Jump to content

thecovesf

Members
  • Content Count

    98
  • Joined

  • Last visited


Reputation Activity

  1. Like
    thecovesf reacted to Sam in LSPDFR 0.4 - Announcement + First Preview   
    Been a while, huh?
     
    You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes:  there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well.  And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see.
     
    So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself.  But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it.  While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them.  Of course, with that being said, there's still a lot of new stuff crammed into 0.4!
     

     
    With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :)
     
    Aside from the cool little additions like this, though, the major theme of 0.4 is Character.  Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR.  There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too.  And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant.  With 0.4, this separation is gone.
     

     

     
    No, these shots aren't taken from GTA Online.  This is our own, fully-featured, LSPDFR Character Creator.
     
    Of course, we'll talk more about the new Character features in LSPDFR 0.4 later.  The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to.  Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether.
     

     
    Officer Ronson and his clones obviously couldn't make it to the flashlight party. 
     
    Stay tuned!  We'll be sharing more about 0.4 soon.
  2. Like
    thecovesf got a reaction from PhillBellic in Why no more non-els vehicles as compared to els?   
    Hi, my name is thecove and I am a non-els holdout....
     
    This was a great discussion. I read through the chain and nice to see some of the model makers on here discussing the pros and cons of ELS.
     
    If any of you have read my reviews / comments, I follow the KISS philosophy when modding my game, (Keep It Simple Stupid). I really take my time before adding a mod to my game, reading reviews, comments and watching YouTubers use the mods before I add anything to my game. When ELS first released, I saw some of the things mentioned above that I wasn't ready to deal with so that kept me from being an early adopter.
     
    And this is probably a big reason why I'm hesitant to change my fleet to ELS. I've painstakingly pieced together my fleets : model by model, skin by skin, meta by meta; department by department : LSPD (city), SAHP (state) and LSCS (full map is county). With the help of the some of the larger skin packs, each department is uniform and it really helps the immersion in my mind.  I'm just not ready to start over.
     
    And having just added EUP to my game, I'm having a blast creating different characters in various levels of their careers and RPing through that.
     
    I've got my game in a good spot, able to get 2+ hr sessions in until good old GTA memory suck begins to drop frames and create terrible draw in distance.
     
    But I completely agree with an earlier post that there is still a lot of non-ELS choice out there, in fact I upgraded my FPIU fleet to Hurks 2016 FPIU pack the other day (it took a little trouble shooting to get right.
     
    At some point, I will convert, no-doubt because there are things I want in my game, especially environment lighting and control of  light patterns.
     
    That's the beauty of modding, you tune your game to your tastes.
     
    Great topic.
     
     
     
  3. Like
    thecovesf got a reaction from Walters in Handling line?   
    100%
  4. Like
    thecovesf reacted to Walters in Handling line?   
    POLICE3 should be good.
  5. Like
    thecovesf got a reaction from atolendian in Disappearing drivers   
    Hey Darkmyre and all,
    Give this a try when you start to see the disappering drivers :
    Pull up the Rage trainer (F4) and use the CLEAN WORLD. I tried it today and was able to get the drivers back in all the cars. 
    Hopefully this works for you.
  6. Like
    thecovesf got a reaction from cp702 in OpenIV discontinued | Take Two claims game modding "illegal"   
    Unfortunately, the SCOTUS (Supreme Court of the United States) ruling and case applied to patents and patent exhaustion. SCOTUS ruled that once a patent owner sold the patented product, they exhausted all rights to the patent. Specifically in this case, applying to ink cartridges (as you mentioned) and by its ruling allowing purchasers of the patent to make changes to the item. In this case, refilling and reselling used ink cartridges.
     
    While the SCOTUS decision mentions symbiotic relationships between copyright and patent laws, it does not specifically apply the decision to copyright owners implementation of End User License Agreements to control the use of software. It will be up a court case regarding software to attempt to use the SCOTUS decision above as precedent and apply it to the elimination of EULAs, thus putting modding in the free and clear.
     
    OIV could very well use this decision as a precedent in court if they decided to fight T2's recent claims.
     
    But until that day in court,  EULAs for copyrights still exist. So dont go out and party just yet.
     
    TO BE VERY CLEAR: modding is not "illegal". Its up to T2 to enforce its rights under the EULA. And until you receive such a notice from T2, mod to your hearts content.
     
     
  7. Like
    thecovesf got a reaction from cp702 in OpenIV discontinued | Take Two claims game modding "illegal"   
    I agree and disagree.
     
