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  1. Like
    11john11 got a reaction from WhoCares99 in LSPDFR 0.4 - Announcement + First Preview   
    Yeah, it's the randomness that's missing at times, suspects also never attack or search a new car but only flee after vehicle pursuits for example.
  2. Like
    11john11 reacted to phillyrube in The Mind-Boggling Classic Cop Car Thread   
    Late to the party, but enjoying the old stuff.  Here's an ambulance I rode a couple times in the late 60s.  I don't think it's the original, as ours had a Beacon Ray Model 17 on the rook and a Model 66 siren sticking out of the nose, on a bracket.   Rear flashers are accurate.

  3. Like
    11john11 reacted to Hastings in The Mind-Boggling Classic Cop Car Thread   
    Some old school from Mothеr Яussia
    Letters on the back door stand for Mobile Police Squad (or Pomogi mne Gospodi aka Help Me God)

    Don't know about you, but I like seeing police cars in yellow. Brings variety.

    Hello buddy, can I get some pizza at my location please

  4. Like
    11john11 reacted to LMS in LSPDFR 0.4 - Ambience   
    Partners are certainly something we would like to see in LSPDFR again. However, we also know about the difficulties of implementing it properly and want to take our time to get it right. Hopefully we have more to share on that sooner than later.
  5. Like
    11john11 got a reaction from Carrythxd in LSPDFR 0.4 - Ambience   
    this all sounds freaking awesome!
    looking forward to using the handheld radio animation, would it be possible to make lspdfr automatically remove the radio from the belt while the animation is used?
    (if the ped supports toggleable radios, the peds from custos great total cop overhaul mod feature the radio as a individual component, which could technically be disabled by a script iirc)
    kinda like the cop holster plugin, which removes the pistol from the holster when the weapon is used by the player.
  6. Like
    11john11 got a reaction from Carrythxd in LSPDFR 0.4 - Ambience   
    this all sounds freaking awesome!
    looking forward to using the handheld radio animation, would it be possible to make lspdfr automatically remove the radio from the belt while the animation is used?
    (if the ped supports toggleable radios, the peds from custos great total cop overhaul mod feature the radio as a individual component, which could technically be disabled by a script iirc)
    kinda like the cop holster plugin, which removes the pistol from the holster when the weapon is used by the player.
  7. Like
    11john11 reacted to OfficerBlackjack in [WIP] 1993 Ford Mustang Foxbody Highway Patrol   
    If this ends up as Non-ELS. I'm legitimately going to throw a party. My parents owned one from 1988 to 1998 and it is probably what bought my love for the SSP variant. Such beautiful machines it's a shame ours is gone.
  8. Like
    11john11 got a reaction from 55d in The Mind-Boggling Classic Cop Car Thread   
    some rare retro LAPD stuff

  9. Like
    11john11 got a reaction from 55d in The Mind-Boggling Classic Cop Car Thread   
    some rare retro LAPD stuff

  10. Like
    11john11 got a reaction from 55d in The Mind-Boggling Classic Cop Car Thread   
    some rare retro LAPD stuff

  11. Like
    11john11 reacted to Mikofiticus in Why did LAPD keep using mostly cars from a decade earlier in the 90s?   
    What a load of horseshit. Democrats never supporting law enforcement. What fucking world do you live on? Do you know how expensive it is to outfit every unit with M4's? Shotguns will do just fine in urban areas. There's a hell of a lot of cops in LA. Cali is already in a lot of debt, it kinda makes it hard when communities have a bad outlook on cops, it makes it hard to raise taxes to help the officers.
    Anyway, OriginalLight is correct. LAPD holds on to cars until they cannot physically run. They destroy cars with how hard they run them. As far as I'm aware, there's still some late '90s and early 2000s vehicles still in their fleet. They'll probably be one of the last departments to hold onto their Vics. They really dug the Vic platform, it makes it harder to get rid of them. From the LAPD standpoint, they still use the cars until they can't anymore, so they still had LTDs and boxy Caprice's when the North Hollywood shootout happened, and that was in '98 if I remember correctly. I've seen a few recent pics of early 2000s vics still being used by the LAPD. So they're definitely out there.
  12. Like
    11john11 reacted to Cutepuppy351 in LSPDFR 0.4 - The Technology   
    Hey, have you ever considered adding ambient music to the pursuit chases? (toggleable) I don't think I can find something like it on LSPDFR, or at GTA 5 mods. If anybody can point me to something like it would be nice. And if not, then I think 0.4 should include it. Just a suggestion!
    It can use all the level 3 wanted level music you get with all the characters. 
  13. Like
    11john11 reacted to The Loot in LSPDFR 0.4 - The Technology   
    @LMS Few things: 
    Has the issue been fixed where  when the AI arrests someone, it sends the transport vehicle to your position instead of the suspects? This can end up with cars and peds spread out across the map if you don't stay near them until they get picked up. Has the issue of u-turning traffic turning pursuits been looked at? We could also use the "Close Roads" option allowed in vehicles, since it currently isn't. Any chance of a back-end system of dismissing cops who get too far from the pursuit (especially when they're on foot or if they don't end up going back to their vehicle for whatever reason in a vehicle chase), or vehicles that are flipped or severely damaged, too? On the topic of dismissing vehicles, perhaps a function that lets players manually (or automatically) dismiss units who are outside appropriate areas or just not needed. (Hopefully plugins could do the job if someone decides to in the future and if it doesn't get built in.)
  14. Like
    11john11 reacted to Ben in The EU plans the end of the Free Internet   
    I'm sorry, but your response is laughable. You don't want to argue with what I said, because it made sense so you chose to just chock it up to me not reading the correct stuff?

