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PNWParksFan

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  1. Like
    PNWParksFan got a reaction from OblongGaming in Most problematic issues with LSPDFR 0.3.1 API that ought to be fixed in 0.4   
    I'm aware of Sam's post regarding plans for an API update after the main release of 0.4, and look forward to more discussion of that in the near future. In the meantime, with release fast-approaching, there are a handful of major issues that have caused headaches for many developers using the LSPDFR 0.3.1 API which I am really hoping will be fixed in 0.4: 
     
    During pursuits, Cop and Suspect Ped tasks are reset every 2 seconds. Functions.SetCopAsBusy doesn't consistently prevent this from happening. This makes it nearly impossible to alter how suspects and cops behave in pursuits, e.g. if you want to make a suspect jack a new vehicle (their enter vehicle task will get terminated before they're even in it), or have a cop do something in particular. SetPursuitDisableAI turns off all AI for the entire pursuit, there needs to be a way to disable AI on individual peds (cop or suspect). 
      Whenever LSPDFR is running, regardless of whether a pursuit is active, all law enforcement peds in the game (even add-on peds) can't change their secondary accessory/vest clothing component, because of LSPDFR's holster management. This makes it entirely impossible to give plugin-spawned peds specific vest clothing. 
      SetPedAsArrested doesn't actually seem to do anything, leading to a bunch of mods doing their own "arrested" implementation involving animations and trying to clear tasks, which sometimes conflict. 
      If pursuit suspects get far from the player, the pursuit goes inactive and if they're very far away terminates. This makes sense in default "bunch of cops chasing a car on a road" situation, but doesn't make sense in a lot of other scenarios. Constantly looping SetPursuitIsActiveForPlayer is super glitchy and doesn't really work anyways.   
    Obviously there are many more things devs would like to see in the API once we get a sense for what new features LSPDFR will have to offer, these are just a few of the biggest issues IMO that have really hindered plugin development over the past couple years. 
  2. Like
    PNWParksFan got a reaction from OblongGaming in Most problematic issues with LSPDFR 0.3.1 API that ought to be fixed in 0.4   
    I'm aware of Sam's post regarding plans for an API update after the main release of 0.4, and look forward to more discussion of that in the near future. In the meantime, with release fast-approaching, there are a handful of major issues that have caused headaches for many developers using the LSPDFR 0.3.1 API which I am really hoping will be fixed in 0.4: 
     
    During pursuits, Cop and Suspect Ped tasks are reset every 2 seconds. Functions.SetCopAsBusy doesn't consistently prevent this from happening. This makes it nearly impossible to alter how suspects and cops behave in pursuits, e.g. if you want to make a suspect jack a new vehicle (their enter vehicle task will get terminated before they're even in it), or have a cop do something in particular. SetPursuitDisableAI turns off all AI for the entire pursuit, there needs to be a way to disable AI on individual peds (cop or suspect). 
      Whenever LSPDFR is running, regardless of whether a pursuit is active, all law enforcement peds in the game (even add-on peds) can't change their secondary accessory/vest clothing component, because of LSPDFR's holster management. This makes it entirely impossible to give plugin-spawned peds specific vest clothing. 
      SetPedAsArrested doesn't actually seem to do anything, leading to a bunch of mods doing their own "arrested" implementation involving animations and trying to clear tasks, which sometimes conflict. 
      If pursuit suspects get far from the player, the pursuit goes inactive and if they're very far away terminates. This makes sense in default "bunch of cops chasing a car on a road" situation, but doesn't make sense in a lot of other scenarios. Constantly looping SetPursuitIsActiveForPlayer is super glitchy and doesn't really work anyways.   
    Obviously there are many more things devs would like to see in the API once we get a sense for what new features LSPDFR will have to offer, these are just a few of the biggest issues IMO that have really hindered plugin development over the past couple years. 
  3. Like
    PNWParksFan got a reaction from KnightHawkOne in [WIP] Coastal Callouts   
    I'll admit, this has taken a lot longer than I anticipated. But, it's not like I haven't been doing anything this whole time. I could make all kinds of comparisons about timelines, release dates, etc., but you of all people should know what it feels like to want to get something right, to want it to be complete before releasing it, and how a hobby project can often take a lot longer than you think to get it where you want. The other big factor is that with a public release comes the pressure to support a nearly infinite number of users. With a semi-private beta, there is a more limited and manageable number of people to support, and the expectations are lower. One of the final things I'm currently working on before public release is an installer. This isn't just installing a couple DLLs, and the game archives that must be modified are too complex to install with a simple OIV. As anyone who has participated in the beta knows, the installation process isn't exactly easy right now, and I don't want to release something in that state. 
     
