-
Posts
71 -
Joined
-
Last visited
Content Type
Forums
Gallery
Downloads
Tutorials
News Stories
Wiki
Community Guidelines
LSPDFR BOLO Series
GTA5 Native Database
GTA5 Native Parameters
Release Highlights
LSPDFR Mod Showcase
LML User Contributions
File Comments posted by SyeDog
-
-
2 hours ago, danksg said:
Appreciate the update!
This latest version keeps causing my entire game to freeze and crash whenever I go on duty though. I'm currently running LSPDFR 0.4.4. Definitely can't say that it's OTB's fault, as I haven't had the time to really troubleshoot it (not ruling out some other conflicts or just how lspdfr works weird for some). But basically, as soon as I remove OTB, everything runs fine again.
If you could post your log files or at least let me know what callout your having issues with i would be happy to take a look.
-
On 12/11/2019 at 10:46 PM, OfficerMWalker said:
Thanks for coming back to update your callout pack. Ill download now and update you with any bugs found.
Thank you means alot.
-
17 hours ago, unitedOrange66 said:
I'm glad to see an update for this callout.
Just a few suggestions: As for the graffiti callout, the dispatch audio is not completed, there's no detailed radio for that callout.
Also, as for the drunk person callout, the suspect's name in the question list is invalid, it appears as "???"
Thanks, i will get onto those and see what i can do. Thanks for the feedback!
17 hours ago, unitedOrange66 said:Also, as for the drunk person callout, the suspect's name in the question list is invalid, it appears as "???"
Also without looking too deeply into the bug, there name will appear as ??? unless you have asked what their name is before asking the other questions, their name should appear as ?????, otherwise if you ask them for their name first, they will appear as their name, that's how it should work either.
-
18 hours ago, cody1 said:
can you make a land lord dispute callout please and a demistc desturbance ik i spelled it wrong
I am currently struggling for time, but i am trying to come back and get the callouts i do have working better and improved. Once i have done that i will be looking to add more callouts but i have noted down your suggestion, thanks for the input.
2 hours ago, jogbot500 said:Change computer plus dependency to compulite
I have added compulite to the dll's the mod references, i will keep the computerPlus code in my mods and try to tailor anything else i make to work with both. I have only just reinstalled lspdfr myself so have yet to play with compulite at all to see its functions.
I have come back from a long time away, i appologies for the space of time my mod wasnt updated. I have updated the mod to the latest 4.4 version of LSPDFR and will be looking to continue my work making the callouts i have already made bigger and better. This all boils down to time and what i remeber with the coding language. Thank you for your continued support and please post any suggestions and bugs you have and i will try to get on them asap.
Seriously thank you all that have supported the mod,
SyeDog
-
2 minutes ago, danilroman238 said:
I can’t download the new update because your update must go through a manual inspection, so writes lspdfr
Oh, i have no idea how long that will take, its needs to be manually checked by a member of staff. Could take minutes, could take hours. I have zero control over how long it will be before you may download the newest version.
-
1 minute ago, danilroman238 said:
when will the verification take place?
What do you mean sorry?
-
On 8/27/2019 at 12:26 AM, PDMx said:
So is this not working with LSPDFR+? I wanna install this, but I don't want it to crash my game
Should be working with LSPDFR+
-
On 7/21/2019 at 8:17 PM, Ofc. Macri said:
Suggestion here, a tow truck operator is trying to repo a vehicle and the suspect hit the tow truck operator. I also like to see some more boring calls, like more realistic police duties, I bet you could throw in some real easy callouts that are boring yet realistic.
Yeah, probably. I am focusing on getting all the callouts i currently have up to a high standard and adding menu systems for all of them before i start on anymore callouts. But that is defiantly in the pipeline.
