Everything posted by Senatov
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LSPDFR Announcement + Preview
If anything makes it into LSPDFR it needs to be the helicopter fast-roping NOoSE. This is why I believe it is better to allow the game's native policing functions to operate as vanilla as possible. There is already great stuff like this, flashlights, and spikestrips in the game. If we could figure out a way to assign a wanted level to an AI, the game would activate all these things naturally, instead of having to push a button for them. The more you try to mod things in the more dysfunctional they will be.
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LSPDFR Announcement + Preview
We definitely need that. There were a few mods for that in GTA IV but since they were mods they were not that great. This time around there is an actual animation in the game.
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LSPDFR Announcement + Preview
Are you not satisfied with the existing lights? Or is it that you just want more control of which lights are on, etc.?
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LSPDFR Announcement + Preview
I am pretty sure that you can enable the holsters/belts/hats by editing the right hashes for each ped.
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LSPDFR Announcement + Preview
I have an idea for this. Since in GTA V any ped can wear pretty much any uniform by just changing some codes (I'm pretty sure in GTA IV you could only wear what limited set clothes/skins your player had mapped for it--in GTA V I think you can just change some codes and get any uniform; I did it on a console with Michael: https://www.youtube.com/watch?v=U6VPOAqLwFs) What if the trigger for LSPDFR was going to your closet and putting on an LSPD outfit or the like so you could play as a protagonist? Michael just puts on his cop outfit, and drives out of his house in a cop car, instead of the awkward sudden teleportation to the inside of the lawyer's office in Algonquin. Or if you want you could just be a cop model. In LCPDFR you could do that for a while by pressing control + P to play as the principle character. I don't know--just my 2 cents.
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LSPDFR Announcement + Preview
Now cue some guy talking about how the pictures are fake and he can just make them all with a trainer or something Did you crack the code on the arrest animations or make your own? Did Rockstar have it in the game all along and just change it to having suspects getting shot on sight? Because if they are in the game it would be nice if that could be used such that the player when playing LSPDFR engages in an arrest, the game's native animation is triggered instead of the buggy scripted handcuff thing from LCPDFR with the coronas at the car doors that always bugged if something was inevitably in the way. Great work though! Posts merged - please don't double post. -Staff
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Mayweather vs. Pacquiao
You have not heard of the historic boxing match, "fight of the century" that is taking place tomorrow night? It's literally been reported by every major news source around the world. It's not UFC it is Boxing. http://www.telegraph.co.uk/sport/othersports/boxing/mayweather-vs-pacquiao/11573189/When-is-Floyd-Mayweather-vs-Pacquiao-what-channel.html http://m.bbc.com/sport/boxing/32554687 http://nytimes.com/2015/05/02/sports/for-the-mayweather-pacquiao-winner-a-bevy-of-belts.html?_r=0 http://video.foxnews.com/v/4207639564001/pacquiao-im-not-worried-not-nervous-about-mayweather/?intcmp=features#sp=show-clips http://time.com/3842378/mayweather-pacquiao-boxing-fight-of-the-century/ http://www.forbes.com/sites/kurtbadenhausen/2015/02/20/mayweather-and-pacquiao-announce-richest-fight-in-boxing-history/
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Mayweather vs. Pacquiao
Mayweather
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LSPDFR Announcement + Preview
I forgot about the fact that police do in fact use flashlights at night occasionally. They will shine them through their car windshield when driving around looking for suspects and occasionally carry them around on foot. That is another animation that could be looked into. GTA has always been really finicky with things like light for instance. I know a lot of people want to be able to control that spotlight on the helicopters, just like they did in IV, but if you pay attention, it is not a physical spotlight, just a beam of light the game draws coming out of the helicopter that is locked on to the player. It may be the same it V which is why you see people code in their own "lights" in mods in IV. It would be interesting if we could make it work the same way and have the game see the suspect you are chasing as the target/player and shine the light onto them without counter-intuitive keypad controls for a light that has to be mapped onto each vehicle. However, this seems like an animation that is in the game, so whenever animations get unlocked it is something to look into. I like your idea of treating flashlights like weapons since that is more feasible now that GTA V already has flashlights as weapon modifications. A lot of the work is already done.
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LSPDFR Announcement + Preview
GTA V\x64c.rpf\anim\ingame\clip_arrest.rpf\arrest.ycd I assume this is what we are after? It is 116.8kb and as far as I know nobody has figured out how to open Rockstar's new proprietary .ycd files yet?
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LSPDFR Announcement + Preview
If Rockstar was planning on outright preventing mods, the game would never have been mod-able in the first place. They knew this was coming. Also, in one of the trailers there are AI cops arresting peds. Was this just some Rockstar mockup for the trailer or was it an animation at some point? Does it still exist in the game files?