    The scale of this mod is also immense. It's a huge plugin mod, with a lot of novel development and features that push the boundaries of what's possible in this game. A bunch of LSPDFR features don't work smoothly on boats (not your fault, LSPDFR wasn't intended to be a boat mod) so I've had to essentially re-implement them myself. It's also a massive DLC, with many vehicles that took time to customize, multiple highly detailed map mods, new buildings added to the game, custom peds, custom props, ambient world scenarios, and more. Essentially every single possible aspect of GTA modding is included in this mod in some way or another. It's not like I've just been sitting around for 2 years taking people's money for something that hasn't been worked on, this has been in active, near-daily development. 
     
    I'm sorry if it came across like I was saying "waiting for LSPDFR 0.4 is why it took so long to make coastal callouts". That's not what I meant at all. I'm simply pointing out that a new version of LSPDFR will almost certainly break some things, and that it will take a bit of time to update for that. It's not anybody's fault, that's just how things go when there's a new major version of a dependency for a project. I called it "unfortunate" because this mod is already so close to the finish line, and I feel bad that it's going to take a bit longer now. I could release a public version compatible with LSPDFR 0.3.1 first, as that is nearly finished, but I'm not sure if that's really helpful. 
     
    And slight correction, I don't charge people on a monthly basis. People have the option to donate on a monthly basis if they want to support what I'm doing voluntarily, which some people do out of generosity. I only ask for a donation of $20 for a year for beta access to all mods I'm working on (not just this one). I understand not everyone agrees with the premise of donor-only early access, but this isn't some massive cash grab. I've also always welcomed developers who want to use my APIs to participate in betas for free. I also set those perk levels before this mod had any wide recognition, and have never increased them despite a lot of interest in the mod. 
     
    If you don't like having this here, let me know. I can find elsewhere to post updates, and eventually release the mod, if it's disruptive to the community for me to use this space. 
  4. Like
    PNWParksFan got a reaction from OblongGaming in LSPDFR 0.4   
    It wouldn't be hard to establish clear criteria. "Anybody with at least 1 mod with at minimum X thousand downloads", for example. It's obviously up to the discretion of the development team how to handle developer interactions, but when you go two years between releases and don't even give developers the opportunity to give feedback/testing on the API, that is pretty frustrating. I remember right after 1.3.1 released, there was a GitHub for us to report issues and feature requests. There has been no activity on that page since 2016. The dev community provided ample suggestions and requests and has heard nothing back. Anyone who's ever played LSPDFR without any plugins knows it's plugins that keep it interesting and alive. Granted, 0.4 will add a lot more built-in, but at the end of the day LSPDFR is much less enjoyable and replayable without third-party callouts and plugins. 
     
    I'm glad to hear that there will be backwards compatibility without having to recompile. I imagine most of the more complex mods will still have to be substantially though. 
  5. Like
    PNWParksFan got a reaction from OblongGaming in Most problematic issues with LSPDFR 0.3.1 API that ought to be fixed in 0.4   
    Thanks for your quick responses Sam. Glad to hear that most of these will already have been resolved. 
     
     
    This one I have to disagree with a bit. I understand the idea behind what you're saying, and I see why it makes sense to do that. But this severely limits how much callout creators can add variety in their pursuits. The new pursuit scenarios may address this, we'll have to see when it comes out. But there will always be edge case situations where you want to do something custom that doesn't fit into the existing paradigm, but don't want to lose all the other AI. Being able to separately disable it for suspects and cops would be a huge step in the right direction; my biggest issue is wanting to give suspects custom tasks but not lose all of the effort that LSPDFR has put into the pursuits AI. 
     
    Obviously I don't know exactly what your code looks like, but it seems like it shouldn't be that difficult to disable the AI on a single ped. Keep a List<Ped> of peds which are exempted from the pursuit AI. Whatever method is checking for and reassigning tasks, just check if the ped is in that list before assigning a task. If something is constantly checking whether the ped is still doing what you think it should be doing, that same code can be constantly checking if that ped is exempt.   
     