-
10 hours ago, ZeroHour said:
I really enjoy this callout pack. However, one thing I did notice is that grammar and to a lesser extent, spelling is extremely poor at times. Is there any way I could contribute as an "editor" of sorts to fix up subtitles, dialogue, etc? I'd love to help in any way I can. Thanks for the work you put into these unique and enjoyable callouts.
Sure, the fact i am Dyslexic might have something to do with it haha. If you would like to help i would never say no. You are welcome to contact me with your editions.
-
5 hours ago, LtDylan said:
Hello,
I see the API supported is 4.2 but the last update work on 4.1 or not please ?
Yes everything should work with 0.4.1 in the current update.
-
v1.0.7.0 has been released, starting the chain of updates adding menu's to my callouts to increase the level of realism and interactivity to my callouts. Hope you enjoy, expect bugs and please contact me if you find any and i will try to sort them out asap.
-
On 6/19/2019 at 10:27 PM, jogbot500 said:
one issue I found with the suspicious vehicle callout is that when you do a license plate check your custom character is listed as the registered owner of the vehicle hopefully you can fix this
I will try and test this tonight and see whats going on, hopefully i can get a patch out sometime soon with my menu update. Cheers
-
4 hours ago, J T said:
ah yes the typical make your own comment...how original......i am happy but at the same time bored because how can you not know what has been done before? most people list the call outs in the description....and dont tell people to stop complaining that is lame as fuck....i have a brain i dont mindlessly rate everything a 5 out 5,thats the big problem with this site, when you rate everything a 5 out of 5 or say nothing but positive things you are going to get laziness in content thats just how it works....it also just makes this site look fake as hell....like north korea....say good things about dear leader or else...pshh whatever
You are more than welcome to send me some suggestions for callouts you would see and i can see about adding them if i can make them work within my time frame and knowledge. I have no problem with feedback. I am in conversations with at least 3 people with constant improvements as it is. But take a chill pill man, its one repetitive callout among 5 so theres plenty more for you to do, specially as my graffiti callout has 4 outcomes picked at random + the way you handle them can be different each time you patrol.
5 minutes ago, rabbit1988 said:Well, first of all I don´t rate anything 5 to 5 if I don´t like it. In fact I never rate something here becaue most times I totally forgot
But there is a difference beetween criticize someone or just complaining.
As example: If you had wrote something like: Hey Syedogg, I like your callout pack but I hope the variety of callouts will be improved. I have some ideas for this callouts... bla bla.
You write: I want this, i want that, I want variety, and if you don´t do what I want your callout pack is shit
This is disrespectful at first and also you don´t have to WANT something. Syedogg makes what HE WANTS. He is lucky if people like his plugin, give him ideas and he learns with every work he do on it. But he isn´t here to fulfill your wishes. It´s sad that I need to tell this to someone who is older then me.
And it´s ridiculous that you complain about a callout that other callout packs have. You can ignore him. If he take it out there would be no difference for you. Not more callouts only one disabled. So what´s your problem. And if you don´t have interest in LSPDFR because of callout variety (which I cant understand because there is a lot of variety at moment) then leave it. Nobody carers. The people here use their free time to give us good plugins. This you should respect.
Thank you for the support, though i do encourage feedback good or bad you are right, there are politer ways of doing it, or more well thought out and constructive ways at least.
-
5 hours ago, aluminumcoast said:
I swear you keep removing callouts
which callout are you missing? I haven't removed anything.
-
2 hours ago, J T said:
well i would not even respond to it and just roll my eyes at it because of how repetitive it is....i want fresh new original calls not ones that have been repeated before.....just frustrating
Not trying to be rude or anything, i respect everyone's opinions. Although some of the more mundane and repetitive callouts are part of a normal police officers day to day job.
My aim is that my calls will be filling a gap in the calls that are out there with more day to do calls that officer get. If your focus is on the very first callout i scripted ever and that only then you are missing 99% of this pack.
