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Laqueesha

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  1. Like
    Laqueesha reacted to Sam in LSPDFR 0.4 - Coming February, 2019   
    So, it's been a while since we've provided an update on LSPDFR 0.4.  As you might've guessed from the title, though, there's a good reason for this...  It has taken us a lot of work to get to this point, and in the last couple of months alone we've made hundreds and hundreds of changes.  Anyway, here we are - who knows how many months late - but we're here.  No riddles, no treasure hunts, no @MSA (at least I'm pretty sure they're not here), but straight to the point!  We can now confirm that we'll be releasing LSPDFR 0.4 in February, 2019.  
     
    Anyway... with the scary part out of the way, I wanted to take the opportunity to explain ourselves a little.  No, @LMS wasn't renditioned to an IAA black site, no I didn't fall victim to the Orbital Cannon, and no...  the ghost of @ineseri didn't drive a train into us.  Perfectly plausible scenarios given our silence about 0.4 as of late, but we're actually still alive.  Instead, we've been pretty busy rushing to the finish line as far as 0.4 is concerned, and to complement the big news above, we thought we'd throw in a couple of sweeteners below to show just how much 0.4 is going to change things. 
     
    We've talked a lot about our Character system in LSPDFR 0.4.  It's one of the biggest changes to the mod, but we also think it represents an entirely new direction in general.  I say this because, not only does it allow us to have a bunch of really cool stuff natively integrated into the mod, like customizing a character, but it also lets us have a bunch of other really cool stuff natively integrated into the mod!  Having your own character dials up the immersion quite substantially, but we wanted to take things to another level.  We thought, for example, wouldn't it be cool if instead of spawning as Franklin in Franklin's house, you could instead, say, I don't know?  Actually spawn as your own character, in their house.  Or maybe, instead of switching to Trevor and your camera panning down to him being pursued by the LSPD, you could switch to one of your other characters, and "Google Earth" down to them being the LSPD. 
     
    LSPDFR 0.4 introduces a fully functional GTA Online Apartment to single-player, complete with transition sequences, working interactions and more Steve Haines than you can handle.
     
    It's not just that, though, we really wanted to dial it up.  Having your own character, them having an apartment, switching, customizing, it's all cool, right?  But you might be thinking, what's the point?  These are "multiplayer features".  And sure, LSPDFR is and most likely always will be a single-player mod, but that doesn't mean we can't think outside of the box every once in a while. 
     
    Recently, @Cyan, in addition to all of her work on the website, has also been developing an all new framework called LSPDFR Sync.  LSPDFR Sync lets you connect up to your LSPDFR.com account in-game, and you can then synchronize your LSPDFR characters with your LSPDFR.com profile.  To top it off, we've brought back statistics too.  Ever wanted to know how many shots your character has fired?  It's as simple as taking a look at your character's profile on the site - which, we should add, you can actually edit.
     

     

     
    LSPDFR Sync provides all-new, seamless connectivity with your LSPDFR.com profile.
     
    And frankly, it doesn't even end there.  When I said before that we wanted to dial the immersion up to the max, I guess I lied.  What I actually meant to say was that we'd just ripped the dial clean off the controls, strapped it to a rocket, and sent the damn thing up to the moon.  Not only can you now create a character, customize them, share them, spawn as them...  You can actually do things as them too!  Like, actual game things.  Ever wanted to run the triathalon as your LSPDFR Character?  Now you can.  Or, how about practicing with your sidearm down at the range?  Yep, got that too.  Simply want a can of sprunk from a vending machine?  No problem.
     

     
    With the introduction of a new innovative system by @LMS, it's now possible to do many of the single-player minigames while playing as your LSPDFR Character.
     
    Of course, with the Character system, and all of the features that come with it, being such a huge part of LSPDFR 0.4 it'd be easy to forget that this is a police mod.  Indeed, I think we almost did given the grotesquely gargantuan amount of work that has gone into it.  Fear not, though, as we have also been working on some incredible new gameplay features too, including massive improvements to interaction with suspects and people that you arrest.
     
    LSPDFR 0.4 introduces, in a game-changing way, the ability to take hold of and drag arrested suspects.  Yes, we know that there's some great API mods which have held the fort, and we're grateful for that, but this is something we wanted to get absolutely right, and indeed, we think the result is simply stunning.  The possibilities are pretty far-reaching too and encompass just about everything from shoving suspects up against cruisers, to personally escorting them into their cells.  
     

     

     
    No, these aren't cutscenes.  No, they're not edited screenshots.  With 0.4, this is real.
  2. Like
    Laqueesha reacted to Sam in LSPDFR 0.4 - Pursuits & Intervention   
    This is the fourth 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/
     
    It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated.  LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod.
     
    As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult.  Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements.
     
     
    Pursuit Interaction Menu
     
    Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop.  While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious.
     
    In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force.  With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever.  
     

