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gp

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Everything posted by gp

  1. gp commented on Albo1125's file in GTA5 Mods Misc
    Thank you for finally making the compatibility thing optional, letting people who know what they're doing enjoy the game and crash if they want. It is appreciated.
  2. I sat down tonight writing reviews and since my graphics card recently broke, I was lagging a lot from high end vehicles. Having the stock vehicles with ELS configured is really saving me. Thanks!
  3. Hey, This model is pretty great. I was already using t0y's ultra wheelen vehicle because I love the taller look, and this one is very cool too. While I read the "read this before you review" section, since you want the takedowns to light up both front and back, switching it to scene lightning and leveraging ELS for the light output to shine all around the car would probably make more sense since the back of the lightbar already shines visually. This is probably my only nitpick with the ELS config for this car, other than lack of SEC (will dance for rear window TA version). I do not seem to be having collisions on the front bar. I'm not sure if this is a limitation or a bug, or something I did wrong. I do enjoy how you split the mirror lights into WRN instead of sticking it in the primary pattern. +1 The skin is simple but effective, and the wheels look great. Overall this is very close to what I consider a perfect vehicle. Thank you for your time
  4. EDIT: Nvm These vehicles are great! Thank you
    Unlike the other flashy visual modifications on here, this one manages not to make GTA look like a cartoon, while beautifying the principal aspects of what makes GTA look great. There's also plenty of separate options that you can install to fine tune how it looks, which is appreciated because it means A. I don't have to dig through dozens of undocumented files to find out how to do it myself B. it becomes easy to merge VisualV with any other mod that might affect the same files but is still compatible. 5/5.
  5. Hello, the extra for the takedown is inverted on the FPIU leading to light behind produced at the back of the vehicle instead of the front ( I mean the env light effect, not the lightbar). Also, on that same vehicle, the rear left indicator appears broken. The right one works fine. Also not sure if this is an issue on my end but turning on full beams would remove any lights at the front of the vehicle (the spotlight would be lit, but it wouldnt shine).
    Been doing this for a while now and I can attest to how easier it makes game upgrades. It's a smart move to release it to the community. 5/5.
  6. Hey, No need to apologize, it's just feedback and you're the one spending your time on it so thank you for that. Takedowns face out front of the car. Scene lights on cruisers will usually be located on the edge of either sides of the lightbar and be used to provide lightning on the left or right of the vehicle, or both (always both with ELS. You can also set it to project to the back of the vehicle). Not all lightbars have either option equipped, obviously. I'm guessing the one used in this pack does because of how it looks, but I could be wrong. Have you looked into the ELS documentation? there's a whole section that explains how to set up the dummy, and then for the VCF all you have to do is to enable the extra11 or 12 in EOVERRIDE, and enable either takedown lights or scene lights in the other section as appropriate. Scene lights are Alt-] I think? I bought a month of zmodeler3 to try this out myself, but havn't had a chance yet. Thanks for your reponse and your work
  7. Good job on releasing this pack, but the lack of takedown/scene lights on the tahoe is really killing me. It makes the lightbar look broken. With all due respect I would not consider this model pack complete - either make those ugly empty spots actual flashing LEDs (maybe whites, ambers, or just more red/blue), or make the TKDN/SCL work. There's dozens of models with working lights, I'm sure at least one modder could help you get them working. Also, the lightbar using four color shades instead of two looks kinda odd to me, but I understand that's because it uses two separate LED textures so it's not a big deal. Otherwise, good variety, and on the models I tested so far, the lighting is set up logically and you can turn off different parts of the vehicle with SECL/WRN rather than having it all be bunched up into LSTG3 which is great. LSTG2 is also set up correctly which is another +. There's not a ton of police equipment in the car, but enough to make it interesting. Will hit up with longer review once there's no update for a while
