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cp702

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Everything posted by cp702

  1. You should put one of the in-game screenshots as the main picture.
  2. You run both at the same time.
  3. Yes: System.NullReferenceException: Object reference not set to an instance of an object. at IVDashCamV2.Core.speed(String format) at IVDashCamV2.Core.#=qyE9Sxtaan_6qI9h2r0UV1g==(Object #=qvWxWYM1yfi7UDrD4gtyPSw==, GraphicsEventArgs #=qtyC$OWr2cdwy7lqekKpOwQ==) System.NullReferenceException: Object reference not set to an instance of an object. at IVDashCamV2.Core.#=qyE9Sxtaan_6qI9h2r0UV1g==(Object #=qvWxWYM1yfi7UDrD4gtyPSw==, GraphicsEventArgs #=qtyC$OWr2cdwy7lqekKpOwQ==) System.NullReferenceException: Object reference not set to an instance of an object. at IVDashCamV2.Core.radarS() at IVDashCamV2.Core.#=qyE9Sxtaan_6qI9h2r0UV1g==(Object #=qvWxWYM1yfi7UDrD4gtyPSw==, GraphicsEventArgs #=qtyC$OWr2cdwy7lqekKpOwQ==) System.NullReferenceException: Object reference not set to an instance of an object. at IVDashCamV2.Core.speed(String format) at IVDashCamV2.Core.#=qyE9Sxtaan_6qI9h2r0UV1g==(Object #=qvWxWYM1yfi7UDrD4gtyPSw==, GraphicsEventArgs #=qtyC$OWr2cdwy7lqekKpOwQ==) System.NullReferenceException: Object reference not set to an instance of an object. at IVDashCamV2.Core.#=qyE9Sxtaan_6qI9h2r0UV1g==(Object #=qvWxWYM1yfi7UDrD4gtyPSw==, GraphicsEventArgs #=qtyC$OWr2cdwy7lqekKpOwQ==) System.NullReferenceException: Object reference not set to an instance of an object. at IVDashCamV2.Core.#=qyE9Sxtaan_6qI9h2r0UV1g==(Object #=qvWxWYM1yfi7UDrD4gtyPSw==, GraphicsEventArgs #=qtyC$OWr2cdwy7lqekKpOwQ==) However, it was last modified 3 days ago, even though I ran the game today. So, I was hitting Alt+R and it wasn't logging it. However, my game did crash when I hit "quit", so it may just not have saved it to the log. Does it log stuff when the script is stopped, or log stuff immediately?
  4. In IVDashCam v2, the radar isn't working at all. I can hit Alt+R and Alt+Num0, and nothing happens. I checked the ini, and the settings haven't been changed.
  5. Also, if there are a lot of materials with the same name, is that a problem?
  6. When I try to export from Zmodeler, I get a ton of errors along the lines of "using texture foo which doesn't suit the setting for shader bar". Anyone know what causes them and how to fix them?
  7. It doesn't matter how hard it is to crack. Once anyone cracks it, it's over. Making one is indeed difficult, but once it's made, it is generally very easy to install (just replace a couple executables and you're set; if it's more complicated, they'll often have an install script). It's actually easier than *legally* installing a lot of recent games. And if you think there is copy protection that *no one* will break, you clearly haven't spent enough time on the Internet. People are smart, and if there is a way to break copy protection (and there always is), someone will find it. As for the IPs: Well, to start with, "to virus" isn't a real verb. Also, if I torrent a game, and the publisher then hacks into my computer, *they've* just committed an extremely serious crime, which has far, far higher penalties than anything I did. Piracy is a civil matter; hacking is a felony, and it's a lot easier to track down a game publisher than a torrenter. And, of course, if I am at a Starbucks, you can't track an IP address to me. Same thing applies if I have a standard home Internet connection: your IP address changes not too infrequently, and it is hard to trace it to an individual customer (you could probably do it with a court order, but you still couldn't do anything without their *current* IP, at which point you'd have to explain why, exactly, you nee it. "I want to commit a felony by hacking them" doesn't count as a reason). And, if I have a good firewall set up, it's really not worth it for them to attack me.
  8. OK, good for you. That's not how piracy tends to work. If what you're saying were true, there would be a LOT more PC game sales. @someone wondering about why they might not release on PC due to piracy: Not only does it take time, effort, and money to make a PC game (even a shitty port costs money), but there is also the risk that someone who would buy on Xbox would instead pirate on PC. So, PC piracy can cut into console sales.
  9. My point isn't that we won't switch to 128 bit, it's that there really isn't that much to do until we have a better idea what it will look like.
  10. I actually thought Vista was fine, up until my esoteric "generic USB keyboard" stopped working (I *think* the USB drivers broke for some reason). Fortunately, I had already installed the Win7 beta on a dual-boot, so I completely switched to that. Also, why would they start working on 128 bit Windows? Has any hardware manufacturer released a 128 bit instruction set? Because without that, I really don't have any idea what they could be doing.
  11. It's sort of using community-made APIs. You can hook in to native functions, but, at least with .NET, much/most of what you do uses community-made wrappers on top of those. .NET is a Microsoft program framework. It's essentially Microsoft's version of the Java environment (standard library, JVM, everything but the language itself). C# and Visual Basic are languages that run on .NET. I believe C++ can also use .NET, but it is much less common. The biggest difference between running on .NET and not is that .NET is a managed environment (which means that it handles things such as memory for you). In terms of GTA scripting, I know that SHDN gives a lot of nice features. For one thing, a crash in a .NET script doesn't crash the whole game. You can also reload the script while the game is running, meaning that you can, without restarting GTA, tweak the code, compile it, and test the changes.
  12. C# and C++ have similar syntax, but they are extremely different languages. C++ is much lower-level, and generally does not run in a managed environment. C# is Microsoft's version of Java, basically. C++ is based off C, which is high-level assembly. From what I've heard, C++ scripting for GTA is a pain. .NET scripting is much nicer. LCPDFR has some C++ functions (that's what AdvancedHook is), but is mostly .NET. If you are wondering about C++, ask LMS.
  13. I think he mixed up LCPDFR and GTA itself.
  14. Yes, but it is more difficult and riskier (console modifications can lead to getting console banned from online services), and so much, much less common than pirating PC games.
  15. I'm 90% sure they'll still release a PC version. Piracy will mean they release it later than console, but they'll still release it.
  16. If you find the newest SNT version (I think it's on GTAForums), Model Spawning has an option on the last page that lets you enter a ped name manually, and changes the player to that model. I don't know about bodyguards, but you can spawn added peds as peds using the SHDN console (just type "spawn *pedname*").
  17. cp702 replied to draco56's topic in Discussion
    .91 is the older version. At this point, I'd personally say "go with .95", because despite Release Candidate status, it's still really well tested.
  18. Maybe Niko needs to take a job in "enforcement" of power bills.
  19. I think you create a dummy named extra_1 and put your pushbar under it.
  20. Maybe it's the same limit on peds, but TBOGT takes up almost all the additional slots.
  21. You forgot to mention "no extra data charge" as an advantage for non-smartphones.
  22. I did check if it was added correctly. Like I said, it works if I disable one of my other 2 peds. I'll probably wind up replacing a cutscene model.
  23. I basically agree in advance with Sniper296, though I'm less extreme than him (I have a really good idea what he'll say, and he's better at writing it than I am).

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