are seen during daytime but: - at night they are way too powerful and you end with too much contrast between your lights and the darkness around (if you are not in the city) that it's hard to see things like the road. - taxis that look like moving lighthouses. Their advertisement is so bright and nothing can reduce it but to make lights less powerful which defeats the purpose of the tweaks since it applies to all lighting effects. So in the end I mostly use it when I am outside the city (no taxis), during daytime.
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This is how snow used to work before the last update on Dec. 17th: cars and also people were covered with snow but it also came with the downside of interiors being also covered. They have fixed this issue with the Executives & Other Criminals patch in preparation for the Xmas event but it seems that both effects were tied so by removing snow from the inside it was removed altogether from vehicles. That would be great if there was a way to get this back.

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