Reputation Activity
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Darkmyre reacted to LMS in LSPDFR 0.4.8 API UpdateLSPDFR 0.4.8 introduces a few changes to how plugins work and also add many new features.
Plugins
Plugin loading has been changed significantly:
For the lifetime of LSPDFR (so until plugins are reloaded via RPH), all user plugins are only ever loaded (as in constructed) once and not loaded again when going off duty and going on duty again. This is because many plugins currently remain as "zombie" plugins when going off duty and are still receiving events.
To prevent plugins from registering the same event multiple times in Initialize when it is not freed beforehand, Initialize is now only ever called once when the plugin is first loaded. When the player goes off duty and then on duty again, it is not called again. Instead, a new method InitializeAgain is made available which can be used for stuff that needs to be done every time the plugin is activated. This method then assumes that events are properly freed in Finally so that multiple references are avoided. We've also added a default assembly resolve handler so that you do not necessarily need to include one with your mod for simple cases.
Callouts
We've added a CalloutCreationSource property to callouts describing the origin of the callout. In addition, you can now specify an additional advisory message for your callouts (see screenshot below) via CalloutAdvisory. Issues with the minimum and maximum distance for callouts have also been fixed.
New API functions
There are many new API functions in 0.4.8, please find the full list below:
DisplayPedId DisplayVehicleRecord GetPlayerRadioAction IsCopBusy IsPursuitCalledIn PlayPlayerRadioAction RemovePedFromPullover RequestBackup overload to specify number of occupants SetCopIgnoreAmbientCombatControl SetPedAsArrested SetPedAsIdentified SetPlayerRadioAction SetPlayerWalkStyle SetPursuitAsCalledIn StartPulloverOnParkedVehicle
Documentation
LSPD First Response.XML
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Darkmyre got a reaction from KnightHawkOne in Tactical Fighter Wing CalloutsYeah that project is long gone now.
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Darkmyre got a reaction from unitedOrange66 in Problem with Gang violenceSounds like you've installed a mod that affects the relationships.dat. Assuming you used a mod folder or took a backup, all you'll need to do is restore your backup of common.rpf/data/relationships.dat
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Darkmyre got a reaction from Sam in LSPDFR "official" plugins ?The core gameplay of LSPDFR relies on, as it has always relied on, LSPDFR. Plugin devs make plugins to extend that gameplay, and if/when appropriate, the LSPDFR devs incorporate them (eg Frisking, comprehensive backup/patrol configs, to name a couple) into LSPDFR. The devs only have so much time available - according to your signature you've been around since 2015? Did you forget how long we waited between 0.3 and 0.4? Not to mention, there already are alternatives to Bejlolol's plugins, they predated his in fact. If the LSPDFR devs thought the features were worth having as core features, and had the time to do so, they'd already be core features. There may be (hopefully) some that they want as core features but haven't had time to add yet - we'll just have to wait and see when the next update rolls out.
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Darkmyre reacted to Sniper296 in Lenny's Mod Loader - Coming SoonWe will no longer need to have massive copies of already bloated RPFs. No more need to have essentially 2 copies of the same game—3 if you play online. The HDD and SSD companies will try to stop @LMS.
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Darkmyre reacted to LMS in Lenny's Mod Loader - Coming SoonIt's been a while since our last major update, and as you might've guessed from the title, there's a good reason for this... It has taken us a lot of work to get to this point but we can finally proudly announce our latest project: Lenny's Mod Loader.
Modding. Reinvented.
Most people on this forums will have had their fair share of issues when it comes to installing mods, be it that you replaced the file in the wrong place, forgot to reinstall mods after an update or just found yourself in a situation without any installation instructions at all. We aim to make this a thing of the past and focus on what modding should be: fun! With Lenny's Mod Loader you can replace files and load new mods with just a few clicks - without ever touching an RPF. Many mods, such as addon vehicles, can even be loaded directly from the website into your running game, allowing you to quickly test our new vehicles in a matter of seconds.
Many mods can be loaded directly into your running game - just one click away!
Release Information
Lenny's Mod Loader will be released later this year as a beta test. We are currently looking at a public release around December, but might release a little earlier if testing goes well. Being a completely new project, we would like to get in as much test coverage as possible to ensure a smooth public release. This is why we will make LML available as early access software for our Community Insiders.
