Reputation Activity
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xAKRONSFINESTx got a reaction from knightwolf75 in Request: 1996 Chevy Impala SS Marked/UC/CivilianI just don't like the old bubblegums. That's all.
And while that Caprice is close, the Impala has some differences and is a bit sportier. I also don't care for the constant burning red light. The other Caprice is nice but I would prefer the Impala grille and newer lightbars.
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xAKRONSFINESTx reacted to Lt.Caine in Check out ELS for V!Hehe, it would probably be pretty great, especially since Albo is much more talented than I am.
Regarding an ELS release, I know the long wait has disappointed and frustrated many. For this, I apologize. Please keep in mind, however, that there is nothing more discouraging in this context than to work on a modification for so long and yet still not get to share it with others. After all, the purpose of taking on such a large endeavor, is in many ways to watch others explore, enjoy and benefit from it.
That said, why have we not been forthcoming with information regarding ELS? This has been a point of frustration for several members of the community, and understandably so. However unintentional the consequences may have been, the reason for this strategy was simple: nothing in ELS was--or is--set in stone. Throughout the development process, things have evolved, features have come and gone or been completely rethought. Even flash patterns have been redone about three to four times (that's hundreds of patterns!). Because ELS was--and is--constantly changing, an accurate picture of the mod could not really be conveyed to the public. We also wanted to strike a balance between reassuring the community that the mod was indeed in development, while not creating the type of hype that would result in people becoming impatient and ultimately frustrated. Perhaps that hasn't been entirely successful, in which case, I apologize.
At this point, most of the core ELS features are complete. However, a release is not yet possible for several reasons: a few core features still remain to be coded (takedowns, for instance); several features are being polished; and, I am constantly on the lookout for more ways to squeeze things out of the game in order to provide ELS users and vehicle modelers with more options and a better experience.
Furthermore, the recent developments regarding default siren ("carcols") configuration have provided a new avenue to explore for ELS. For instance, the entire "extra" method may be discarded and replaced with a new method using the "siren" parts. This is being explored, but is far from guaranteed. If it can be done, it would provide ELS with 20 individual lights as opposed to only 12, in addition to freeing up the extras to be used as random vehicle components--which, no doubt would be greatly appreciated. It would also mean more complex--and fun--flash patterns. However, this would also inevitably increase development time.
Were ELS a mod like most others, it might have already been released. However, the issue in this particular case is that ELS requires vehicle models configured to a particular standard. The fear is that were ELS to change dramatically due to a new development after an initial release, that players and websites would be cluttered with a plethora of obsolete vehicle models and ELS vehicle configuration files. Not to mention the confusion this would cause, which has materialized in the past. Therefore, the idea is to build ELS to a point where subsequent releases will feature only minor updates that won't disturb the community. And hopefully that won't take too much longer.
I hope this clears things up for most people interested in the development of ELS for V. I know it's been a very long wait, but I ask you for just a little more--just a little more time so that I can at least try to make it live up to your standards and expectations and prevent the need for huge messy overhauls down the road.
For those wondering about the damage issue, you may rest assured that it is fixed, but LMS is working on a solution that will make it portable and capable of withstanding GTA V game patches/updates. As for stability, there really is no comparison to be made to GTA IV. ELS V is extremely stable, and not a single crash has yet been reported outside of routine testing/development, even with AI vehicles enabled.
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All I get from this thread now is...
"I'm proud to be black" - said the black man.
"I'm proud to be Asian" - said the Asian man.
"I'm proud to be white" - said the racist.
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Let's all remember that people, actual human beings, has been hurt in yet another tragic incident. I don't think this is the time for anyone to pursue or push their personal agendas, no matter what they might be.
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xAKRONSFINESTx reacted to LukeD in Running Out Of Function Keys For MenusThere is no solution to this problem, the best bet is expansion of the LSPDFR API itself, but that probably opens a new set of floodgates.
