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  1. Like
    Abz reacted to Sam in Our Community - What we stand for & How to get involved   
    With all the talk about LSPDFR 0.4, it's been a little while since we've provided a general update on our community.  Of course, LSPDFR 0.4 is our main priority at the moment and we'll have more to say about it shortly, but we thought it important to also address and announce a couple of things regarding our community.
    What our Community stands for
    Before anything else, I'd like to take a moment to reflect on who we are, as people that run this website, and as a community.
    LCPDFR was founded, back in 2009, simply because I thought it'd be a fun thing to do.  To play as the police in GTA IV.  It was an idea, ambitious for its time, and nothing more.  I worked on LCPDFR because it was fun, I published it because I thought others might also enjoy it.  LCPDFR has come a long way since then, it has evolved from one person's topic on a forum, to its own website, to its own forum, to its own community.  We've spanned two games, our reach has grown massively, our community is approaching 300,000 registered members.  The amount of work that goes into developing LSPDFR alone is staggering - the time that we've spent on it is measured not in days, weeks or months, but years.  Likewise, the effort required to keep our website online is vastly underestimated - in the past month we've served around 30 terabytes of download traffic alone, and have done all of this despite persistent, targeted denial of service and hacking attacks against us.  To put this in context, if you were to serve 30 terabytes of data through Amazon Web Services, it'd cost you $3,000 a month - and that's just one month of download traffic. 
    Why do we do this?  Because it's fun.  We love developing our community, we love developing our mod, and we love that other people - complete strangers, from all over the world, from countries you've probably never heard of, from all walks of life... we love that they love LSPDFR.  Our community has achieved incredible things: we've created an entire gaming phenomenon and we've developed things that nobody ever thought would be possible.  Our members have done more than simply play games or make mods: we've fought hand-in-hand against corporate giants (and won), we've transformed peoples' entire lives by sparking new careers and we've been covered everywhere from massive YouTube channels to mainstream media publications.  Heck, we've even triggered out of touch government ministers in Australia.
    That's not the whole story, though.  Sometimes we are the story.  Sometimes we make mistakes.  We've had catastrophes, like the time where we had a hyped countdown on the website only to reveal a private testing version of LCPDFR that nobody could access.   Our first ever livestream had to be rescued by Steve and Jeff after it started with Prophet driving a train around Los Santos and infamously stating "this is not the preview for LSPDFR 0.3" while our community manager could do nothing but watch helplessly after being accidentally disconnected.  We've messed up releases, we've announced things too quickly, and sometimes we've not announced things at all.   
    Yet, despite all of this.  Nine years later, we're still here.  We're still making mods, we're still developing this community, and we've stuck true to our principles the entire time:
    Our community is open to all. We treat members equally regardless of their status. Everything is completely free of charge, with no catches.  
    Why?  It's not about fame, it's not about money, it's not about status.  It's about love.  We love LCPDFR, we love LSPDFR, and we love our community.  We don't think that modding should be hidden in private Discord servers.  We don't think that modding should be something people pay for.  We don't think that modding should be an ego boost.
    We just think that modding should be fun.  It should be open, and it should be free.  That's what we stand for, and that's what we do.
    How you can get involved
    Last year, we opened up applications to join our Community Team for the first time.  This resulted in a couple of new faces joining our moderation team and upon reflection, we think it's a good change in approach from previously handpicking staff members ourselves.  We've decided to open these applications again, and would invite anyone who is interested in volunteering some of their free time to moderating our community to apply by following the link below.  Our volunteer Community Moderators are a vital part of everything that we do, and it wouldn't be possible to maintain the community without them.
    To find out more and to submit an application, please visit: http://lcpd.fr/staffapp
  2. Like
    Abz reacted to Sam in LSPDFR 0.4 - Ambience   
    This is the fifth and final part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
    One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years.  Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail.
    More Realism
    Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world.  Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay.
    In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently.  As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right.  You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all.  Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic.  Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun. 

    Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer.
    These adjustments to the game's core apply in a number of other cases too, of course.  We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure.  Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it.  All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge.
    And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints.  Our changes are at a much lower level and offer us a higher degree of control on a per-character basis.  This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols.
    New Interaction Menu
    Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4.  Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist.  Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood.
    Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones.

    The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion.
    Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all).  Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example.

    New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc.
    Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4.  Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different.
    Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers.  It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light.  If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest.

    The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod.
    Ambient Crime
    In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops.  Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these.   Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game.
    In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example.  In LSPDFR 0.4, as a result of some research by @LMS,  we've now been able to implement the same system, but for NPCs instead.  This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations.  Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol.

    Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation.
    Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0.
    Thanks for reading the preview.  We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.
  3. Like
    Abz got a reaction from stonedhorsegaming in Vocal Dispatch Not Working   
    @Vyrl You don't need to apologise man. Have you checked that you have not made an error in the INI file? Why don't you try launching the game using the default INI settings. 
  4. Like
    Abz got a reaction from stonedhorsegaming in Vocal Dispatch Not Working   
    @Vyrl Woah, next time, please include the log in a spoiler or add it as an attachment. 
    Okay, do you have the latest version of VocalDispatch?
  5. Like
    Abz got a reaction from BejoIjo in [WIP] Free GTA Memory (no more ghost car, improve GTA stability)   
    I agree with @BejoIjo. For me this plugin did fix the "ghost car" issue and it has also improved stability as I haven't had a CTD for a while now. Btw, when do you plan on doing a public release of this plugin? And one more thing, just want to thank you for all your hard work lately. It's very much appreciated. 
  6. Like
    Abz 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.
  7. Like
    Abz got a reaction from Giordano in LSPDFR 0.4 - Epic Customization   
    This is epic! Can't wait for this!! 
  8. Like
    Abz reacted to Sam in LSPDFR 0.4 - Epic Customization   
    This is the second 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
    With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map.
    Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now.   Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies.  As such, we wanted to find a way to bring these in to LSPDFR.
    So, forget just rolling the ball.  With 0.4, we're hoping to hit it clean out of the park...

    LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas. 
    Custom Agencies
    One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game.  LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking.  Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with?
    LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too.
    The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add.
    Patrol Areas
    Of course, what good are a bunch of custom agencies if you don't actually see them?  0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas.  With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage.
    Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup.  Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too.  You'll now see your agencies actually patrolling in their designated areas.

    Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat.  And not just any cops... your cops!
    Police Stations
    In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR.  Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too.
    Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it.
    This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency.  Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired).

    The Davis Sheriff's Station, all grown up...  It looks a lot better now with the right people outside! 
    Outfits & Inventories
    For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too!
    If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props.
    And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters.  With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves.
    It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition.
    Putting it all together
    We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire. 
    To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others.
    There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4.
    Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above.
    We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon!

    Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis.

    No smart captions here - we just thought this looked cool ;]
    Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.
  9. Like
    Abz got a reaction from BejoIjo in [WIP] Free GTA Memory (no more ghost car, improve GTA stability)   
    I agree with @BejoIjo. For me this plugin did fix the "ghost car" issue and it has also improved stability as I haven't had a CTD for a while now. Btw, when do you plan on doing a public release of this plugin? And one more thing, just want to thank you for all your hard work lately. It's very much appreciated. 
  10. Like
    Abz reacted to BejoIjo in [WIP] Free GTA Memory (no more ghost car, improve GTA stability)   
    Hi, I disagree with you saying this is just a placebo effect.
    It does have an effect, especially fixed my "ghost car" issue. If you scroll up a few threads, there are users who also found this plugin useful and fixed their issue.
    For users who  don't have "ghost car" issue, you don't need this plugin. As simple as that.
  11. Like
    Abz reacted to Soley in LSPDFR 0.4 - Announcement + First Preview   
    Agreed with NoNameSet
  12. Like
    Abz reacted to NoNameSet in LSPDFR 0.4 - Announcement + First Preview   
    All I was saying is that it is highly unlikely they will create a multiplayer for lspdfr, if even they do it will probably be like FiveM. Don't get me wrong I didn't have anything against the idea at first but to be real it might/will never happen.
    Certainly not in 0.4 as they have been working on adding/fixing features for lspdfr.
    So yes everyone should feel free to suggest a feature but they should know most requests won't happen for now.
  13. Like
    Abz reacted to Jeff Favignano in LSPDFR 0.4 - Announcement + First Preview   
  14. Like
    Abz reacted to Kompetenzz in LSPDFR 0.4 - Announcement + First Preview   
    Finally a sign of life! :)
  15. Like
    Abz reacted to Sam in LSPDFR 0.4 - Announcement + First Preview   
    Been a while, huh?
    You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes:  there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well.  And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see.
    So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself.  But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it.  While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them.  Of course, with that being said, there's still a lot of new stuff crammed into 0.4!

    With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :)
    Aside from the cool little additions like this, though, the major theme of 0.4 is Character.  Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR.  There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too.  And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant.  With 0.4, this separation is gone.


