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DLM3

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  1. Is there a way to add snow back on cars, like it used to be before the last update broke it? https://youtu.be/hGgLFiVfPRw?t=9s I know that the downside was having snow inside our vehicle but I personally didn't mind it at all, snow falling with clean cars looks really weird and the snow on vehicles really looked good.
  2. I use Shift+W for Vehicle (and Ped) Search. The modifier key line in the INI file is Shift. So Shift works...
  3. I am not sure what the issue is... Technically Shit and LShiftKey are the same thing, this is still the same key that you are pressing on your keyboard. I am not sure who uses the right one.
  4. 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?
  5. 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)
  6. 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. 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
  7. Hi! Does anyone know of a mod that allows peds to wear warmer clothes when you switch the weather to snowy?
  8. That was an interesting reading on how things work and what we can expect (or not) from a mod. I was wondering, instead of fighting a symptom and taking each ped one by one to tell them how to behave, isn't it possible to actually change how the AI is programed in general? Obviously it would no longer be a plugin since modifying an existing file would be required but wouldn't that be more effective? (To make it clear I am not asking you to look into it! It is simple curiosity, one of the many game files has to have the key to the AI's behaviour?)
  9. 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.
  10. 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
  11. Is there any way to fix the taxi advertisement that is way too bright without affecting the lightbar? I decreased the value for car.defaultlight.day.emissive.on and car.defaultlight.night.emissive.on, so taxis now look fine but the lightbar looks horrible. So I guess it's that or we have a nice looking lightbar but lighthouses driving around the city?
  12. 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: Same with the star, you can still see the pixels around: The issue with importing large texture files is that the YTD file becomes larger, the game doesn't even want to load.
  13. 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: 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: 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!
  14. 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.
  15. The main difference for me is that this upgraded model allows you to create several liveries. I added a total of 10 LSPD liveries each with a different unit number which avoids (mostly) clone cars when you call for backup. The ytd comes with one texture (hemi_sign_1.png), you just need to name the other ones 2, 3, etc. (I stop at 10, in my past experience with other models going higher creates issues) and import them and there you go, you now have a pool of 10 "different" cars. The first Sheriff Charger comes with a unique texture. Which is sad because I love it and would happily customize it with various unit numbers
    Loving it, I am actually using this model with LSPD livery (just for the antenna and the license plate readers that make it look really gorgeous). If you can do something about the glasses turning whitish at night under direct light, it will be perfect
  16. Thanks for this model, I have now adopted it Nice work! Is there something to do with the glasses turning whitish at night? (this is caused when the glasses are directly under light) I don't think it is coming from my graphic settings, the other cars are fine.
  17. Thanks for the clarification! I thought it was working the other way around
  18. That wasn't my question 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. 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?).
  19. 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"?
  20. 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.
  21. I like a spotlight on my car (at least it is functional on this one) but sadly the model with a spotlight comes with no lightbar. Anyway given the randomness of the vehicle that you get, sorry but that won't be that my choice for a police car.
  22. It is pretty neat but the spotlight is not functional (I mean being light up when you cycle the lights)? This is actually the only reason I drive an Interceptor.
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