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DLM3

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  1. Like
    DLM3 reacted to Sam in LSPDFR 0.4 - Announcement + First Preview   
    Been a while, huh?
     
    You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes:  there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well.  And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see.
     
    So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself.  But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it.  While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them.  Of course, with that being said, there's still a lot of new stuff crammed into 0.4!
     

     
    With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :)
     
    Aside from the cool little additions like this, though, the major theme of 0.4 is Character.  Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR.  There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too.  And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant.  With 0.4, this separation is gone.
     

     

     
    No, these shots aren't taken from GTA Online.  This is our own, fully-featured, LSPDFR Character Creator.
     
    Of course, we'll talk more about the new Character features in LSPDFR 0.4 later.  The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to.  Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether.
     

     
    Officer Ronson and his clones obviously couldn't make it to the flashlight party. 
     
    Stay tuned!  We'll be sharing more about 0.4 soon.
  2. Like
    DLM3 reacted to Sniper296 in OpenIV discontinued | Take Two claims game modding "illegal"   
    Just a note to everyone who is leaving negative reviews of V, IV and MP3—or everything R*/T2.
    You forgot something:

  3. Like
    DLM3 got a reaction from Lundy in OpenIV discontinued | Take Two claims game modding "illegal"   
    It doesn't matter if they're not selling as much as they used to (and just for the record, their sale never really dropped, up until a few weeks ago GTA V was still the top seller on Steam) because anyone can still review at any time. You can even change your review and rating at any time, which was actually the whole point of adding an additional rating last year: overall and recent. Because game can evolve and the overall rating may not be indicative anymore of the state of the game at the current time, that's why Steam allows you to change your review.
     
    So much this. Seriously. While there are good reasons to be pissed off by Take 2's move, there is no reason to freak out. You can still use OpenIV by disregarding the uninstall invite, you can still use mods, you can still play LSPDFR. The worst that can happen is being stuck with the current game version (that's why you make sure to back up the important game files) and that's not the end of the world. People can still create the most awesome mods with the current version, the LSPDFR team even just stated that they are testing a new version...
  4. Like
    DLM3 got a reaction from Lundy in OpenIV discontinued | Take Two claims game modding "illegal"   
    It doesn't matter if they're not selling as much as they used to (and just for the record, their sale never really dropped, up until a few weeks ago GTA V was still the top seller on Steam) because anyone can still review at any time. You can even change your review and rating at any time, which was actually the whole point of adding an additional rating last year: overall and recent. Because game can evolve and the overall rating may not be indicative anymore of the state of the game at the current time, that's why Steam allows you to change your review.
     
    So much this. Seriously. While there are good reasons to be pissed off by Take 2's move, there is no reason to freak out. You can still use OpenIV by disregarding the uninstall invite, you can still use mods, you can still play LSPDFR. The worst that can happen is being stuck with the current game version (that's why you make sure to back up the important game files) and that's not the end of the world. People can still create the most awesome mods with the current version, the LSPDFR team even just stated that they are testing a new version...
  5. Like
    DLM3 reacted to CouthInk4 in What do you do during your shift?   
    I do what every other LSPD officer does, Patrol the city and beat up innocent civilians while costing the city millions of dollars in property damage :D 
  6. Like
    DLM3 got a reaction from Albo1125 in [REL] Arrest Manager (More Jail Points with cells, Improved Prisoner Transport, Scene Management -Towing&Insurance, PedFollow&Taxi-, WeaponDrop, XML Customisation, API)   
    Hey @Albo1125 would you consider adding an extra option to the Transport Regions XML file, street names? I was kinda excited to be able to call in highway patrol units (I am using POLICE4 slot) for pickup when I am on the highway but zones are way too large. For instance US Route 1 goes through no less than 10 regions from Mount Chiliad to Banham Canyon, adding POLICE4 to these 10 regions would be overkill. I tried my luck by adding "US Route 1" to the TransportRegion ZoneName tag, with little hope that it would be enough and obviously it didn't take my setting.

    That would be great to be able to do that with the various highways, provided it is possible and more people like the idea
  7. Like
    DLM3 got a reaction from Albo1125 in [REL] Arrest Manager (More Jail Points with cells, Improved Prisoner Transport, Scene Management -Towing&Insurance, PedFollow&Taxi-, WeaponDrop, XML Customisation, API)   
    Hey @Albo1125 would you consider adding an extra option to the Transport Regions XML file, street names? I was kinda excited to be able to call in highway patrol units (I am using POLICE4 slot) for pickup when I am on the highway but zones are way too large. For instance US Route 1 goes through no less than 10 regions from Mount Chiliad to Banham Canyon, adding POLICE4 to these 10 regions would be overkill. I tried my luck by adding "US Route 1" to the TransportRegion ZoneName tag, with little hope that it would be enough and obviously it didn't take my setting.