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LSPDFR Announcement + Preview
What else has been found while looking into the intricacies of GTA V vs. GTA IV from a modding standpoint? Did Rockstar do anything big one way or another? Does the game's policing system have something GTA IV did not that can be worked into mods? It would seem to me that since you guys managed to turn around a mod so quickly, albeit unfinished, GTA V is much more stable and promising for this stuff than GTA IV. Beat me to it. The more "animations" and things that get coded into mods into the game, the more buggy and broken it gets. With LCPDFR, the arrest system got better over time, but having to physically map out where a suspect stands and coronas for them to walk into caused problems, i.e. when cars and objects were in the way of walking paths, etc. The more things you try to mod and add in the more unstable it gets. Rockstar gave us a lot to work with, like road cones, spike strips, fast-roping noose teams--the more you can incorporate what is already in the game the better off the mod will be. Nobody's scripts will run more smoothly than Rockstar's. As a game and a port, GTA V on PC is way more stable than GTA IV. With the trainer, I can teleport all over the map and all textures load within a couple seconds. In GTA IV if you teleported around the map, you would get texture loss and buildings popping in and out. GTA V is stable. Let's keep it that way. Posts merged. Iconography
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Interesting Discoveries
That gives us something to work with though. Police respond automatically to your area, turning the wanted level system on itself, instead of having to hit a button to call for police backup, even though you would have that as well. The point being if we could incorporate native operations of V as much as possible into mods, you get a much more stable result. Mods are well and good, but nobody's scripts will function better than Rockstar's. Think about in LCPDFR if you go to a shootout and spam the backup button, after a short delay you get bombarded with clones of the same cop car all spawning next to each other around the block, which typically crashes the game. LCPDFR and our mods in general are great, but Rockstar has given us a lot to work with already that could be used in mods, like spike strips, cones, fast-roping SWAT, etc., and things like ELS and ENBs are not as neccesary as they were in IV. The more we incorporate what is already in the game into policing and other mods, the smoother the game will run. With regard to female cops, they are fully modeled and have voices, not as many as the male officers and not as many animations, but Rockstar definitely cut them a good part of the way through development. I know they appear to some extent, but from looking at how many models there are and the fact that they recorded some voice work for them means they had a much larger role, but like you said, there is more than enough to work with.
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Interesting Discoveries
In using the native trainer in GTA V the past couple of days, I have noticed a couple of things that are interesting as it pertains to LSPDFR or police mods for V. 1.) If you do not disable being wanted by police in V, but make your player a police model, when you get into a shootout, you get a wanted level on screen but what actually happens is the police respond not to you but whoever you are having a shootout with, ignoring you, the player. For example, if you go to Grove Street as a police model and start beefin' with the Ballas, you get a few stars, and the police come, but do not target you and instead target the Ballas. Your player on the minimap gets a cone in front of them just like AI cops when they are looking for you, and suspects seem to automatically appear as dots on the minimap. Your wanted level goes away after the suspects are taken out, even if you are all around cops--they treat you like a cop. In the later updates, LCPDFR tried to achieve this--turning the game's wanted level on itself so that when playing LCPDFR, suspects got wanted levels to a degree and appeared in red and blue circles on the map. In V, this seems to already have been done for us. Even though it shows as the player being wanted on screen, the suspect is actually wanted, and police respond naturally without having to hit a button to call for backup. 2.) Female police had a much bigger appearance in the game, and were supposed to appear alongside men or with other female officers, and spawn regularly like male police, but most likely not as many. There are a lot of female police models for different jurisdictions with a whole bunch of voice files that go unused in the game. Everything is there that is needed for them to be in the game, but upon closer inspection, they seem to have been cut at the last minute. It is unknown why Rockstar did this.
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Where Credit Is Due
It's still leaps and bounds a better port than GTA IV.
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Where Credit Is Due
We should take a moment to recognize what an amazing PC port GTA V is. After the disaster that was and is GTA IV for the PC, Rockstar paid it forward--with interest. A 980 cannot run GTA IV properly. With GTA V for PC, you can run the game at 60 FPS on low hardware on low settings, and conversely can run the game on as high settings as your hardware allows. I do not believe there is much hardware out there capable of running the game at 60FPS at 4K on ultra settings. With the trainer that is out now, I can teleport to the other side of the map and everything loads perfectly in 2 seconds. In GTA IV, if you teleported to the other side of the map, textures would drop and pop in and out until you reloaded the game. It is ahead of its time and a beautiful PC port that paves the way for years of modding and enjoyment. Props to Rockstar.