    Yes, it will cost a lot of money to fight a claim by T2 in court. But despite the piles of cash we all know T2 is sitting on, they don't want to spend their money in court either. And it's really one of the motivating factors behind a EULA in the first place. They don't want to go to court anymore than any of us do, so the EULA eliminates a lot of reasons they would have to go to court by simply enforcing the EULA.
     
    The vast majority of IP lawsuits are settled out of court because neither side wants to waste time and money. The cases that go to court and all the way up to SCOTUS are the ones where there is a lot of money at stake for both sides. I don't know T2's track record for lawsuits but if they are not a litigiation heavy company, there shouldn't be much to worry about. 
     
    Besides, I need to read T2's EULA for GTA5. Most companys these days require that any disputes under an agreement will be settled in arbitration rather than a public court (another legal cost saving measure) so any action by T2 may not be a long drawn out court case but instead a relatively quick hearing in front of an arbiter. 
  8. Like
    thecovesf got a reaction from Officer T. in OpenIV discontinued | Take Two claims game modding "illegal"   
    Thank you!
     
    Modding is not illegal. Everybody needs to realize that the issue here is between Take 2 and OpenIV. 
     
    Take2 is basically saying that OpenIV is violating Take2's intellectual property rights and they must stop or face a lawsuit. OpenIV simply decided not to fight this time.  
     
    While you techniically only own a license to GTA5, nothing stops you from opening the game up and making any changes you want to the code, to your own detriment if you dont understand how to do it
     
    Modding software such as OpenIV and  RPH stand  alot closer to the legal line because they facilitate the editing of Take2 software at a public level and have the ability to (and have) profited from it via donations or other means. This is where OpenIV and RPH and even LSPDFR are vulnerable.
     
    Individual players arent at risk and companies like Take2 would be foolish to try to go after each individual for violoating their license agreement. It would be extremely bad PR for them.
     
     
     
  9. Like
    thecovesf got a reaction from Mikofiticus in OpenIV discontinued | Take Two claims game modding "illegal"   
    Let's be clear, It's not "illegal". You are not committing a crime. Ths police are not going to arrest you.
     
    You are however, violating the license agreement by modifying the game. And that is up to Take2 to enforce. 
     
    It would be a waste of time and money for Take2 to go after each individual who mods their game. So instead they go after the organizations, like OIV, that facilitate it on a public / large scale level.
     
     
  10. Like
    thecovesf got a reaction from billiarboy in OpenIV discontinued | Take Two claims game modding "illegal"   
    Let's be clear, It's not "illegal". You are not committing a crime. Ths police are not going to arrest you.
     
    You are however, violating the license agreement by modifying the game. And that is up to Take2 to enforce. 
     
    It would be a waste of time and money for Take2 to go after each individual who mods their game. So instead they go after the organizations, like OIV, that facilitate it on a public / large scale level.
     
     
  11. Like
    thecovesf got a reaction from magiobiwan in OpenIV discontinued | Take Two claims game modding "illegal"   
    Thank you!
     
    Modding is not illegal. Everybody needs to realize that the issue here is between Take 2 and OpenIV. 
     
    Take2 is basically saying that OpenIV is violating Take2's intellectual property rights and they must stop or face a lawsuit. OpenIV simply decided not to fight this time.  
     
    While you techniically only own a license to GTA5, nothing stops you from opening the game up and making any changes you want to the code, to your own detriment if you dont understand how to do it
     
    Modding software such as OpenIV and  RPH stand  alot closer to the legal line because they facilitate the editing of Take2 software at a public level and have the ability to (and have) profited from it via donations or other means. This is where OpenIV and RPH and even LSPDFR are vulnerable.
     
    Individual players arent at risk and companies like Take2 would be foolish to try to go after each individual for violoating their license agreement. It would be extremely bad PR for them.
     
     
     
  12. Like
    thecovesf got a reaction from Reddington in OpenIV discontinued | Take Two claims game modding "illegal"   
    Let's be clear, It's not "illegal". You are not committing a crime. Ths police are not going to arrest you.
     
    You are however, violating the license agreement by modifying the game. And that is up to Take2 to enforce. 
     
    It would be a waste of time and money for Take2 to go after each individual who mods their game. So instead they go after the organizations, like OIV, that facilitate it on a public / large scale level.
     
     
  13. Like
    thecovesf got a reaction from Reddington in OpenIV discontinued | Take Two claims game modding "illegal"   
    Hey Take2, guess who is playing LSPDFR right this minute???
     