-
16 hours ago, J T said:
stolen vehicle call out has already been done countless times....a more original call would be nice
There are a lot more callouts than the stolen Vehicle callout inside the pack. Though i do agree with you that its used countless times in other packs, its down to the fact that the style of callout that the API tutorials and callout tutorials teach you first. so its going to appear in multiple callout packs as people learn. Like myself.
As the pack expands i will probably remove the callout in the long run but at the moment it helps to flesh out the pack and was my first callout ever made a few months ago, so its staying for the foreseeable future.
-
11 hours ago, LostBoyLazarus said:
Hi @Syedogg, thanks for the update.
I noticed that all of the callouts now spawn right next to the player; I'm not sure if this is intentional or not, but I'd personally prefer them to spawn a little further away. Helps to keep the flow of the game consistent. The first three screenshots show you what I mean.
I also found that with the laser pointer call, the blip doesn't get removed from the map if the ped is arrested and transported. Please see the 4th screenshot. The helicopter that spawns with this call is always on the ground now and doesn't take off until you approach. Not the end of the world but sometimes causes all hell to break loose when the helicopter hits a truck or building. Speaking of the helicopter, is there any reason it uses the 2nd livery each time?
wow ok, i hadn't really touched the laser pointer callout i will have a look into it....
-
21 hours ago, LostBoyLazarus said:
Hey @Syedogg, I'm still really enjoying your pack. One thing I did come across this evening was this:
I forced the suspicious vehicle callout which ran as expect, however as soon as I accepted the call, it ended. Everything was there in the console but no reason given. I know the call works because I've done it before. Thought you might like to know. Cheers.
Almighty, i will have a look. Possibly a problem with the vehicle not spawning correctly.
-
20 minutes ago, LostBoyLazarus said:
I took your advice and tried out the graffiti call. It was night time when I pulled up just outside of the alleyway. Switching on my spotlight, I found a large group of homeless people hanging around drinking. I called for code two backup and proceeded to check out the alleyway on foot with my flash light. As I rounded the corner, my backup arrived and we approached the next group of people. Again, just a group of homeless. Checking out another alley, we saw a sole person spraying a wall. As we approached, he threw the can of spray paint to the floor and fled on foot. We gave chase and caught up to him a few blocks away. Unfortunately, while he was being cuffed, something went wrong with Stop The Ped and LSPDFR crashed. Even so, I found that this call really immersed me in the experience of LSPDFR. From the moment I pulled up to the point of the crash, I was totally immersed. Thank you for providing that experience. I guess the homeless were generic spawns outside of your mod, but even so!
I see what you mean about setting the graffiti scene. When I saw the graffiti on the wall where the ped was spraying, it was very convincing. I hope you look at expanding this call to include more areas where graffiti is prevalent. Until then, I'll play this one a few more times and see how things play out
Glad to hear you are working on those menus. Having that extra interaction will boost the enjoyment of playing your pack.
I agree about the use of external mods with one exception; STP's questions cannot be edited. I'm aware that the answers can be customized, but not the questions themselves. This makes tailoring the usefulness of mods such as STP difficult. For example, when encountering the disorderly call, aside from asking if the ped has been drinking, I have no way of asking about their well being etc.
If you struggle with adding an inventory to a ped, maybe you could ask for help on the forums? Given how well your pack is coming together, I'm sure someone will offer. While its not essential to have a custom inventory, it sure would add to the way in which that call could be handled.
Thank you for your call out pack. I've added it to my modlist as a working pack and I'm looking forward to playing it more in game.
Thanks, hopefully playing the Graffiti Callout a few more times will add to your experience, there are 4 different outcomes so yo should defiantly try a few more times.
Thank you for the feedback and the review you have left for the mod, it means alot and keeps me wanting to improve and continue my work. Thank again.