  8. Hello, Here is the stack trace I get while loading the plugin: [2/12/2017 12:17:25 AM.950] [2/12/2017 12:17:25 AM.951] ============================== [2/12/2017 12:17:25 AM.951] UNHANDLED EXCEPTION IN PLUGIN [2/12/2017 12:17:25 AM.952] ------------------------------ [2/12/2017 12:17:25 AM.952] Plugin name: Real Time Sync Reborn [2/12/2017 12:17:25 AM.953] ------------------------------ [2/12/2017 12:17:25 AM.954] Exception type: System.Net.WebException [2/12/2017 12:17:25 AM.955] Exception message: The remote server returned an error: (401) Unauthorized. [2/12/2017 12:17:25 AM.956] ------------------------------ [2/12/2017 12:17:25 AM.956] Inner exceptions: [2/12/2017 12:17:25 AM.957] ------------------------------ [2/12/2017 12:17:25 AM.957] Stack trace: [2/12/2017 12:17:25 AM.958] at System.Net.WebClient.DownloadDataInternal(Uri address, WebRequest& request) [2/12/2017 12:17:25 AM.959] at System.Net.WebClient.DownloadString(Uri address) [2/12/2017 12:17:25 AM.959] at RealTimeSyncReborn.Plugin.Main.weatherGather() [2/12/2017 12:17:25 AM.959] at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) [2/12/2017 12:17:25 AM.960] at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) [2/12/2017 12:17:25 AM.961] at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) [2/12/2017 12:17:25 AM.961] at System.Threading.ThreadHelper.ThreadStart() [2/12/2017 12:17:25 AM.962] ============================== [2/12/2017 12:17:25 AM.962] [2/12/2017 12:17:26 AM.001] [2/12/2017 12:17:26 AM.003] ============================== [2/12/2017 12:17:26 AM.003] UNHANDLED EXCEPTION OCCURRED [2/12/2017 12:17:26 AM.004] ------------------------------ [2/12/2017 12:17:26 AM.004] Origin: HOOK [2/12/2017 12:17:26 AM.005] ------------------------------ [2/12/2017 12:17:26 AM.005] Exception type: System.Net.WebException [2/12/2017 12:17:26 AM.006] Exception message: The remote server returned an error: (401) Unauthorized. [2/12/2017 12:17:26 AM.007] ------------------------------ [2/12/2017 12:17:26 AM.007] Inner exceptions: [2/12/2017 12:17:26 AM.008] ------------------------------ [2/12/2017 12:17:26 AM.008] Stack trace: [2/12/2017 12:17:26 AM.009] at System.Net.WebClient.DownloadDataInternal(Uri address, WebRequest& request) [2/12/2017 12:17:26 AM.009] at System.Net.WebClient.DownloadString(Uri address) [2/12/2017 12:17:26 AM.010] at RealTimeSyncReborn.Plugin.Main.weatherGather() [2/12/2017 12:17:26 AM.010] at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) [2/12/2017 12:17:26 AM.011] at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) [2/12/2017 12:17:26 AM.011] at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) [2/12/2017 12:17:26 AM.012] at System.Threading.ThreadHelper.ThreadStart() [2/12/2017 12:17:26 AM.013] ============================== [2/12/2017 12:17:26 AM.014] Then my game crashes. Regardless of whether my APPID is valid or set correctly, I would suggest gracefully handling this part of your code so that a bad response by the server does not cause a crash. Thank you for this mod otherwise, it is well thought out.
  9. Maybe I was a bit too tough on you but in my mind it's an even bigger lack of respect to comment on an author's work implying you don't like it because it may be ELS without even taking a minute to check out the file yourself. Either way, it was a honest mistake and I won't grill you anymore for it of course, but I really think it's one of the most important things when commenting on people's work is trying it out even before asking questions.
  10. Are you kidding? The author is catering to your exact snowflake needs and you find the time to whine in the comment section instead of trying out the vehicle and figuring out that it's exactly what you want.
  11. This is a really niche model aiming to fill the needs of people who've missed out on the pages and pages of Christmas tree tahoes released mere days after ELS.
  12. That's why I reported it. The default config that ships with the plugin has that value, so I'm assuming it's a bug with the new implementation of the modifier key.
  13. There is an error that appears whenever the plugin loads: "LPCallouts ini file error: Menu Modifier Key value is invalid, default value 'NONE' loaded". Steps to reproduce: 1. Install the mod 2. Run it It doesn't actually affect anything in-game, but it's not really an error, so it should probably be fixed. Your callouts are really involved, well scripted and cool to play. I hope you keep working on LSPDFR stuff. Thank you!
    This is a beautiful, simple and effective pack that contains a super cool livery for a variety of vehicle. Seriously - if you keep updating this pack with new templates that come out, I'm literally never changing my sheriff skin again.
  14. Yeah, like I said I'll just avoid using the blinkers on this model. It's a shame because the outline at the back makes them really good looking.
  15. ELS lighting makes them flash on both sides, so it doesn't matter. I'm talking about using mods like BVA or MoreControlV where you can signal left or right.
  16. Oh so it's on purpose then? My bad. I'll just avoid using the blinkers with this model.
  17. Hello, I know this is a nitpick but the rear blinkers are inverted (left blinks right, and vice versa). The front blinkers appear to be correct. This is an amazing model! thank you!
  18. It looks like you removed the file instead of updating it.
    Exactly what I needed. Thank you. Looks great with VisualV installed.
  19. That's meant to mimic head beam alignment on cars. But since GTA V NPCs don't suffer from the same issues humans do, I do agree that a slightly less realistic version would be nice.

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