    👺👺👺
  14. Like
    thecovesf got a reaction from Riki.PR.15 in OpenIV discontinued | Take Two claims game modding "illegal"   
    Thank you!
     
    Modding is not illegal. Everybody needs to realize that the issue here is between Take 2 and OpenIV. 
     
    Take2 is basically saying that OpenIV is violating Take2's intellectual property rights and they must stop or face a lawsuit. OpenIV simply decided not to fight this time.  
     
    While you techniically only own a license to GTA5, nothing stops you from opening the game up and making any changes you want to the code, to your own detriment if you dont understand how to do it
     
    Modding software such as OpenIV and  RPH stand  alot closer to the legal line because they facilitate the editing of Take2 software at a public level and have the ability to (and have) profited from it via donations or other means. This is where OpenIV and RPH and even LSPDFR are vulnerable.
     
    Individual players arent at risk and companies like Take2 would be foolish to try to go after each individual for violoating their license agreement. It would be extremely bad PR for them.
     
     
     
  15. Like
    thecovesf got a reaction from Cyan in OpenIV discontinued | Take Two claims game modding "illegal"   
    Let's be clear, It's not "illegal". You are not committing a crime. Ths police are not going to arrest you.
     
    You are however, violating the license agreement by modifying the game. And that is up to Take2 to enforce. 
     
    It would be a waste of time and money for Take2 to go after each individual who mods their game. So instead they go after the organizations, like OIV, that facilitate it on a public / large scale level.
     
     
  16. Like
    thecovesf got a reaction from thegreathah in OpenIV discontinued | Take Two claims game modding "illegal"   
    Let's be clear, It's not "illegal". You are not committing a crime. Ths police are not going to arrest you.
     
    You are however, violating the license agreement by modifying the game. And that is up to Take2 to enforce. 
     
    It would be a waste of time and money for Take2 to go after each individual who mods their game. So instead they go after the organizations, like OIV, that facilitate it on a public / large scale level.
     
     
  17. Like
    thecovesf got a reaction from billiarboy in OpenIV discontinued | Take Two claims game modding "illegal"   
    Thank you!
     
    Modding is not illegal. Everybody needs to realize that the issue here is between Take 2 and OpenIV. 
     
    Take2 is basically saying that OpenIV is violating Take2's intellectual property rights and they must stop or face a lawsuit. OpenIV simply decided not to fight this time.  
     
    While you techniically only own a license to GTA5, nothing stops you from opening the game up and making any changes you want to the code, to your own detriment if you dont understand how to do it
     
    Modding software such as OpenIV and  RPH stand  alot closer to the legal line because they facilitate the editing of Take2 software at a public level and have the ability to (and have) profited from it via donations or other means. This is where OpenIV and RPH and even LSPDFR are vulnerable.
     
    Individual players arent at risk and companies like Take2 would be foolish to try to go after each individual for violoating their license agreement. It would be extremely bad PR for them.
     
     
     
  18. Like
    thecovesf got a reaction from RobertTM in OpenIV discontinued | Take Two claims game modding "illegal"   
    Thank you!
     
    Modding is not illegal. Everybody needs to realize that the issue here is between Take 2 and OpenIV. 
     
    Take2 is basically saying that OpenIV is violating Take2's intellectual property rights and they must stop or face a lawsuit. OpenIV simply decided not to fight this time.  
     
    While you techniically only own a license to GTA5, nothing stops you from opening the game up and making any changes you want to the code, to your own detriment if you dont understand how to do it
     
    Modding software such as OpenIV and  RPH stand  alot closer to the legal line because they facilitate the editing of Take2 software at a public level and have the ability to (and have) profited from it via donations or other means. This is where OpenIV and RPH and even LSPDFR are vulnerable.
     
    Individual players arent at risk and companies like Take2 would be foolish to try to go after each individual for violoating their license agreement. It would be extremely bad PR for them.
     
     
     
  19. Like
    thecovesf got a reaction from JClem in OpenIV discontinued | Take Two claims game modding "illegal"   
    Thank you!
     
    Modding is not illegal. Everybody needs to realize that the issue here is between Take 2 and OpenIV. 
     
    Take2 is basically saying that OpenIV is violating Take2's intellectual property rights and they must stop or face a lawsuit. OpenIV simply decided not to fight this time.  
     
    While you techniically only own a license to GTA5, nothing stops you from opening the game up and making any changes you want to the code, to your own detriment if you dont understand how to do it
     
    Modding software such as OpenIV and  RPH stand  alot closer to the legal line because they facilitate the editing of Take2 software at a public level and have the ability to (and have) profited from it via donations or other means. This is where OpenIV and RPH and even LSPDFR are vulnerable.
     