    No, these shots aren't taken from GTA Online.  This is our own, fully-featured, LSPDFR Character Creator.
    Of course, we'll talk more about the new Character features in LSPDFR 0.4 later.  The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to.  Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether.

    Officer Ronson and his clones obviously couldn't make it to the flashlight party. 
    Stay tuned!  We'll be sharing more about 0.4 soon.
  16. Like
    Abz reacted to Sam in LSPDFR Dying?   
    And, hey, if you want to go there, let's take a moment to thank our very own @LMS and @MulleDK19 for their efforts in updating RAGE Plugin Hook so quickly.  Cancelled doctors appointments, hours-on-end of work, and testing across multiple game versions.
    An update merely a day after the biggest ever DLC for GTA V - speaks volumes!
  17. Like
    Abz reacted to Sam in LSPDFR Dying?   
    No way!  Lots more still to come.
  18. Like
    Abz reacted to sjain in Improving game performance   
    Fixes that will improve your experience in GTA IV and LCPDFR!
    This will take at least 20 to 30 minutes, depending on your computer skills.
    #1 (Steam only) Screenshot spam bug.
    What is it? If you noticed, launching GTA 4 from the Steam client and using an Xbox controller causes it to spam screenshots, killing FPS and filling up your hard drive unnecessarily. 
    Solution? (Retail users do this as well!): Create a shortcut.
    How do I do that?
    Step 1 - Go to C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV\GTAIV for steam users, or C:\Program Files (x86)\Rockstar Games\Grand Theft Auto IV\GTAIV (If that folder exists) and right click on LaunchGTAIV.exe. Click on Create shortcut. It will either place a shortcut on the desktop or in the game folder.

    Step 2 - Rename the shortcut to what you want. If the shortcut was placed in your GTA folder, be sure to move it desktop for easy access.

    Step 3 - Right click on the shortcut. Click on Advanced, and make sure the red box areas match the screenshot below:
    Click OK on the box on the right, then Apply then OK on the box on the left.
    That's it! Now always launch the game from this shortcut!
    Explanation: Just launching the game from Steam, despite having the overlay disabled, causes the screenshot spam bug, and means that you can't run the game as administrator, also meaning that sometimes scripts can't access the right resources.
    I also recommend forcing your command line as launch options as well, for good measure.
    Paste your command line into the 'Target' box like in the Shortcut properties box above.  Be sure to paste it like in the blue box above, leaving a space after the ". Separate your commandline variables with a space in the shortcut only! This doesn't happen by default!
    #2 Stream.ini editing
    NOTE: For this to work, you must complete this guide first: 
    What is it? It's a file that tells the game how much RAM it is allowed to use, and editing this reduced texture loss for me.
    Note: Editing the file just removes the limit, it doesn't force GTA IV to use all of your RAM. The game will usually use 2GB of RAM on the ground in a car.
    How do I edit this?
    Step 1 - Go to:
    C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto IV\GTAIV\pc for steam users, or 
    C:\Program Files (x86)\Rockstar Games\Grand Theft Auto IV\GTAIV (If that folder exists)\pc 
    and find the file named "stream.ini". Right click on it, and select "Open with". 
    Then click on "Notepad" (I recommend ticking "always use this program to open these file types")
    You will see this:
    These numbers are the amount of RAM that GTA 4 uses.
    1. The game can use up to 3GB of RAM, for vehicles, scripts and rendering. (Recommended if you have 4 to 6GB of RAM)
    2. The game can use up to 4GB of RAM, for vehicles, scripts and rendering. (Recommended if you have 8GB of RAM)
    3. The game can use up to 8GB of RAM, for vehicles, scripts and rendering. (I use this because I can, and my PC can handle it - example)
    For all of the above, make sure you select everything in the spoiler and replace the full contents of stream.ini
    Explanation: Improves memory usage of the game.
    #3 ProcessTamer

    (Pasted and edited from here - Credit to ObsessedWithGTA4 at gtaforums.com)
    What is it? It's a program that forces the affinity of programs based on the user's rule - this means that GTA 4 can take full advantage of our computer's resources.
    How do I do it?
    Step 1 - Download Process Tamer - here
    Step 2 - Install Process Tamer
    Step 3 - Load Process Tamer
    Step 4 - Go to Configuration and ENABLE "Start with Windows".
    Step 5 - Go to Configuration and DISABLE "Tame applications based on CPU Usage".
    Step 6 - Load GTA IV PC
    Step 7 - After the game has loaded and is at the Main Menu press ALT+TAB minimizing the game.
    Step 8 - Load up Process Tamer (There will be a icon near your clock)
    Step 9 - You will now see a few things in the Processes section of Process Tamer:


    Step 10 - Under the Priority section set GTAIV.exe to HIGH
    Step 11 - Under the Explicit Rule set GTAIV.exe to FORCE HIGH
    Step 12 - He (and I) also set gta4Browser.exe (loads GTA IV files while you are playing) and LaunchGTAIV.exe to the same settings as GTAIV.exe but it's probably not necessary.
    Step 13 -Close the game and restart it. After the game has loaded to the Main Menu for the second time, ALT+TAB again.
    Step 14 - At Windows desktop, right click on your start bar and select "Task Manager".
    Step 15 - In the Windows Task Manager click on the Processes tab.
    Step 16 - Locate GTAIV.exe and right click on it and select "Set Priority", it should now say HIGH. 
    Explanation: Allows GTA 4 to take full advantage of your computer's resources.
    #3 SLI bits
    (Nvidia SLI Users only)
    (Idea from here - Credit to Kingping1 at forums.geforce.com)
    What is it? It's a small driver modification for make GTA 4 use both of your graphics card the way they should.
    How do I do it?
    Step 1 - Download Nvdia inspector from here (Note - you will need a program to extract .rar files for this - I recommend 7Zip  - download instructions - here)
    Step 2 - Extract it somewhere. Guide here.
    Step 3 - Run nvidiaInspector.exe as administrator as shown here.
    Step 4 - Click on the settings icon as shown here
    Step 5 - Change the SLI bits to 0x43500405 as shown here
    Step 6 - Click Apply changes as shown here
    Explanation: Allows GTA 4 to use all of your GPU power if you use SLI
    #4 Nvidia control panel settings
    (Nvidia users only)
    (There is an AMD counterpart to this)
    Credit to Original Light:
    Hope this guide helped.
    I recommend EyeCandyENB V6 by Polecat324.
    My commandline:
    -availablevidmem 10.0
    -percentvidmem 100
    -shadowquality 3
    This guide can be found on steam here
    Images I can't remove (ignore):
  19. Like
    Abz got a reaction from Pipeline in Check out ELS for V!   
    Ahh man this is amazing! I remember ELS IV and the awesomeness of it. IMO, this mod was what made LCPDFR so fun to play AAAND ofc the crashes (LOL).
    It's also amazing how this project has been in the works for nearly 1 year and it's still not complete. Just shows how much work and effort is needed.
    I really can't wait for ELS V! Thank you to Lt. Caine and all the people who are working on this project. Keep the updates coming!!! 
  20. Like
    Abz got a reaction from Pipeline in Check out ELS for V!   
    Ahh man this is amazing! I remember ELS IV and the awesomeness of it. IMO, this mod was what made LCPDFR so fun to play AAAND ofc the crashes (LOL).
    It's also amazing how this project has been in the works for nearly 1 year and it's still not complete. Just shows how much work and effort is needed.
    I really can't wait for ELS V! Thank you to Lt. Caine and all the people who are working on this project. Keep the updates coming!!! 
  21. Like
    Abz got a reaction from Pipeline in Check out ELS for V!   
    Ahh man this is amazing! I remember ELS IV and the awesomeness of it. IMO, this mod was what made LCPDFR so fun to play AAAND ofc the crashes (LOL).
    It's also amazing how this project has been in the works for nearly 1 year and it's still not complete. Just shows how much work and effort is needed.
    I really can't wait for ELS V! Thank you to Lt. Caine and all the people who are working on this project. Keep the updates coming!!! 
  22. Like
    Abz reacted to Hystery in I Can't Install Modded Police Cars In My Game   
    The search bar of this website exists for a reason.
  23. Like
    Abz reacted to Darkmyre in Simple Addition: Dedicated key for Siren button   
    Had a bit of free time, so whipped up a quick plugin to provide custom keyboard/controller bindings to the siren controls:
    When it's not almost 4am, I'll poke around more and see if its possible to add a custom binding to toggle on/off the secondary siren, cause holding down the left thumbstick is annoying too.
  24. Like
    Abz reacted to Fiskey111 in Simple Addition: Dedicated key for Siren button   
    I personally just use xpadder to set my dpad down button to emulate J.  For the time being I'd recommend doing that!
  25. Like
    Abz reacted to Fiskey111 in Ridiculous Lights and Stealth Bars   
    This is basically exactly what you are looking for.