I would like to kindly remind you all that we have it much better now. Go back to LCPDFR those of you who remember. LCPDFR + 3 plugins and your entire keyboard was accounted for. At least now we can bundle multiple keybinds into a menu which is what most of us do.
Myself and other developers have discussed this, there is no GOOD and easy solution to this. No amount of saying "what about this idea?" from non-developers will help. Sorry.
The only thing you can do is as follows:
• Stop using too many plugins
• Create a cheatsheet of all keybinds you need
• DEVS: Make sure there is a customisation option for all keys you use.
• Try to reduce potential for overlap. Do your research.
I'm closing this for now, nothing much else can be discussed, simply because there is no good solution. Yes, we have thought of everything.
If you feel this topic has been closed in error, please report this post.
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xAKRONSFINESTx reacted to Stealth22 in Running Out Of Function Keys For MenusI was planning to bring this up. Unfortunately, at this point, there is no way to tell which "pack" is the owner of the current callout. In fact, there is no information you can get about a callout that is running. The only function that we have is called "IsCalloutRunning", which only tells you if there is a callout running, period. And that function returns "true" even if Dispatch has just displayed the callout, without the player accepting it.
This is something that is probably best left to @LMS, @Sam, and/or @Cyan to address in a future LSPDFR update.
Even if us devs could come up with a way to standardize plugin menus, it would involve one more support library for people to install and babysit, which we don't want.
However, in the meantime, all these "keys" should be customizeable, and the user should be given the option to use a modifier key. For example, in my most recent updates, I set the default key to something (say, F8 for ALPR+), and left the modifier key set to None. But the user can always change the key, and add a modifier if they wish.
It doesn't solve the issue of having too many keys to remember (maybe printing off a cheatsheet would help), but it at least would eliminate conflicts, if every plugin allowed customization in that sense.
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xAKRONSFINESTx reacted to Fiskey111 in [WIP] L.S. NoirJust as an update on the progress -
Progress is going smoothly; I have currently began creating a ScriptController that will, independently from LSPDFR, call these "callouts" and allow me to control what parts occur when.
I have about 90% finished the Crime Scene Investigation portion (simply need to add the rest of the variation, which will take some time).
Note that with this, you will be able to determine what evidence is important to pick up and what should be left behind. This will allow me to base your performance off whether or not you collected all the important evidence.
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xAKRONSFINESTx reacted to OfficerMobius487 in EVL/ ELS beta testing Xplicit92oh...ok lol thank you
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It's about to get a whole lot better too! We've got a central database in progress so you can immediately access other players reports whilst in-game! :D
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So in case you weren't aware, we will be combining PolicingMDT with LSPDFR Computer+ to form one Super CAD!! (I'm assuming it'll still be called LSPDFR Computer+ though and not SuperComputer+ )
Thanks @Albo1125 for the help with the API! I'm excited to see what we can do with it, and I'm also glad it's that easy to implement!
We'll be sure to keep you all updated and will be asking you all for help! If you'd like in on this project, I personally don't mind - I'm not too sure about @PieRGud's opinion though!
Thanks everyone!
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xAKRONSFINESTx reacted to Albo1125 in [WIP] LSPDFR+, British Policing Script's International Sister ModificationLSPDFR+ - Enhanced Traffic Stops - Court System - Pursuit Improvements
Download:
LSPDFR+ is currently a work in progress. It is a script modification designed to give LSPDFR a slightly richer experience. This is done by overhauling certain LSPDFR features, like the Traffic Stop system, while retaining LSPDFR's basic controls (minimal extra keys required) and smoothness. LSPDFR+ is basically a collection of features that tie in closely with the original LSPDFR and don't fit into my other modifications' theme. It is similar to British Policing Script, but without the 'British' part, I guess
Currently Planned Features for Initial Release:
Overhaul LSPDFR's Traffic Stop system to make the interaction more indepth (again, similar to British Policing Script). [Done] Add a highly compatible Court System for details of your suspects' sentencing. [Done] It will include an improved, less lethal Pursuit AI project I've been working on. [Done] Pursuit Tactics menu for the new pursuit AI [Done]. API for other developers to create court cases & more. [Done] Integration with British Policing Script, automatically disabling features British Policing Script already offers, while retaining others. [Done] Statistics Counter. [Done] Prevent UTurns during pursuits. [Done] More indepth Traffic Stop Questioning [Done] Any suggestions I find appealing - please let me know what you'd like to see in the Traffic Stop overhaul in particular.