    Individual players arent at risk and companies like Take2 would be foolish to try to go after each individual for violoating their license agreement. It would be extremely bad PR for them.
     
     
     
  20. Like
    thecovesf got a reaction from Reddington in OpenIV discontinued | Take Two claims game modding "illegal"   
    Thank you!
     
    Modding is not illegal. Everybody needs to realize that the issue here is between Take 2 and OpenIV. 
     
    Take2 is basically saying that OpenIV is violating Take2's intellectual property rights and they must stop or face a lawsuit. OpenIV simply decided not to fight this time.  
     
    While you techniically only own a license to GTA5, nothing stops you from opening the game up and making any changes you want to the code, to your own detriment if you dont understand how to do it
     
    Modding software such as OpenIV and  RPH stand  alot closer to the legal line because they facilitate the editing of Take2 software at a public level and have the ability to (and have) profited from it via donations or other means. This is where OpenIV and RPH and even LSPDFR are vulnerable.
     
    Individual players arent at risk and companies like Take2 would be foolish to try to go after each individual for violoating their license agreement. It would be extremely bad PR for them.
     
     
     
  21. Like
    thecovesf got a reaction from tony in OpenIV discontinued | Take Two claims game modding "illegal"   
    Thank you!
     
    Modding is not illegal. Everybody needs to realize that the issue here is between Take 2 and OpenIV. 
     
    Take2 is basically saying that OpenIV is violating Take2's intellectual property rights and they must stop or face a lawsuit. OpenIV simply decided not to fight this time.  
     
    While you techniically only own a license to GTA5, nothing stops you from opening the game up and making any changes you want to the code, to your own detriment if you dont understand how to do it
     
    Modding software such as OpenIV and  RPH stand  alot closer to the legal line because they facilitate the editing of Take2 software at a public level and have the ability to (and have) profited from it via donations or other means. This is where OpenIV and RPH and even LSPDFR are vulnerable.
     
    Individual players arent at risk and companies like Take2 would be foolish to try to go after each individual for violoating their license agreement. It would be extremely bad PR for them.
     
     
     
  22. Like
    thecovesf reacted to Hystery in [GUIDE] Police car mods: the whys and hows, and troubleshooting   
    Updated for the latest GTA Online update: Further Adventures in Finance and Felony.
    Alright, I've been thinking about doing this since a while. "But, Hystery, why would you bother doing a whole thread about this? Especially since it seems to have taken quite some time to write." you may ask. Well, I could say that it is because I'm a philantropist, but I'm not a good liar. Nah, the main reason is that I find it a bit sad and irritating to see the same topics popping out over and over again in the support section with the same questions and the same fixes that have already been repeated when it comes to installing car mods. So I thought I'd actually give a bit of myself to try and solve the problem. Yes, I'm nice like that. Anyway, now that this introduction is done, let's jump into the fun stuff.
    Note: if you see clicky stuff, click it, it'll lead you to a page related to what I'm talking about.
    First, you have to make sure you've the tools to mod your game properly for modded cars. Those tools include:
    OpenIV (includes the OpenIV.asi and ASI loader that have to be installed with it)
    Common sense
    Yes, common sense is a tool, and can come incredibly handy. But gladly for you, thanks to this thread, it will not be mandatory (even though strongly recommended) as I'll address most of the common problems encountered when a car mod is not working as intended. Don't worry, you'll get used to my passive-aggressiveness. It's part of my charm! Jokes aside, let's move on.

     
    /!\ IMPORTANT /!\: USE A MODS FOLDER. IF YOU DON'T AND END UP SCREWING YOUR GAME, IT'S ENTIRELY YOUR FAULT.

     