     
    The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage.
     
    The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews.  So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase.  If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable.  With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business.
     
    Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below).
     
    And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home.
     
     
    Pursuit Intervention Techniques
     
    As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits.  Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit.  Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too. 
     
    So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver:
    Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4
    YouTube version: https://www.youtube.com/watch?v=TiFFFho3hd0
     
     
    As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option.  If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking.
     

     
    A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver.
     
     
    Air Support
     
    Throughout the history of our two mods, air support has always been a touchy subject.  For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines.  In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action.
     
    With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters.  Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area.  They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them.
     

     
    A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot.
     
    Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target.
     
    In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly.  When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings.
     

     
    Not a helicopter, but just in case you were wondering what happened to the guy pictured above...
     

     
    This, though, definitely is a helicopter.  It's also not flying at street level!
     
    As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.
  3. Like
    Laqueesha reacted to LMS in LSPDFR 0.4 - The Technology   
    Let's just say the LSPD implemented a very strict "no more deaths" policy.
     
    (or in other words, we found a very reliable way to prevent it from happening)
  4. Like
    Laqueesha reacted to Giordano in LSPDFR 0.4 - The Technology   
    I second this.  I'm looking forward to not using such resource heavy mods and using less non-callout plugins.
  5. Like
    Laqueesha got a reaction from Yard1 in [REL] Realism Dispatch Enhanced 3.1.1   
    Okay, that fixed it. Thanks! 
  6. Like
    Laqueesha reacted to Khlowd in Police Simulator 18 (see if it actually get released )   
    I didn't even bother to watch the promo video after I saw that typo. XD
  7. Like
    Laqueesha got a reaction from Hastings in [REL] Realism Dispatch Enhanced 3.1.1   
    Looks good! I went ahead and made a bit of tweaks to it, such as making the text all one color, a new globe, as well as adding an Olympics logo to it, since the 2002 Winter Olympics was only a few months away back in '01.
     

     

  8. Like
    Laqueesha got a reaction from Giordano in Police Simulator 18 (see if it actually get released )   
    "an US police officer"
     
    Typos like that on the game's Steam page have me worried.
  9. Like
    Laqueesha reacted to SCPDUnit23 in POLICE 10-13..Thoughts & Questions   
    There are a few things that are needed to make a good police simulator:
    1. Licensed and polished vehicle models: Because literally everyone wants to drive a real life Ford CrownVictoria. And there has to be a variety of them.
    2. Good graphics: I know that graphics doesn't have to be good for a game to be good, but in the simulation genre, everything needs to look real. 
    3. Realistic mechanics: That's the point of a simulator right?
     
    Like I said before only a triple A company or a company who would put in the effort and get all the licensing rights done could possibly make this game. And very rarely this would happen because everyone wants to play the bad guys. I mean hell even Battlefield Hardline sucked with their cops vs criminals gameplay. The three games that actually came close to being a police simulator in my opinion was Need for Speed Rivals (technically all you do is respond to pursuits but still better than all the other crapshoot), SWAT 4, and Emergenyc (they actually put in some good effort and licensed vehicles logo removed). 
     
    The reason why SAPDFR/LCPDFR/LSPDFR became famous is because of the realistic mechanics and the ability to mod licensed vehicles. Everything else, unless the games can prove themselves, are trash.
  10. Like
    Laqueesha reacted to Lundy in POLICE 10-13..Thoughts & Questions   
    Although Police 10-13 is a joke and a flop, if you really want a police sim...
    Again, made by European developers as most simulators are. Although, this looks to have some actual effort and thought put into it with a lot of functionality. Although it looks like some wonky 3D cartoon, functions, overlay, and options really seem to be emphasized along with interaction and depth. Seems it'll also have a 2 player co-op mode. Release date is set for January 25th, 2018
  11. Like
    Laqueesha reacted to Olanov in What happened with Olanov and Custo?   
    Although it's private, I don'y de

    Although it's private, anybody can feel free to add me. I generally accept all friends requests, but I probably can't answer for all of what Custo's mods, do, and I really don't work on a lot of even my personal mods anymore. Sorry about that. I can ask for Custo, if you want me to, though. I can then PM you the answer so we don't have to keep it up in this topic.
  12. Like
    Laqueesha reacted to CobCastor in [REL] Realism Dispatch Enhanced 3.1.1   
    I think as THEONEANDONLYSAUL. Brilliant work on those textures!
     
    @dilapidated I can't say how much this mod is AWESOME! Amazing work! Thank you for this, and to all of the people that worked with you on this masterpiece! 
     
    By the way I had some questions about peds editing.
    I tried to replace USCG, BCSO, LSSD, LSFD, US ARMY pilot and the Merryweather (in case I end up in their outpost in the port someday...)
     
    None of that worked, because I simply dragged and dropped them, and I know there is livery system for the firefighters so I understood for that but not for the others.
     