    That would be great to be able to do that with the various highways, provided it is possible and more people like the idea
  8. Like
    DLM3 got a reaction from Albo1125 in [REL] Arrest Manager (More Jail Points with cells, Improved Prisoner Transport, Scene Management -Towing&Insurance, PedFollow&Taxi-, WeaponDrop, XML Customisation, API)   
    Hey @Albo1125 would you consider adding an extra option to the Transport Regions XML file, street names? I was kinda excited to be able to call in highway patrol units (I am using POLICE4 slot) for pickup when I am on the highway but zones are way too large. For instance US Route 1 goes through no less than 10 regions from Mount Chiliad to Banham Canyon, adding POLICE4 to these 10 regions would be overkill. I tried my luck by adding "US Route 1" to the TransportRegion ZoneName tag, with little hope that it would be enough and obviously it didn't take my setting.

    That would be great to be able to do that with the various highways, provided it is possible and more people like the idea
  9. Like
    DLM3 reacted to luminouscarcass in GTA 5 Social Club not up to date   
    Here's what worked for me (using Steam):
    1.) Restore to vanilla via check integrity cache
    2.) Restore GTA.exe, GTALauncher in GTA V root  and update.rpf in /update
    3.) Uninstall version 1.1.9.5 of Social Club and install:
    http://patches.rockstargames.com/prod/socialclub/Social-Club-v1.1.7.8-Setup.exe
    4.) Run LSPDFR and hope for the best
     
  10. Like
    DLM3 reacted to Starmix in Distant arrest by the AI = crash?   
    No OC. No idea what could be causing it.
    @LMS or @Kal74, have anything you can think of?
  11. Like
    DLM3 got a reaction from Darkmyre in Suspects not always surrendering   
    0.3 AI is definitely way too compliant as they hardly ever resist if they are not part of a callout that includes that possibility (even pulled over vehicles seem less encline to take off). Just an obvious example: the random GTA V pursuits, in 0.2 I used to help units that were engaging in a pursuit and it would always end in a shootout as these suspects would be armed and dangerous, in 0.3 they just run out of the vehicles and usually just give up.
    That coupled with the AI that keeps tripping over and over when you engage in a foot pursuit and arrests became a little too easy to the point where it turns to be somewhat boring because we're missing that unpredictable element from the previous version.
    TLDR: 0.2 AI was perfect.
  12. Like
    DLM3 got a reaction from Albo1125 in CLOSE NEARBY ROADS making all traffic disappear??   
    That's also my experience. You get the very occasional idiot hitting you while you are writing your ticket but that's too rare to be an issue in my book (and well that happens IRL too, though you don't write a second ticket when that happens!  ).
    It used to be problematic before FollowMe and then Mimic from Albo's plugin since stopped cars were in the middle of the lane most of time so you really were standing in the middle of traffic but now that we can pull them all the way to a side it is more manageable.
  13. Like
    DLM3 got a reaction from Unision in [Feedback] Pursuit Backup Spawn Locations   
    Thanks for the clarification, I had actually set it to 300 before seeing your reply and it seemed to be fine (I mostly play in Los Santos so it might make it easier then) though I was considering increasing it to 400 as it seemed still a little too close to me.
    Even with 300 if you are on a road in the county backup will spawn right ahead of the suspects which feels like an I-win button. I am trying to find a value that would make backup close to what they were in 0.2, honestly it was perfect for me, they would show up in a timely manner in the city and it could take a little longer outside... as it should be.
  14. Like
    DLM3 got a reaction from Unision in [Feedback] Pursuit Backup Spawn Locations   
    Thanks for the clarification, I had actually set it to 300 before seeing your reply and it seemed to be fine (I mostly play in Los Santos so it might make it easier then) though I was considering increasing it to 400 as it seemed still a little too close to me.
    Even with 300 if you are on a road in the county backup will spawn right ahead of the suspects which feels like an I-win button. I am trying to find a value that would make backup close to what they were in 0.2, honestly it was perfect for me, they would show up in a timely manner in the city and it could take a little longer outside... as it should be.
  15. Like
    DLM3 reacted to LMS in MinimumBackupDistance option   
    See this: 
     