     
    Basic information: the whys

     
    Something to understand very well and is important to know before starting to install car mods is how Rockstar organized their files, and what are those files. Let's take a look at the second before talking about the first. Files come in various forms. The ones that will be of interest to us are .rpf archives (Rage Package File). Why? Because they contain all data of the game, and most importantly all the 3D models of the game, from the subway wagons to the trashmaster truck, passing by the different kinds of peds in the game. Though only the ones containing cars will be of use: the vehicles.rpf archives. They contain ALL the vehicles of the game. No exception. So far so good? Alright, let's talk about the file organization.
    Over time, Rockstar released different updates for GTA Online. You may have heard of it, that's the updates breaking Ragehook and Scripthook every time they are released. Those DLCs are all located in one single location. The thing is, when Rockstar released new vehicles, they released them in the form of new vehicles.rpf archives. Sometimes it contains just 2 or 3 new cars, sometimes more, and sometimes it contains updated versions of already existing models. This last part is VERY important. The game works in such a way that it will load the cars of the game starting from the most recent released vehicles.rpf, and then will go back in time in the different updates installed. That means that the most recent versions of the cars will be loaded first and will override the previous versions of the said cars as they are judged obsolete. That's why you can find the police3 model in the vehicles.rpf archive in the DLC folder called patchday4ng, but it is also present in an older vehicles.rpf archive in an older DLC folder. The one in the patchday4ng DLC folder was released more recently on the timeline and thus is loaded first in the game, and overrides its previous version. Keep that in mind, it's very important for the next part.

     

     
    Installing car mods in my game: the hows

     
    To install a police car mod, you need to replace the in-game model with the car you want. It must fill one of the existing slots, that are detailed below.
    fbi (unmarked Bravado Buffalo 1st Gen)
    fbi2 (unmarked Declasse Granger)
    police (LSPD Vapid Stanier 2nd Gen)
    police2 (LSPD Bravado Buffalo 1st Gen)
    police3 (LSPD Vapid Interceptor)
    police4 (unmarked Vapid Stanier 2nd Gen)
    policeb (LSPD police bike)
    policet (LSPD police transport)
    policeold1 (North Yankton Declasse Rancher)
    policeold2 (North Yankton Albany Esperanto)
    pranger (Park Ranger Declasse Granger)
    riot (LSPD/NOoSE Riot)
    sheriff (LSSD Vapid Stanier 2nd Gen)
    sheriff2 (LSSD Declasse Granger)
    Any police car that does not replace one of those slots is considered an add-on and needs specific manipulations that WILL NOT BE EXPLAINED HERE. We're here to talk about original police car slots.
    Now. Those cars are actually not located in one single vehicles.rpf archive. They are scattered a bit everywhere. If you wanted to be really cautious and tidy, you would have to replace each model in its actual location. For example, if you wanted to replace the police2 model, you would have to go to the DLC folder called patchday3ng, and replace the model in the vehicles.rpf archive it contains. If you wanted to replace the police3 model, you would have to go to the DLC folder called patchday4ng, and replace the model in the vehicles.rpf archive it contains, and so on with the different models and their actual locations. BUT! Do you remember when I said the game was loading cars starting from the most recent vehicles.rpf archives and then was going back in time? That's where the trick is, we can abuse this system. Basically, if you install ALL your police car mods within the most recent DLC patch, they will be loaded first and override the previous versions of the car slots you placed your cars in. That means that you need only ONE DLC folder with only ONE vehicles.rpf archive to install your police car mods. It makes everything easier. Let's put this in practice.
    Installation: At the date of 09/06/2016, the latest DLC patch that has been released by Rockstar is the patch called patchday10ng. This DLC patch is located with all the other DLC patches, at this location: update/x64/dlcpacks. You will find the folder called patchday10ng there. Inside, you'll find a dlc.rpf. You will right click on it and click on "Copy to mods folder". Once done, you'll automatically be in the dlc.rpf archive, so you'll just have to navigate to x64/level/gta5, and you will find the vehicles.rpf archive. Open it, and as you'll find out, there's no police car in it. But we can make the game believe that there are police cars. Click on the Edit mod button and then on the green cross to IMPORT cars. Select the cars you want, don't forget to rename them to the name of the slot you want them to be, and simply import them. DONE! Yes, that's all you need to do. From there, the cars will spawn in your game at the slots you placed them into, because the game will load them and believe they are more recent version of the already existing police cars, and thus will override those. Crazy right?
    Now now, let's calm our tatas there. That was only to install the 3D models. Most cars don't need more to work in your game. But some cars require a bit more attention than that, and when those cars need more manipulations, those manipulations are often detailed in readme files or similar provided with the said cars. Please. PLEASE. IF YOU SEE A README FILE, READ IT. It might seem like a silly request, but that's where common sense mentioned earlier comes into play. Many people ask for support when most of the time they simply did not read those installation instructions and slapped the car into their game without doing the manipulations mentioned. But before we get to that, let's talk about technical stuff.
    As you may have noticed, the police model has halogen and LED lightbar, the police2 model has only LED lightbar, and the police3 model has rambar LEDs on top of having a LED lightbar. Because of those different setups, the lighting setups are different depending on the car, because the lights have to flash differently depending on what setup is on what car. That's why sometimes you will install a car in the police slot, and find out once in-game that the lights are actually not flashing properly and do weird stuff. That's because the lighting setup needs to be modified for the lights to work properly.
    Those light setups are written in files called carvariation.meta. When a car mod works with a different lighting setup than the original model it is supposed to replace, you will find in the installation instructions something called carvariation.meta lines. Those lines of code will have to be installed in a carvariation.meta file that will be specified in the installation instructions. They are absolutely needed for the lights of the car to work properly. At this point, all you have to do is follow the instructions, do as they say and you're good to go. To modify a carvariation.meta file, or any .meta file, you will have to extract it somewhere with OpenIV, open it with a software like notepad, modify what has to be modified and then replace the original .meta file with the one you modified.
    That's pretty much it. That doesn't seem that complicated now, does it? Well then, why do people encounter problems? I wonder as well. But let's look at the most common problems encoutered, and how to fix them.