    I would have enjoyed messing with the skins of the peds even if it's not the geometry.
     
    Anyway...
     
    About the update, you told someone on gt5mods that there might vae been an update release yesterday or today maybe, what about it now? Do you think you'll be able to do it?
     
    If not, can you tell us a teaser of what update or fixes it'll have? I would hope that Paleto Bay's, Blaine County's Offices and Sandy Shore's FD station would be opened andanimated with some peds. That would be awesome!
     
     
     
  13. Like
    Laqueesha got a reaction from THEONEANDONLYSAUL in [REL] Realism Dispatch Enhanced 3.1.1   
    Here's a version with the "axe wound" added:


     

  14. Like
    Laqueesha reacted to THEONEANDONLYSAUL in [REL] Realism Dispatch Enhanced 3.1.1   
    Ok, I made one more re design, this time to make the postop logo look more like the one in the game than the UPS logo.


  15. Like
    Laqueesha reacted to THEONEANDONLYSAUL in [REL] Realism Dispatch Enhanced 3.1.1   
    Ok, how does this look?

  16. Like
    Laqueesha reacted to THEONEANDONLYSAUL in [REL] Realism Dispatch Enhanced 3.1.1   
    Don't forget the few 80s police cruisers for the BSCO. 
    I'm also working on changing the textures for the trucks, buses, and service vehicles to to make them look older. These are the possible textures for the mule/steed.
     

  17. Like
    Laqueesha reacted to THEONEANDONLYSAUL in [REL] Realism Dispatch Enhanced 3.1.1   
    To clarify, I was reffing to the original 1992 plan for retro. I feel like there is enough to sustain the 1992 setting (if you use all the lore friendly mods possible), but if that is the conclusion you have reached then so be it.  However, since the new plan is the late 90s, I feel like you should go ahead and make the pack take place in 2001 (since this is when GTA 3 takes place), and wouldn't change the pack that much.
  18. Like
    Laqueesha got a reaction from fireboy6117 in [REL] Realism Dispatch Enhanced 3.1.1   
    Since the mod is aiming for realism, the ugly default flags in the game should probably be replaced with more realistic-looking ones. I went ahead and made some new flags more based off their real life counterparts, while still retaining lore-friendly design. The flags are: The San Andreas state flag, the LSFD flag, the L.S. County flag, the L.S. City flag, the U.S. yacht flag, the LSSD flag, and the LSPD flag.
     

     
    Also made new license plates for San Andreas and North Yankton:
     

     

     

     
     
  19. Like
    Laqueesha got a reaction from FCV96 in The Mind-Boggling Classic Cop Car Thread   
    Montgomery County, MD police cars from the 1950s, 1960s, and the 1990s. The Caprice actually served as the basis for my retro GTA IV livery.
     






     
  20. Like
    Laqueesha got a reaction from PhillBellic in [REL] Realism Dispatch Enhanced 3.1.1   
    Here's another Blaine County flag, based on the flag of Orange County, CA (which borders L.A. County IRL): 
     

  21. Like
    Laqueesha reacted to oOMr.FarrellOo in [REL] Realism Dispatch Enhanced 3.1.1   
    Thanks again, but doesn't work. ever single time i install RDE. The game stuck at the loading screen. After i delete mods folder. Everything come back to normal. I do not have any other mod installed only RDE in my mods folder
    oh, wait. This works!! i put it into wrong folder. thank you so much for helping!
  22. Like
    Laqueesha got a reaction from PhillBellic in [REL] Realism Dispatch Enhanced 3.1.1   
    Here's another Blaine County flag, based on the flag of Orange County, CA (which borders L.A. County IRL): 
     

  23. Like
    Laqueesha reacted to PhillBellic in [REL] Realism Dispatch Enhanced 3.1.1   
    Looks okay.

    Perhaps you could use this as the basis of a Flag.
  24. Like
    Laqueesha got a reaction from PhillBellic in [REL] Realism Dispatch Enhanced 3.1.1   
    I'm afraid Ventura County, CA (which Blaine County in RDE is based on) doesn't have a flag IRL so I can't really make a parody of it. Neither does Kern County, CA, which is located where Blaine County would be IRL, for that matter. However, San Bernardino County, CA, which is the next logical choice, does have a flag so I went ahead and made a flag for Blaine County based off of it:
     

  25. Like
    Laqueesha got a reaction from fireboy6117 in [REL] Realism Dispatch Enhanced 3.1.1   
    Since the mod is aiming for realism, the ugly default flags in the game should probably be replaced with more realistic-looking ones. I went ahead and made some new flags more based off their real life counterparts, while still retaining lore-friendly design. The flags are: The San Andreas state flag, the LSFD flag, the L.S. County flag, the L.S. City flag, the U.S. yacht flag, the LSSD flag, and the LSPD flag.
     

     
    Also made new license plates for San Andreas and North Yankton:
     

     

     

     
     
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