    Do the Scenarios affect how the police behave too, or is it just for suspect AI? It would be nice to be able to set scenarios on pursuing police to set e.g. how aggressive they are, what type of force they use, whether they pursue on foot or by vehicle, etc. 
     
     
  6. Like
    PNWParksFan got a reaction from OblongGaming in Most problematic issues with LSPDFR 0.3.1 API that ought to be fixed in 0.4   
    I'm aware of Sam's post regarding plans for an API update after the main release of 0.4, and look forward to more discussion of that in the near future. In the meantime, with release fast-approaching, there are a handful of major issues that have caused headaches for many developers using the LSPDFR 0.3.1 API which I am really hoping will be fixed in 0.4: 
     
    During pursuits, Cop and Suspect Ped tasks are reset every 2 seconds. Functions.SetCopAsBusy doesn't consistently prevent this from happening. This makes it nearly impossible to alter how suspects and cops behave in pursuits, e.g. if you want to make a suspect jack a new vehicle (their enter vehicle task will get terminated before they're even in it), or have a cop do something in particular. SetPursuitDisableAI turns off all AI for the entire pursuit, there needs to be a way to disable AI on individual peds (cop or suspect). 
      Whenever LSPDFR is running, regardless of whether a pursuit is active, all law enforcement peds in the game (even add-on peds) can't change their secondary accessory/vest clothing component, because of LSPDFR's holster management. This makes it entirely impossible to give plugin-spawned peds specific vest clothing. 
      SetPedAsArrested doesn't actually seem to do anything, leading to a bunch of mods doing their own "arrested" implementation involving animations and trying to clear tasks, which sometimes conflict. 
      If pursuit suspects get far from the player, the pursuit goes inactive and if they're very far away terminates. This makes sense in default "bunch of cops chasing a car on a road" situation, but doesn't make sense in a lot of other scenarios. Constantly looping SetPursuitIsActiveForPlayer is super glitchy and doesn't really work anyways.   
    Obviously there are many more things devs would like to see in the API once we get a sense for what new features LSPDFR will have to offer, these are just a few of the biggest issues IMO that have really hindered plugin development over the past couple years. 
  7. Like
    PNWParksFan got a reaction from KnightHawkOne in [WIP] Coastal Callouts   
    Probably. Coastal Callouts does some very complex integration with LSPDFR that will almost certainly break when the new version comes out. Unfortunately, the LSPDFR developers have refused to give plugin developers any kind of beta access, so I'll be getting it at the exact same time as everyone else. The unfortunate reality of this is that the timing of the LSPDFR 0.4 release will delay the public release of Coastal Callouts, but I don't yet know to what extent. 
  8. Like
    PNWParksFan got a reaction from KnightHawkOne in [WIP] Coastal Callouts   
    Everything in the Coastal Callouts DLC is non-ELS, and will stay that way. The boats have very simple lighting, and I don't see any point in using ELS for 2 flashing blue strobes. There's only 1 land vehicle and I'm not planning to change it, but you're welcome to put your own ELS vehicle in that slot if you want to. 
  9. Like
    PNWParksFan got a reaction from OblongGaming in Most problematic issues with LSPDFR 0.3.1 API that ought to be fixed in 0.4   
    I'm aware of Sam's post regarding plans for an API update after the main release of 0.4, and look forward to more discussion of that in the near future. In the meantime, with release fast-approaching, there are a handful of major issues that have caused headaches for many developers using the LSPDFR 0.3.1 API which I am really hoping will be fixed in 0.4: 
     