     

     
    Troubleshooting

     
    "Help, the car I installed does not appear in game!"
    Easy fix for that: install cars as I mentioned above. Most of the time, when the installed car doesn't spawn in game, that means that it has been installed in a specific vehicles.rpf that contains an obsolete version of the police model you wanted to replace. A more recent vehicles.rpf was released with an updated version of that police model, and thus the game loads it first, overriding the car you installed. As said, to fix this, install your car mods in the most recent DLC patch. Alternatively, it might also be caused by the fact you did not install the OpenIV.asi and the ASI loader, which you can do by clicking on the Tools tab in OpenIV and clicking on ASI Manager. You'll just have to click to install those two things.

     
    "Help, the lights of my car are flashing weirdly/seem to be misplaced!"
    Once again, easy fix. I see it happen often with cars having to be installed in the police, police3 and sheriff slot, but it can happen in different slots occasionally. When lights are not flashing properly or seem weird, like lights appearing mid-air, floating over the car and so on, that means that you did not modify the carvariation.meta lines I mentioned earlier and that should be included with the car you downloaded. Simply follow the installation instructions provided with the car and you should be good to go. Scroll up if you want to know the reasons behind this.

     
    "Help, my car rolls over when I steer/take a corner!"
    This is a specific problem. You see, every car in the game has what is called a handling line. That's what is defining how the car accelerate, brakes, turns, the weight of the car, how the weight is moved with inertia when the car is on movement, and so on. When a car is rolling over in corners and ends on the roof, most of the time it means that the original handling line is incompatible with the installed car. In those cases, most of the time a handling line is provided with the downloaded car to replace the original handling line with the modified one for the car to act normally/with specific perfomance. Those handling lines are in a file called handling.meta which is located in update/update.rpf/common/data. Remember to modify those files only once you copied them in the mods folder. In the rare cases were there are no handling line provided, there are two possible explanation: either you have to change the handling line by yourself, or you made a mistake at some point, and there's no real way we can help you. For the first case, you can modify what handling line the car you replaced uses by modifying the vehicles.meta file which is located in update/update.rpf/common/data/level/gta5. In this file, you'll find all the cars specifications. Simply press ctrl+F to open the search box, type what car you want to find, then once you found the dedicated lines for that model just scroll down to find a line starting with <handling> and finishing by </handling>. Between those two is the name of the handling line, which is often the name of the car it was made for. Just change the name to a car you think it fits better and see if it gives better results.

     
    "Help, the lights of the lightbar are all white!"
    Dear, I've seen this question one too many times. Just set your Shaders and PostFX settings to High or above in the graphic options tab of your game. Also, USE THE DAMN SEARCH BAR BEFORE ASKING THAT AGAIN. Dozens of people already created threads about that, you can get your answer from them instead of creating another thread. Matter of politeness for the moderators trying to keep the forums clean.

     
    "Help, how do I install textures on my car!"/"Help, the texture I installed is all distorded/misplaced!"
    Unrelated to car installation, but since I'm a nice guy, I'll tell you anyway. For that, you'll have to open the .ytd file(s) of the car model you want to install the texture on in OpenIV. The .ytd are where all the textures of the car are located. Once opened, just scroll down and browse through all the textures to find where the original car texture is and simply click on replace once you selected it, and select what texture you want to replace it with. Alternatively, you can find how this texture is actually called, give the texture you want to apply the same name, click on import and select that texture for it to automatically replace the original one. Now, for the second question. Every car has what we call a template. It's basically a 2D scheme of the car's bodywork. It allows skin modders to make skins properly. Every car has its own template. Sometimes, similar models even have different templates! Yes, I know it's a bit annoying, but you'll have to live with it. Any texture released is made for specific templates/cars, and works only on those models. Don't try to apply a texture made for a 2014 Dodge Charger on a 2008 Chevrolet Tahoe, it won't work.
     