-
28 minutes ago, LostBoyLazarus said:
@Syedogg, thanks for your reply. I've just tried your pack in game and I was very impressed. I tried four of the five calls (I skipped GraffitiCall because it was based in Mission Row each time and I was in Blaine County.) I noticed that with the suspicious vehicle call, the localstolenvehicle call and the drunken disorderly call there was little interaction available. I'm assuming this is because I do not use Computer+? They worked and I was able to create a very believable scenario but was left scratching my head more often then not. I believe however I should have been able to interact with the suspect (where present) by using Y? The drunken disorderly call for example had a lovely young lady ask me to give her a ride but I had no way of responding without the use of external mods. Further, there was no way to end a call with the exception of the Laser Pointer Callout. One further thought would be to add a custom inventory to the laser pointer call. It would have been nice to have discovered a high power laser pointer in the ped's possession as is described during the call.
Still, a great pack with some unique calls. I will test it a little more this evening and drop a review later on. Thanks very much
Thank you so much for the information. Hopefully i can do it some justice with a reply.
I am looking into setting up the graffiti callout in more locations but they are a scene i have set up which has different set positions ect. If you have some time pop down the mission row and give it a try, there are alot of different options to the callout and is the variety you are looking for in the pack.
As for the stolen vehicle and the disorderly callout i did try and construct a menu system for the peds but it was way too complicated the way i wanted to do it, so i scrapped the idea and am in the process of making individual menus for the separate callouts. More on that to come.
The callout pack is build around the integration of external mods such as StopThePed, Computer+ and Albo's Smart Radio for interaction, questioning and detention of the criminals at the moment as it seemed silly to code something similar into a callout pack when the features appear else where with minimal performance impact (at least for myself).
Yes i do need to add a custom inventory to the laser pointer ped but my testing with the drunken callout seemed to come up short as i was unable to adjust a inventory which i need to look into but wanted to get the new callout out there for people to play with and help identify issues and improvements which you have done flawlessly.
Hope this helps and i will be looking into the suggestions, hope you enjoy the Callouts.
-
16 hours ago, LostBoyLazarus said:
@Syedogg, can I just check the following please?
Dependencies:
For the best experience i recommend downloading and installing the following mods which help expand the experience of my callouts
- Computer+ (ComputerPlus) by @PieRGud version 1.3.0.0 or higher
Is Computer+ a required file or a recommended file? I believe you mean its a recommended file but by placing under dependencies, I wanted to check. I want to try your callout pack, however I do not use Computer+ hence my question. Thank you.
ComputerPlus is optional, it adds alot of features to the callouts with the computer updating with information and updates while playing through the callouts, but its isnt totally required as its hidden in the code behind a function so if you have it great, if you don't not game breaking.
13 hours ago, Drewster327 said:unfortunately this callout is crashing LSPDFR on startup
if you could show me a log file or the crash error that you are getting that would really help. It seems to be working on my PC just fine. But i know that's not a basis for everyone.
-
12 minutes ago, STARTairsoft780 said:
I attempted to bring up the menu but had no luck. Y is the default, correct?
L is the default and is unchangable
12 minutes ago, STARTairsoft780 said:I attempted to bring up the menu but had no luck. Y is the default, correct?
Sorry for the miss-information, Y is for starting the speech to begin. L is used for the menu, hopefully there should be a notification which pops up showing the key, which is currently unchangeable in the current build.
Can you try using Y to start the speech and when its finished press L to toggle the menu.
-
16 hours ago, STARTairsoft780 said:
I can't get a statement from the witness on the graffiti call.
Have you used the menu? If you have do you have a log file for me to look at?
Also to note, the menu will only appear when close to the caller and needs to wait for the dialog to finish.
-
10 hours ago, The Loot said:
I've been seeing the callout location "blip" stick on the map when letting a call go unaccepted. I don't see anything in the Rage log other than the creation of the callout.
Ok thanks, I will have a look and make sure they are being deleted correctly. If not might be a hidden crash... Thanks for letting me know



On The Beat Callouts[WIP]
in Script Modifications & Plugins
Posted
Thanks for the update, if you do have any concerns please do let me know