    During pursuits, Cop and Suspect Ped tasks are reset every 2 seconds. Functions.SetCopAsBusy doesn't consistently prevent this from happening. This makes it nearly impossible to alter how suspects and cops behave in pursuits, e.g. if you want to make a suspect jack a new vehicle (their enter vehicle task will get terminated before they're even in it), or have a cop do something in particular. SetPursuitDisableAI turns off all AI for the entire pursuit, there needs to be a way to disable AI on individual peds (cop or suspect). 
      Whenever LSPDFR is running, regardless of whether a pursuit is active, all law enforcement peds in the game (even add-on peds) can't change their secondary accessory/vest clothing component, because of LSPDFR's holster management. This makes it entirely impossible to give plugin-spawned peds specific vest clothing. 
      SetPedAsArrested doesn't actually seem to do anything, leading to a bunch of mods doing their own "arrested" implementation involving animations and trying to clear tasks, which sometimes conflict. 
      If pursuit suspects get far from the player, the pursuit goes inactive and if they're very far away terminates. This makes sense in default "bunch of cops chasing a car on a road" situation, but doesn't make sense in a lot of other scenarios. Constantly looping SetPursuitIsActiveForPlayer is super glitchy and doesn't really work anyways.   
    Obviously there are many more things devs would like to see in the API once we get a sense for what new features LSPDFR will have to offer, these are just a few of the biggest issues IMO that have really hindered plugin development over the past couple years. 
  10. Like
    PNWParksFan got a reaction from OblongGaming in Most problematic issues with LSPDFR 0.3.1 API that ought to be fixed in 0.4   
    I'm aware of Sam's post regarding plans for an API update after the main release of 0.4, and look forward to more discussion of that in the near future. In the meantime, with release fast-approaching, there are a handful of major issues that have caused headaches for many developers using the LSPDFR 0.3.1 API which I am really hoping will be fixed in 0.4: 
     
    During pursuits, Cop and Suspect Ped tasks are reset every 2 seconds. Functions.SetCopAsBusy doesn't consistently prevent this from happening. This makes it nearly impossible to alter how suspects and cops behave in pursuits, e.g. if you want to make a suspect jack a new vehicle (their enter vehicle task will get terminated before they're even in it), or have a cop do something in particular. SetPursuitDisableAI turns off all AI for the entire pursuit, there needs to be a way to disable AI on individual peds (cop or suspect). 
      Whenever LSPDFR is running, regardless of whether a pursuit is active, all law enforcement peds in the game (even add-on peds) can't change their secondary accessory/vest clothing component, because of LSPDFR's holster management. This makes it entirely impossible to give plugin-spawned peds specific vest clothing. 
      SetPedAsArrested doesn't actually seem to do anything, leading to a bunch of mods doing their own "arrested" implementation involving animations and trying to clear tasks, which sometimes conflict. 
      If pursuit suspects get far from the player, the pursuit goes inactive and if they're very far away terminates. This makes sense in default "bunch of cops chasing a car on a road" situation, but doesn't make sense in a lot of other scenarios. Constantly looping SetPursuitIsActiveForPlayer is super glitchy and doesn't really work anyways.   
    Obviously there are many more things devs would like to see in the API once we get a sense for what new features LSPDFR will have to offer, these are just a few of the biggest issues IMO that have really hindered plugin development over the past couple years. 
  11. Like
    PNWParksFan got a reaction from kab in LSPDFR 0.4 - The Technology   
    Thanks for giving us some insight into the technical and API enhancements you're working on! Looking forward to using these as a developer and a player. 
  12. Like
    PNWParksFan got a reaction from Marios2332 in [WIP] Coastal Callouts   
    I've been extremely busy with work and have had to travel out of town a lot for projects. I can't work on this project when I'm not home. So, things are a bit behind where I wanted them to be by this time. However, I am still making progress. I recently finished adding a bunch of new plane-related features and callouts. I am currently working on the installer, update system, and related infrastructure that will be needed for the public release. At this point we'll probably miss releasing it in 2018, but it should be released in early 2019. 
  13. Like
    PNWParksFan got a reaction from Marios2332 in [WIP] Coastal Callouts   
    There's definitely a lot more to do than just one suspicious vessel callout ;) 
  14. Like
    PNWParksFan got a reaction from Marios2332 in [WIP] Coastal Callouts   
    Hmm, I haven't turned off messages or anything like that, so IDK why it would say that. Anyways, anybody who has donated should check the email associated with the paypal account they donated with, I send out an email with all the info whenever I receive the donation confirmation email from PayPal. I check daily, so usually you should hear back within 24 hours. 
  15. Like
    PNWParksFan got a reaction from Marios2332 in [WIP] Coastal Callouts   
    Those types of calls were actually sort of the original intent of the callout pack. Then one thing led to another, I got carried away, and here we are. I might add some calls like that someday, but probably not before the initial public release. I don't want to hold things up with developing more calls at the moment, and those types of calls don't really fit with what the rest of the pack is like at the moment. 
  16. Like
    PNWParksFan got a reaction from OblongGaming in LSPDFR 0.4   
    It wouldn't be hard to establish clear criteria. "Anybody with at least 1 mod with at minimum X thousand downloads", for example. It's obviously up to the discretion of the development team how to handle developer interactions, but when you go two years between releases and don't even give developers the opportunity to give feedback/testing on the API, that is pretty frustrating. I remember right after 1.3.1 released, there was a GitHub for us to report issues and feature requests. There has been no activity on that page since 2016. The dev community provided ample suggestions and requests and has heard nothing back. Anyone who's ever played LSPDFR without any plugins knows it's plugins that keep it interesting and alive. Granted, 0.4 will add a lot more built-in, but at the end of the day LSPDFR is much less enjoyable and replayable without third-party callouts and plugins. 
     