     
    "Help, I installed many textures on a car but only the first one shows up in game!" A particular problem that occurs only for a few police slots. You see, there are two categories of police cars in the game. The ones that have a pool of unit numbers so the cars can spawn with random unit numbers when they dispatch, and the cars that don't have that. In the first category, you can find police, police2, police3 for example. In the second category, you can find fbi, fbi2, police4 for example. For that category, we say that the cars are not multi-livery enabled, means they only have one livery and spawn always with the same, on the contrary of the cars in the first category that can spawn with various, different liveries. To solve this, it's very easy. You installed a car and only one livery shows up when there are supposed to be more than that? Find in what slot you installed that car, then go to update/update.rpf/common/data/level/gta. You'll find a file called vehicles.meta. Extract it somewhere. Once done, open it with notepad or a similar software and look for the name of the police slot you installed the car in. Once you find them, scroll down to find a line filled with a bunch of 'FLAG_HAS_STUFF'. Simply add 'FLAG_HAS_LIVERY' at the end of it, and save. Then replace the original vehicles.meta file with the one you modifed, and you're good to go.
     
     
    "Help, all my windows are tinted pitch black, and my lightbar doesn't light up because of that! It's a problem that is, to my knowledge, inherent to only the sheriff2 and pranger files. It makes some models having pitch black tinted windows, and since many models have the lightbar glass of the same material as the windows, it tints the lightbar glass as well, preventing the lights from flashing through. There's a very easy fix for that. Search for the vehicles.meta file located in update/update.rpf/common/data/level/gta5, and extract it somewhere. Open the extracted file with notepad or similar software, and press Ctrl+F to open the search bar. Search for the name of the car slot you installed your modded car in and causing this problem. Once you found the car lines, scroll down until you find a line that looks like this:
    <diffuseTint value="0xAA0A0A0A" />
    And replace it with this:
    <diffuseTint value="0x00FFFFFF" />
    It'll make the windows transparent and make the lightbar light up.
     
     
    That's all I can think of on top of my head. Hopefully this will help people. If you see someone creating a support thread about a non-working car mod, feel free to redirect them here. If this helped you in any way, feel free to leave a like. Took me forever to write all that down.
  23. Like
    thecovesf reacted to Albo1125 in [WIP][REL] Police SmartRadio - The Successor to Police Radio   
    After nearly 3000 of you downloaded April FoolsRadio (and, dare I say, got caught out ) it's finally time for you to sit back and enjoy some additional smartness added to your game  Enjoy guys!
     
     
     
     
    Police SmartRadio
    Police SmartRadio is the successor to Police Radio, originally by @FinKone. After he 'retired' from the script modding scene, I was appointed to maintain the source code and I have released a number of updates to Police Radio since this happened.
    However, after seeing Police Radio's code become more and more obsolete, and with further developments within the script modification scene, I took it upon myself to start with the whole Police Radio concept from scratch. Hence, Police SmartRadio was born - and after weeks of me developing it from scratch, testing it and mentioning it on my Youtube channel, I figured now is the time to make a public announcement on it.
     
    Police SmartRadio vs Radio?
    What can you expect from this Police SmartRadio? Ultimately, I have focused on providing optimal user customisation while designing the SmartRadio's core. Think of stuff like adding your own (functional) buttons, creating and finetuning your UIs to a T and tweaking all settings and behaviour to your liking. Additionally, all the major logic has been rewritten from scratch as well, with a focus on modernisation and ease & pleasure of use. As an example of this, Plate Checks now fully tie into all available API databases, meaning you will experience more consistency. You're also able to run the same vehicle twice, and the data is presented to you in a far more pleasurable fashion than before. All other core parts of SmartRadio  enjoy similarly significant improvements.
     
    Police SmartRadio's Features
    Most features from the 'old' Police Radio will be included in Police SmartRadio's initial release. As hinted at just now, there will also be a number of all-new features for you to enjoy. An overview of features planned for the initial release will follow shortly - although you should watch my videos to see for yourself.
    I am also happy to announce flickering is virtually non-existent in Police SmartRadio.
     