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Is it just me?
I could not have said it better myself. You articulated very well the point I am trying to make in this thread when you say that in GTA IV you felt like you were not controlling the path of a car but just loosely influencing it. If you were driving an SUV for instance in IV, you could steer however you wanted, but the center of gravity of the car was going to keep barreling forward. There was an interview that I can't find off Google now, with one of the Houser brothers, or maybe it was someone else at Rockstar, where they talked about the annoying friend dates and other improvements from IV and they said one of the things they wanted to fix was cars driving like boats. I just don't see how that was better.
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Is it just me?
Put it this way..how many times have you done this:
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Is it just me?
Am I the only one who thinks the vehicle handing in GTA V is amazing? So many people on here want a mod to put it back to the handling we got in GTA IV. Cars drove like over-sized tractor trailers or boats in GTA IV and turning was terrible. Even Rockstar admitted it. How does anyone think GTA V's vehicle handling is not an improvement?
- GTA V COPS
- ELS problem
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ELS problem
Hi there, I am using icenhancer 3.0 (looks great) but the problem I am now having is that my ELS lights look kind of dull. I have used ENBs with ELS before and I have had this problem, but I was able to fix it by changing a setting in the ENB config. I can't seem to find that anymore but I am sure someone on here knows. Basically, I want my ELS lights to look like this guy's with the ENB--
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GTA V: Hard Copy or Digital Version?
HARD COPY absolutely. With digital, who is to say a glitch or two, or you being locked out of your account won't mean you cannot use the game? I would not want a company or retailer controlling how I access and install the game. If I pay $60, I want a disc that I am in control of.
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How many mods will GTA V even need?
This is what we need--less. Less is more. If Rockstar gives us a good port, then I want "LSPDFR," a trainer, and nothing else. The problem with GTA IV was once you have a handful of mods running, the game crashes and acts up all the time. Rockstar has already given us A LOT in GTA V. I think the police lights and cars are fine and do not need to be modded (even though people probably will anyway.) Swat teams already will repel in after the player when you have a high wanted level, use tear gas, pull wounded out of the fights, etc. The visual look of game is AMAZING, even better on PC, so there goes the need for ENBs. As far as LSDPFR goes, we just need a way to switch to a police model, not get a wanted level, arrest people, get in pursuits, and call for backup. That's really it. A lot of the problems people have in GTA IV, with LCPDFR, is that the great modders here had to put in a huge amount of work to get the game/mod to do what it does now. It seems that with GTA V, Rockstar has already done a lot of the work, and given the game a lot of policing toys for us to play with. The game requires far less mods, and thus should run all the more stable for it. If the shotcallers behind LCPDFR are reading this..development-wise, it should really be about utilizing the police system that's already in the game, not hot-wiring a custom system. If you pay close attention to GTA V, it's not like GTA IV when fat cops just run up to you and shoot you, cops will repel out of choppers, throw tear gas, THROW SPIKE STRIPS, to do that in GTA IV you need a mod, and it doesn't always work. The only question now is, will the PC port be like GTA IV? I do not think Rockstar will repeat that disaster, but I think they will go hard with some new, heavy DRM, and the game will not want to play nice with mods, given the way they have aggressively patched GTA Online. Other than that, I want my GTA V on PC to be as vanilla as possible. It's already a great game, and everything we need is there, except for LSPDFR. Just my 2 cents. Thanks.
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Common Standard For GTA V Modding
Hello, We are 2 months away from the GTA V PC release, and I have been doing some thinking. This represents an entirely clean slate for the GTA modding community. We get to start over. Looking back, you can see how amazing mods made GTA IV. On the other hand, it was very messy, partially because the GTA IV PC port was messy, but the overall method of installing mods into the game often require re-installing if something was messed up, and mods did not "play nice" with each other. If you have a lot of mods the game will crash more often, and some do not work well with others. Going into the GTA V release, the modding community should adopt a sort of common standard for exactly how mods in GTA V should work, how they should be organized, etc. It would be amazing to have program that could manage all of your mods, allowing you to install and uninstall mods, as well as restore the game to vanilla with the touch of a button. I realize that a lot of this is dictated by exactly how Rockstar ports the game to PC and the way we are able to have it run mods, the way its file system works, etc., which can only be determined upon its release. Overall, the GTA V PC release represents an opportunity for a clean slate that we have not had since December 2008, when GTA IV came out for the PC. Hopefully, if the GTA V PC port is as solid as some of Rockstar's other ports, and PC games in general, we should be in great shape for mods, but lets try to make the modding process a cleaner, and more organized effort. Thanks.