    At this point, I really couldn't care who you think is the 'proper' source for news and information (I'd gather you'd think Alex Jones and his fellow cuckoo crazy friends are factual and real news), I come from the United Kingdom, I live in one of the diverse areas in the United Kingdom so when people from countries like America quote right-wing news sources, and when I say news I mean YouTube channels and try and tell me what happens in my country, I get a little confused.

    Based on my experience as a citizen in the United Kingdom I can tell you with 100% confidence that we have free speech, there are no daily terrorist attacks and that generally most things you say within your post in this forum section are completely incorrect or utterly misleading.

    As for triggering the politically correct Community and Dev team, I really don't get your point. I merely pointed out that what you said was untrue, unless being politcally correct means simply pointing out 'fake news'.
  15. Like
    11john11 reacted to BlueLineBacker in Any way to stop suspects from tripping over nothing during foot chases?   
    Yeah i agree, they tend to trip in nearly every foot pursuit for me, sometimes they trip 3+ times as well. It would be nice for the "chanceoftrip" on foot chases to be editable in a configuration file. Vehicle chases are already easy enough with the suspects exiting and running on foot whenever you park infront of them. At least have the foot chases be harder.
  16. Like
    11john11 reacted to ReKraM in [CHARACTER][WIP] Enhanced Equipment   
    I would like to address something clearly:
    Unfortunately I am not getting enough time to spend in modding, so as stated plenty of times, progress will be made slowly. I don't have any intention to rush the development since I want to achieve something of quality and correctly adapted to the game. 
    Here is a list of pending tasks:
    - Meshes mapping and texturing unification.
    - New radio cord and commander models supporting different positions.
    - New taser model.
    - New ASP baton + pouch model.
    - New flashlight + pouch model.
    - New pepper spray + pouch model (Not confirmed).
    - New head models (Taken from Rockstar game models).
    - New uppr traffic vest model.
    - New uppr jacket model (Not confirmed)
    - Textures templates (Available on release).
    (Tasks are subject to modifications)
    Latest renders:



  17. Like
    11john11 reacted to LMS in LSPDFR 0.4 - The Technology   
    Let's just say the LSPD implemented a very strict "no more deaths" policy.
    (or in other words, we found a very reliable way to prevent it from happening)
  18. Like
    11john11 reacted to Giordano in Terrible Perfromance (with albo plugins is the worst)   
    Albo's plugins are well known for being resource hogs (even though he tries to deny it), there's really nothing to do except either go without his plugins, or deal with the fps loss.
  19. Like
    11john11 reacted to Sam in LSPDFR 0.4 - The Technology   
    Well we did throw away the old code and start afresh.  More to share about that soon hopefully.
  20. Like
    11john11 reacted to MarginalButter in LSPDFR 0.4 - The Technology   
    Who else just wants that portable coffee where you are mid-drink then randomly get shot at, so you gotta just drop the coffee to shoot back, but then you are sad because you got no coffee so you just press O to get a new coffee and the world is saved.
  21. Like
    11john11 reacted to Sam in LSPDFR 0.4 - The Technology   
    This is the third part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
    So, this article is a little bit different than most.  Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code.  While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to.
    The Crime System
    To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System.  The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in.
    This is back in LSPDFR 0.4, but with a big twist.  The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over.  Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it.  This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime.

    The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols.
    The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear! 
    Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect.  This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle.  Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually.
    Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios.  In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world.  In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops.  This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop.  Perhaps they exit their vehicle while you're approaching?  Do they have a weapon, or are they just angry and complaining?

    From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR.
    The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios.   Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR.

    The scene after an escaped pursuit suspect's burned out vehicle was located.
    Artificial Intelligence
    Finally, in 0.4, we've re-worked a lot of our artificial intelligence.  We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS
    Stay tuned for more news about 0.4, coming soon.
  22. Like
    11john11 reacted to Cyan in Why not a Game?   
    Because it's just not practical. How many people do you think were involved in the development of GTA5? The budget for the game was huge, and thousands of people worked on it in some form.
    As a game modification, we hitch on and work with a rock solid foundation, with $265 million of free R&D. And even then, it's not perfect.
    LSPDFR is simply not an experience that could be turned into a standalone game, unless a huge studio got behind it. And even then, it would probably be diluted down to cope with the fact that the people who actually want a police mod/game is a very very small niche when talking on an international game studio scale.
  23. Like
    11john11 got a reaction from BlueLineBacker in SEVERE FPS Drop On Plugin Load   
    Yeah, plugins often cause huge FPS issues, I can't even play properly with more than 5-6,
    You should only install the ones you need the most.
  24. Like
    11john11 reacted to Antia in Dutch police chase car thief   
    Hi guys,
    Yesterday dutch police released a video about a chase that happened last saturday in the eastern part of our country, very close to the border. This video will give you great insight in dispatch communication, chases through 2 countries, the way we police here and also how we chase. I'd love some of your opinions on it :) Enjoy!
  25. Like
    11john11 reacted to BlueLineBacker in LSPDFR 0.4 Suggestion - Hardcore Mode   
    Please re-introduce the community to Hardcore mode. I have recently migrated to LSPDFR from LCDPDFR and i can face 5-10 armed suspects with ease and obsorb bullets of all caliber like a sponge. LSPDFR is simply not challenging and there is no tension or fear of dying. In LCPDFR's hardcore mode you could be shot dead in the head right when approaching a suspect vehicles window. And now no euphoria mods work with Scripthook and Rage Plugin does not have any. LSPDFR's future version releases should include a hardcore mode option that increases all weapon damage and causes the player to stumble when shot just like NPC's.