    "Release Date Pls"
    I hope to release Police SmartRadio as soon as some external plugins have been made up to date for it, which will happen imminently. Its current state, which is not the final release, is currently available to all participants of the Loyalty Rewards Programme. This ensures the public release is as smooth as possible as potential bugs are found out, and people who support me by donating get rewarded. Ultimately, the release date will mostly depend on the amount of time I can spend on developing SmartRadio - you can help me here by donating, allowing me more time to focus on development and less on worrying about my student finances. Donating can also grant you access to the Loyalty Rewards Programme, meaning you get earlier access as a bonus as well as supporting me and expediting the release.
    Update: currently waiting for some other plugins (BetterEMS, CustomBackup, new RPH, my other plugins etc.) to get their updates released. This is not something I have control over for the most part. The full release will wait until that satisfactorily happens to ensure proper functionality. Apologies for the delay.
     
    "Can't wait, Moar Info!"
    I'll be updating this topic as I go along. For the latest updates you should check out my Youtube channel, where I regularly ask for your feedback so I can implement it and showcase Work In Progress parts of the modification. The most recent video where I used Police SmartRadio can be found here:
     
     
     
     
    Further videos:
     
    Ta-ta for now and until next time! Please feel free to post questions and suggestions as a comment here or on my relevant YouTube videos. 
  24. Like
    thecovesf reacted to CG Blaze in A Call for Consolidation (for the sake of sanity)   
    Hello all,
    It has come to my attention today, after finally updating about 1,200 scripts and figuring out what else GTA V didn't like about my LSPDFR setup post Stunts update, that playing LSPDFR is beginning to get a little....messy. It seems that nowadays, every callout pack, and every script, has to have it's own in depth menu. This is ok. I'm all in favor of functionality. However, it's starting to get, in my opinion, out of control. 
    I start GTA V..... I load up LSPDFR.... I respond to a callout.... the callout suggests I hit F8 to end the callout via a menu. I hit F8...
    Three overlapping menus pop up! I try to navigate through the muck to end what was a simple call, but oh no! Suddenly, I've sent out a code 99 and AI police are coming from every angle! My character model has changed to a hairless white guy in a different uniform, and I've placed a cone! Worst of all, the callout is STILL ONGOING!
    Shit.
     
    ...I realize I'm being a bit ridiculous, but I think this is an experience that at least a few of us have shared on some level or another, and I'm sure you know as well as I do how frustrating such an experience can be. Now I know what you're thinking: "Why don't you just change the keymappings?" Well, consider just how tedious that is to do - to go in and manually change the key bindings for every script, and then again every time they update. One fat-fingered-flub could derail the whole script, wasting more time. Not to mention the obvious fact that... I'm running out of keys!
    Now I'm not suggesting that we do away with menus altogether. I like the menus! Like I said, I'm pro-functionality! And if including a special menu for your script/callout(s) adds more depth then by all means, go for it! But realize, as time goes on, more and more of us are going to be releasing scripts/callouts, and that 100 or so keys on your keyboard is going to get very confusing and very limited on assignable space very quickly.
    So friends, I propose to you an idea...
    With most callouts and scripts playing nice and communicating with each other via custom API's, why couldn't we solve this inevitable problem by consolidating all of these menus/functions into one menu script? Call it "Unified Menu," or something. Instead of assigning wacky key combinations and trying to remember what's what, we would be able to access everything with one keystroke. Callouts and scripts would be plug and play via "Unified Menu's" API, and their own custom menus could be accessible by navigating left and right, not unlike how LSPDFR's default menus are set up. 
    Now, I'll be honest with you, I've no experience with scripting whatsoever, so I'm not even sure if such a thing is possible. However, if it IS, I think this could make the world of LSPDFR a better, more user-friendly place. Hell, I'll take on the project myself if someone could hold my hand through it...
    Just imagine...
     
    Anyway, food for thought, guys. Discuss!
  25. Like
    thecovesf reacted to Darkmyre in Disappearing drivers   
    I get this quite a lot after playing for more than an hour, one of the many signs of the horrible memory management in LSPDFR at the moment. No real fix other than restarting your game that I've found, maybe if we ever get LSPDFR 0.4 they'll clean things up better and we wont get it. The funny thing is they're usually not ghost cars, just for whatever reason the game cant render the ped model. If you try getting into the car you'll rip out an invisible ped first. I've even had one of them get selected by a GTA Comes Alive event, and get out of their car and start attacking me with a golf club - looks a bit weird seeing a golf club coming at you apparently of its own free will lol
×
×
  • Create New...