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BrazilArmy

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    BrazilArmy reacted to Sam in LSPDFR 0.2 - Stun Guns & More   
    This 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.
  2. Like
    BrazilArmy reacted to Sam in LSPDFR 0.2 Announcement + First Preview   
    Following 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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