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cp702

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Everything posted by cp702

  1. That, my friend, is EXACTLY the taxi bug.
  2. Not sure. Any other mods?
  3. I had this issue for a long time (it wound up being my graphics card). What do you see in windows event viewer?
  4. So what's the difference? Or is it just rare to have RS without PC for traffic violations? Other question: Are routine checks illegal just because you would lack RS?
  5. How would this work? From what I can tell, TrafficFlow just loads cars into memory, and does not spawn them itself.
  6. Mainly, the technical process of loading Scripthook (I think it loads dsound/xliveless because they replace directx/GfWL dlls it would already load) But I was also wondering how modders used them in actual projects.
  7. Does anyone know how a DLL is loaded by the game? I know that xliveless and dsound replace DLLs that were already loaded, and SHDN is an asi, but how are ScriptHook.dll and AdvancedHook.dll loaded/used by coders?
  8. um... why is your email the topic name? On topic, EFLC is both DLCs for GTA IV, and is a standalone game. It is bought separately from IV, and the chance the devs would make people buy something else to run the mod is approximately 0.
  9. SHDN=scripthook .NET (comes with LCPDFR). To use the console, press ` and type "spawn " and then the modelname of the car you want to replace. SNT = Simple Native Trainer, and is VERY commonly used, as it has a ton of options.
  10. You need to spawn them yourself (using the SHDN console or SNT)
  11. You can also download skins of US police cars and put them on generic police cars. What dept. are you looking for?
  12. On a non-ELS vehicle, the lightbar can be made an extra and cars will spawn with or without it. However, this does not work with ELS.
  13. I am working on a mod in SHDN, but it crashes with a memory access violation whenever I alt-tab out and back in. The alt-tabbing makes GTA lose the D3D device and then regain it, which may be related. Does anyone have any ideas what issues may be created by destroying and recreating the D3D device?
  14. It's not this? http://www.gtapolicemods.com/index.php?/files/file/295-dodge-charger-chgr-v34v-els-unlocked/
  15. I once got 6 stars in IV in around 30 seconds (seriously, I killed just one cop and was fighting another) using just my fists. Note: If I am shooting, it takes MUCH longer and more than 1 dead officer.
  16. It would be nice to get, say, a rifle for NOOSE. However, you can just as easily use the SNT armory :tongue:
  17. In Trainer.ini, is the livery option disabled? It needs to be to get the menu to work (if it is enabled, SNT uses some weird custom livery system which no one I know of has figured out).
  18. Does the traffic cop (guy with light blue shirt) appear by default in game, or does he only show up when spawned?
  19. Oh. Does "spec" mean "specular"?
  20. Oh, and if you want to be able to toggle sirens (even though cars won't move), you can remap the key to R or something like that. That's really nice on the police bike, b/c cars ignore you anyway.
  21. Not sure if this is the right forum, but people are putting other mods here, so I figured I would too. I was messing around today, and I found a way to approximate real short sleeves (no thermal sleeves) with the thermal sleeve shirt included. A problem was that true short sleeves need to be different for each race (so no black cops with white arms). Basically, the different races are determined by the head texture. This got me playing with textures. First, each texture goes on a model. If you play around with OpenIV, you notice that there are multiple components (I'm calling them models) in a .wdd. Models can have multiple textures. For example, the Latino head is one model, with 3 textures. However, there are 5 images in the wtd associated with that model. Let's look at them. A typical image is named head_diff_001_a_lat or something similar. There are 5 parts to the name. The first three identify the purpose: "head" means that it is for a head (like "uppr" means shirt and "lowr" means pants). "diff" means that it shows the colors of the model. A model can have multiple diffs, and it is what most uniform mods change. I'll be calling diffs "textures" (they are most similar to what you think of as textures). Instead of "diff", there can also be "normal" (the bumpmap) and "spec" (no idea). Most uniform mods only change diffs. The "000" shows which head model it is for. The last 2 parts only appear on textures, and are the most important for modding (the rest basically just says what the texture is for). The "a" identifies which texture it is. A model can have multiple texture. This is important. On the fat cop, the short sleeved shirt is one model, 2 textures (for example). Lastly, the "uni" seems to mean "all races" or "uniform". So, how to do a short sleeved shirt? (I'm assuming EFLC, but the same method should work for IV). The main difficulty is the race. Model is not that big a deal, and is only really visible looking along the arm. What you need to do is add new textures into the wtd. I used OpenIV. First, export uppr_diff_000_a_uni (the short sleeves texture) and at least 1 diff for each head model and open it. Then, select the black area on the sleeves (that's the thermal sleeve part). Now, pick one of the head diffs. Use a color picker tool and pick a color from the head texture (preferably a color from a hand near the wrist). On the short sleeve texture, fill the thermal sleeve with the color you just picked. Now, save as uppr_diff_000_a_chi/lat/whi/bla (depending on what head you chose). Import it into the wtd with OpenIV. Do the same for the next race, etc., but use _000_b_ and _000_c_ instead of _000_a_. Import both of those too. Finally, either delete "uppr_diff_000_a_uni" or rename it to "uppr_diff_000_d_uni". The second option will let any race wear thermal sleeves as well. This also brings up another concept: you can add as many textures as you like. For example, if you want an NYPD style captain wearing long sleeves, take a white long sleeve shirt texture, replace rank and badge, and import it as uppr_diff_001_b_uni. It will automatically show up about half the time: no model editing needed! BTW, if this is as clear as mud, reply with what you don't get and I'll try to explain better.
  22. Not as far as I am aware. The wdd files are not editable with current tools. Also, there is the problem of different race officers. If that's not a problem for you, you can just change the texture for short sleeve officers (the solid black part is the arm sleeves). That will also leave a bit of model mismatch, but should work fine.
  23. BTW, in IV, you can add new vehicles (not replacing) to police3, police4, and policeb (buffalo, stinger, bike) and have them work as regular police units [except bike doesn't pull people over]. When GPM is back up, download "Added police car" and "Added police bike" and look at how they add vehicles, then do it yourself. At least, it works like that on my setup.
  24. In Chrome, you can just go to the site and get the same effect. EDIT: You can go to RadioReference.com, Live Audio, and you can select feeds from many different PDs (or even FDs and other safety agencies)
  25. A warning with ELS: If you have vanilla GTA IV, you can add cars to police3, police4, and policeb slots, enable ELS for them, and it will work. However, any other ELS cars must replace original game cars. In EFLC (at least in BOGT), any cars you want ELS on must be replacing original cars, not adding new cars. Also, new cars will need SNT to spawn, and (besides police3 and police4) the siren does not make cars pull over.

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