    I'm glad to hear that there will be backwards compatibility without having to recompile. I imagine most of the more complex mods will still have to be substantially though. 
  17. Like
    PNWParksFan reacted to doubledecker in Set vehicle damage   
    You could use this to get back on track on your project, you should be able to figure out what goes where from this =) .
     
    Door indexes: 
     
    0 = Front Left, //Front left window
    1 = Front Right, //Front right window
    2 = Back Left, //Middle left window
    3 = Back Right, //Middle right window
    4 = Hood, //Back left window
    5 = Trunk //Back right window
    6 = Toggle Extra //Windscreen
    7 = Toggle Extra //Back window
     
    Door indexes also go in the same pattern as vehicle seats, but - 1. For example, index -1 is the driver, but index 0 is the passenger. This is the same case for all "normal" cars (What I mean by that is, if the car has extra seats, you need to check the VehicleSeat enum).
     
    The natives you need/used:
    void SET_VEHICLE_DOOR_OPEN(Vehicle vehicle, int doorIndex, BOOL loose,   BOOL openInstantly)
    void SMASH_VEHICLE_WINDOW(Vehicle vehicle, int index)
     
    Your topic does unfortunately look like a case of code theft so you're going to have to figure out the other stuff out yourself 😃
  18. Like
    PNWParksFan got a reaction from KnightHawkOne in [WIP, REL] Better EMS   
    "Medical Examiner" is not part of Better EMS. 
  19. Like
    PNWParksFan reacted to Friendship7 in [WIP] [REL] Custom Backup by Location   
    That's exactly what I did wrong, Thanks man!
  20. Like
    PNWParksFan reacted to The Loot in [WIP] [REL] Custom Backup by Location   
    First guess would be that BlaineCounty is used in a Backup Region that comes before Paleto, therefore it gets ignored. Catchall areas like LosSantos, LosSantosCounty, and BlaineCounty should be towards the very end of each set.
  21. Like
    PNWParksFan got a reaction from ben_hamilton in [WIP] Coastal Callouts   
    I think the download is probably still around somewhere on my Discord server. None of the international packs are really finished, they're all in various states of partial completion and I don't have time myself to complete them as they're community projects. I'm hoping to include at least some of the international content as optional in the installer when it's released, but some packs might get released separately a bit later. Currently British, Australian, and Spanish packs are in various stages of development. 
  22. Like
    PNWParksFan got a reaction from stickycabbage in (for callout creators) Callout ideas   
    Why not start learning how to make callouts then and pursue some of these ideas yourself? It takes time and effort to make callouts, and most devs already have more ideas than time to implement them. If you really want to see a particular callout, making it yourself is the best way to see that happen. 
  23. Like
    PNWParksFan reacted to steinberg4145 in [WIP] LAPD/LASD/CHP FPIU (2014)   
    Yes, 5 minutes to switch names and add extras to create another incorrect pattern.  Like I said before, an accurate light pattern for the utility at this time is not possible with els or default lighting.
  24. Like
    PNWParksFan got a reaction from patvmru in [WIP] Coastal Callouts   
    If you sign up for a subscription then you will be billed automatically each month until you cancel. You would have beta access as long as the subscription is active, and would be removed from the beta after you cancel. 
     
    It will be released in 2018, but I don't know when yet. Progress was slow this month because I was away from home a lot. Should be able to make a lot more progress in August 🙂
  25. Like
    PNWParksFan reacted to Kar0s in [REL] Real Police Tape Mod   
    I know there are reasons for not listing it here, however, this mod doesn't appear to be available anywhere else on the internet other than danish, belgium, etc variants, though I don't believe they're the same as yours. My point here is that I'd love to download and install your mod, but can't find it anywhere else.
     
    Edit: I found it.
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