Early version access is now open! All Loyalty participants currently have access - check out the Loyalty Rewards Programme.
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xAKRONSFINESTx reacted toDeactivated Memberin Modern Harley Police?Nothing yet. Don't trust that DoctorGTA dude with anything. He's just a liar, plain and simple.
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xAKRONSFINESTx got a reaction from KMRICX in Pursuit police AI has not improvedI believe in one of jeffs videos he mentioned how the ai for the bike cops is actually less aggressive and doesnt ram during pursuits, and that he mentioned it to sam to look into. Maybe it will be possible to distribute the way the bike ai works to the rest of the police ai.
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xAKRONSFINESTx got a reaction from Darkmyre in Suggestions For Future Callouts/Scripts/Plugins/ModsI think the content creators have done a superb job so far in terms of whats been made, and keeping those things updated. Props to you guys!
However, i think the number one thing missing (for me atleast) are ordinary, day to day calls that are apart of routine police work. I know Finkone is working on something (it was in one of his videos) and mentioned these types of calls were needed. Below are an assortment of different types of calls.
An example of non emergency calls:
And of course, some emergency calls:
And then you have the stuff in between:
I work for a police dept and these are just the usual calls/codes from day to day. There are a lot more out there obviously. And i know that tons of work go into these mods and scirpts. This is just a list someone can use if needed. If anyone has a question or idea of how a call might go/workout just ask. Thanks again to those who do create this stuff.
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xAKRONSFINESTx got a reaction from quentin23 in Suggestions For Future Callouts/Scripts/Plugins/ModsI think the content creators have done a superb job so far in terms of whats been made, and keeping those things updated. Props to you guys!
However, i think the number one thing missing (for me atleast) are ordinary, day to day calls that are apart of routine police work. I know Finkone is working on something (it was in one of his videos) and mentioned these types of calls were needed. Below are an assortment of different types of calls.
An example of non emergency calls:
And of course, some emergency calls:
And then you have the stuff in between:
I work for a police dept and these are just the usual calls/codes from day to day. There are a lot more out there obviously. And i know that tons of work go into these mods and scirpts. This is just a list someone can use if needed. If anyone has a question or idea of how a call might go/workout just ask. Thanks again to those who do create this stuff.
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xAKRONSFINESTx reacted to LogicGaming in [WIP] A mundane callout pack, because not every callout involves arrests and pursuits.I have been learning to develop specifically so that I could make mundane callouts. I listened to the police scanner for my local town while playing and it gave me a lot of ideas for what are "routine" calls.
(By the way, HUGE thanks to TitanSloth, AlexGuirre, Albo, Stealth, and all the other developers that have been patiently answering my questions as I learn to program. I can't wait to release this callout pack. TitanSloth and Stealth specifically gave me samples of their callouts to use so that I could learn how they work. Titansloth actually took the time to write my first callout for me based on my criteria, which also gave me a huge boost into seeing how everything works.)
For all of these callouts, the dispatcher will typically call out a description and/or identity of the subjects and vehicles if they are known.
There are only a handful of actual callouts in the pack, however there will appear to be dozens as the dispatch message changes based on the context of the call. This is very similar to what other modders have done (such as the arrest warrant callout) but with more mundane crimes.