  16. Like
    DLM3 got a reaction from BuddaRocks in MinimumBackupDistance option   
    Hi! I am installing (manually) LSPDFR 0.3.1 and the change log got me confused:
    "Added configuration (.ini) option: 'MinimumBackupDistance' - this will be respected when dispatching backup units"
    lspdfr.ini is still the same, does that mean that we have to add a line under [Main] and it would look like:
    [Callouts] CalloutsMultiplier=250 [Main] PreloadAllModels=False ForceDutyModel=s_m_y_cop_01 MinimumBackupDistance=100 Thanks in advance!
  17. Like
    DLM3 got a reaction from Andartu in Cannot use "E" key AKA cannot stop peds   
    Doesn't change the fact that half the time, holding E does nothing. Arresting someone (with a weapon, since you can't use E) usually fixes it.
  18. Like
    DLM3 reacted to Darkmyre in Suspect's Unpredictable Script   
    Pretty sure those are all potential outcomes of the traffic stop callouts added by Traffic Policer, so its not native LSPDFR logic. Not the kind of thing that can just randomly happen when you see someone driving like a dumbass, or are bored and pull over some random for the hell of it.
  19. Like
    DLM3 got a reaction from Darkmyre in Weird shots fired on our vehicle   
    I think I have found out what the issue is. Air units (Police Maverick) are shooting the suspects even when non-lethal force is required. I have been chasing suspects who simply evaded a traffic stop and the helicopters around that joined in regularly shot at them (you can hear the shots and you can hear the suspect in pain), I guess the second officer inside the helicopter has nothing else to do so I'm editing the backup XML file to have only one person aboard. I'll see if that makes it better.
  20. Like
    DLM3 reacted to alpha30xyz in Suspect's Unpredictable Script   
    So here is some food for thought maybe down the road. We have the AI population within the world and in that population are the wanted individuals. So we pull up behind a vehicle or stop someone, and they have a warrant. Easy, go up to them and arrest them, sometimes they resist and run with the new non-lethal arrest feature. Let's say though, your running the name, and all of a sudden, instead of them standing waiting for their arrest, then flee immediately. They have a percent chance to run from the officer.
    Here is another example, you pull a vehicle over, the vehicle makes a complete stop, and right when you get out, they get out and either run off, start shooting at you, or drive off. Or to add on to that, you get out and they jump out of their vehicle and start shooting at you, they shoot at you within their vehicle, when you get their id and start heading back they get out and attack you. This happens sometimes in real life.
    What I am trying to say is, how about making an API script within LSPDFR, that makes the AI suspects more unpredictable. Make they more real when it comes to interacting with the player. Keep the player on their feet because lets face it, sometimes, we get too relaxed. Lets change that and make it to where every time you stop someone, you have no idea what they will do. Hell, maybe even get ambushed by some random pedestrians when stopping someone on the street.
    Like I said, some food for thought. Let me know if it's possible, and if it can be done. Let's take the AI, and make them, unpredictable!
  21. Like
    DLM3 got a reaction from alpha30xyz in Suspect's Unpredictable Script   
    That's more or less true. While some suspects will still take off from you, either when you first come to them or when you come back to them after checking their information, if they are not part of a callout (so we are talking about random traffic stops) they won't pull out a gun, I have yet to see that.
    And then even when it comes to callouts with the overpowered takedown mechanic of 0.3 I have lost any sense of danger because they always surrender and never resist. You are performing a felony stop on a suspect in a vehicle: you aim your weapon toward the vehicle, hold E, the suspect comes out peacefully hands in the air, will maybe panic for a couple of seconds and even pull out a gun but without making any sign of resisting and then lay down on the ground. Most of the callouts with an unpredictable ending have now lost this sense of danger when arresting people.
    Takedown needs tweaking so that it doesn't nullify any chance that the suspect will resist.
  22. Like
    DLM3 got a reaction from IckleKI in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?   
    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
  23. Like
    DLM3 reacted to Stealth22 in Holding 'E' to stop a ped also affected other drivers   
    I know it was this way before 0.3. One of the changes in 0.3 was to make it not affect peds that were in a vehicle...
    http://www.lcpdfr.com/lspdfr/features/
    Stop & Identify
    A short progress bar will now be filled when stopping pedestrians Occupants of vehicles will no longer be affected. You can now arrest suspects directly from these interactions (see below)
  24. Like
    DLM3 got a reaction from Andartu in Tone down default backup?   
    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
  25. Like
    DLM3 reacted to TheDude in Range of Arrests   
    Howdy everyone, first off let me say I LOVE 0.3 its an amazing update to an already stellar mod.
    My question though is there anyway to lower the range that arrest takedown's are effective? It seems like even from 20m away I have a 100% arrest rate, the suspect always surrenders. It would be nice if we could allocate a percentage for a suspect to ignore a arrest takedown and continue running and to perhaps limit the range that the takedown itself is effective. The new persuits in 0.3 are so much fun but I dont think in the 80 callouts I have taken in the last two days that I have gotten into any foot chase that lasts for more then 10 seconds. Everybody that I tell to surrender does so immediately - even if they are driving by apparently pointing my gun at them is enough for them to slam on the breaks and surrender on the spot. Not to mention it sort of nullifies the need for a tazer when from the same range I can just hold down E with my service weapon at the ready.
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