The format goes something like this:
Callout 1 (Single stationary victim, single suspect)
Callout 2 (One or multiple stationary victims, one or multiple suspects)
Callout 3 (One or multiple suspects called in by an anonymous caller. The caller may want contact, but usually they don't)
Callout 4 (Single car crash VS Ped/Animal/Object)
Callout 5 (Two or more cars involved in an accident)
Callout 6 (A suspicious vehicle called in by a caller)
Based on those 5 callouts, I can attach probably 50 different scenarios to each one, and change the dispatch message accordingly depending on which one is assigned, giving the game the illusion of having hundreds of callouts.
Examples:
Callout 1 (Single stationary victim, single suspect)
Domestic
Assault (physical)
Assault with a deadly weapon
Restraining order violation
Theft from a person
Vandalism
Making threats
Burgarly
Attempted car jacking
Attempted robbery
Solicitation
Tried to sell illegal drugs
etc.
Callout 2 (One or multiple stationary victims, one or multiple suspects)
Basically a group version of any of the above
Callout 3 (One or multiple suspects called in by an anonymous caller. The caller may want contact, but usually they don't)
Alarm company reports motion in (random room/sensor)
Caller reports a stranger in their neighbors house/business
Casing buildings
Casing vehicles
Acting emotionally distraught
Making loud noise
Screaming at passerbys
Asking passerbys for change
Following passerbys
etc.
Callout 4 (Single car crash VS Ped/Animal/Object)
Car vs Pedestrian
Car vs Deer (if in country)
Car slid off road
Car hit pole
Car hit median
Car overturned
etc
Callout 5 (Two or more cars involved in an accident)
2 car
3 car
4+ car pileup
etc.
Callout 6 (A suspicious vehicle called in by a caller)
Vehicle idling by side of road
Vehicle idling in parking lot
Vehicle circling the block
Vehicle parked with someone standing/talking to the driver
Other cool features:
EXTREMELY LOW CHANCE OF VIOLENCE. You shouldn't be arresting and shooting 8 people per shift. There is about a 1 in 30 chance the suspect will have a weapon and an even lower chance that they'll use it on you. The caller may or may not warn you the suspect is armed.
NO BLIPS OR SEARCH RADIUS OTHER THAN THE PERSON WHO CALLED THE POLICE except to tell you the location of the call. You are given a description (sometimes just gender, other times to include clothing, and sometimes full name and DOB) and you have to diligently search the area. The game will confirm you found the right person when you are within conversation range. Same for vehicles, you are given the description of the vehicle and have to find it. You don't even get a search radius.
For every situation there is a chance the suspect will stay at the location he was reported in, a chance he will casually walk away, or run away, on foot or in a vehicle. If you or another cop spots him, he may either walk casually hoping you don't notice, or just put his hands up and stop. He may also run away or start attacking you. His demeanor could change at any point.
Other cops will have a chance to intercept the suspects before you do if you take too long to find him (due to not having a blip). Every (random number) of seconds, another unit has a chance to intercept the (invisible to you) suspect on foot or in his vehicle. If found, the cop will attempt to stop him. If he is on foot the cop will just talk to him, and if he is in a vehicle the cop will perform a traffic stop and wait for your arrival. Once another cop intercepts your suspect, you are then given a blip to go and complete the callout. There is a chance the suspect could flee from the officer that stopped him as well before you get there, and you wind up joining the pursuit.
Additionally I want to make a separate plugin (so that it can be used with all callouts, not just this one) that compiles a madlib statement/story/accusation. It will literally just be a giant madlib that pulls in nouns, verbs and adjectives from different lists and compiles a computer generated story.
You can use the content of this story to make your decision, or you can choose to take action against the caller if their story keeps changing (there's a chance it will). There's also a chance that different witnesses and suspects could have slightly different stories. This plugin will take some time to develop, but I want to do it as a separate plugin so that it can be used with any callout, not just mine.
I will post videos demonstrating some of the mechanics as soon as the callouts are stable enough to do so.
Would love to hear feedback now and once you see them as far as what you want to see, and ways to accomplish things I may not have thought of.
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xAKRONSFINESTx got a reaction from rukrim in Changing the police bike to a carok so i am having the exact same issue, i have changed over ytd/yft textures, and they display correct. i have added a carvariations file to patchday1 folder ( where the policeb shows up) and have no issues.
but when i change out the vehicles.meta file the game crashes when loading. if i swap it back to the original the game loads but the car only has tires/wheels on the driver side. lol. the model im using is the charger. i successfully swapped the fbi car for the charger, and even tried using the lines from the fbis vehicles.meta but that doesnt work either.
please help!
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xAKRONSFINESTx got a reaction from Sopphic in Suggestions For Future Callouts/Scripts/Plugins/ModsI think the content creators have done a superb job so far in terms of whats been made, and keeping those things updated. Props to you guys!
However, i think the number one thing missing (for me atleast) are ordinary, day to day calls that are apart of routine police work. I know Finkone is working on something (it was in one of his videos) and mentioned these types of calls were needed. Below are an assortment of different types of calls.
An example of non emergency calls:
And of course, some emergency calls:
And then you have the stuff in between:
I work for a police dept and these are just the usual calls/codes from day to day. There are a lot more out there obviously. And i know that tons of work go into these mods and scirpts. This is just a list someone can use if needed. If anyone has a question or idea of how a call might go/workout just ask. Thanks again to those who do create this stuff.
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xAKRONSFINESTx got a reaction from FtDLulz in Suggestions For Future Callouts/Scripts/Plugins/ModsI think the content creators have done a superb job so far in terms of whats been made, and keeping those things updated. Props to you guys!
However, i think the number one thing missing (for me atleast) are ordinary, day to day calls that are apart of routine police work. I know Finkone is working on something (it was in one of his videos) and mentioned these types of calls were needed. Below are an assortment of different types of calls.
An example of non emergency calls:
And of course, some emergency calls:
And then you have the stuff in between:
I work for a police dept and these are just the usual calls/codes from day to day. There are a lot more out there obviously. And i know that tons of work go into these mods and scirpts. This is just a list someone can use if needed. If anyone has a question or idea of how a call might go/workout just ask. Thanks again to those who do create this stuff.
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xAKRONSFINESTx reacted to cjr10621 in Request for Akron Police TexturesOkay here is the final product images: http://imgur.com/a/y2A6c check your inbox for files :)
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xAKRONSFINESTx got a reaction from TrisBreezy in Suggestions For Future Callouts/Scripts/Plugins/ModsI think the content creators have done a superb job so far in terms of whats been made, and keeping those things updated. Props to you guys!
However, i think the number one thing missing (for me atleast) are ordinary, day to day calls that are apart of routine police work. I know Finkone is working on something (it was in one of his videos) and mentioned these types of calls were needed. Below are an assortment of different types of calls.
An example of non emergency calls:
And of course, some emergency calls:
And then you have the stuff in between:
I work for a police dept and these are just the usual calls/codes from day to day. There are a lot more out there obviously. And i know that tons of work go into these mods and scirpts. This is just a list someone can use if needed. If anyone has a question or idea of how a call might go/workout just ask. Thanks again to those who do create this stuff.
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xAKRONSFINESTx reacted to SuperToaster in Request for Ohio Based Sheriff SkinHello, I live here in the great state of Ohio(I say this satirically, and sincerely.)and I would appreciate it if someone could make an Ohio Sheriff skin for Desmond98's Ford Police Interceptor Utility. I've included a link to Desmond98's work, and I'll drop in a few pics of an Ohio Sheriff P.I.U. I've looked all over the place, and was fortunate enough to find one for my CVPI, but not for the utility interceptor.
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xAKRONSFINESTx got a reaction from vynlthrash in Request for Akron Police Texturesworking on it
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xAKRONSFINESTx got a reaction from vynlthrash in Request for Akron Police Texturesif you need any more pictures i can get them. just lemme know!
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xAKRONSFINESTx got a reaction from vynlthrash in Request for Akron Police TexturesI really appreciate it man! Thanks so much