Future Development
We are only at the beginning of our journey and there are still many things that we would like to add to Lenny's Mod Loader. Ultimately we hope to provide you with a fully-fledged user interface to easily manage your mods, all integrated into our website to make sharing and discovering new mods as easy as possible. We hope you will join and support us on our way and are looking forward to your suggestions on how we can make modding more fun for everyone!
For a much more in-depth look at LML, check the:
LML Homepage: www.lcpdfr.com/lml LML Wiki: www.lcpdfr.com/wiki/lml Early Access: https://www.patreon.com/lcpdfr -
Darkmyre reacted to LMS in DarkMyre LSPDFR CA - crash when going off duty.The LoadingSpinner fiber is LSPDFR, which ultimately invokes OnDutyStateChanged. From there it seems to call into LSPDFRComesAlive.
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Darkmyre got a reaction from Starsickle in DarkMyre LSPDFR CA - crash when going off duty.Can I get the full log file? I don't have a GameFiber called "LoadingSpinner" so I don't think the crash is coming from LSPDFRCA but hard to be sure with an abbreviated log.
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Darkmyre reacted to PNWParksFan in LSPDFR 0.4.2 - Coming Soon!Looking forward to LSPDFR plugin developers being able to use all the great new API enhancements in this update! This update will really open up a lot of new possibilities for callouts and plugins. Big thanks to @LMS for being receptive to all the new API ideas. For those of you who are devs, you can post your own suggestions in the API Development forum for consideration.
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Darkmyre got a reaction from OblongGaming in LSPDFR 0.4 API UpdateIdeally, it'd be great to also get the ped's model and variations, and similar details for the vehicle. I'm sure there'd be others (custom audio triggers for example), but my initial idea was some sort of BOLO system where the suspect could be spawned in later.... although if there's already a similar native LSPDFR system that's just turned off, it'd probably be far better to just see that turned on.
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Darkmyre reacted to PNWParksFan in LSPDFR 0.4 API UpdateSo in that case, passing the Vehicle and the Ped(s) in the event wouldn't make sense, as they would all be invalid entities. Would it be possible to pass the Persona of the escaped ped, or is a Persona for a now-invalid Ped also invalid itself?
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Darkmyre reacted to LMS in LSPDFR 0.4 API UpdateThey are actually deleted the very second the suspect is marked as escaped. There is a system to remember the suspect and spawn them in later, but it is currently not enabled.
@Darkmyre Sure!
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Darkmyre got a reaction from OblongGaming in LSPDFR 0.4 API UpdateCould we possibly get an OnPursuitSuspectEscaped event? Ideally, it'd pass the suspect ped and any vehicle they were in.
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Darkmyre got a reaction from PNWParksFan in LSPDFR 0.4 API UpdateCould we possibly get an OnPursuitSuspectEscaped event? Ideally, it'd pass the suspect ped and any vehicle they were in.
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Darkmyre reacted to LMS in 0.4.2 API Update - Chase attributesHi fellow developers,
@PNWParksFan and I have been busy discussing a wide range of possible internal values exposed via the API that concern arguably the most core part of LSPDFR: chases. Since it is such an integral part I would like to also get some feedback and suggestions from you to make sure we don't have to go back and forth too much and get it right the first time. Ideally, in a later release some of the values could be shipped as presets to make life a little easier. Please note that while some of the attributes are already implemented others are just suggestions and might not be included in a future release. The current list can be loosely grouped as "Chances" and "Attributes".
Chances
Surrender chance for when the car is badly damaged Surrender chance for when the car was pitted Surrender chance for when the car was pitted and slowed down significantly as a result Surrender chance for when the car was pitted and crashed as a result Surrender chance for when a tire burst Surrender chance for when a tire burst and the car crashed as a result Average time after which a suspect will surrender once one or most tires have burst
Attributes
Maximum driving speed Minimum driving speed Maximum running speed Exhaustion interval (after a certain time, the suspect slows down a little) Exhaustion duration (how long the suspect will remain exhausted) Handling ability (general improvement of the suspect's handling over the stock V AI) Handling ability during turns (this is slightly higher than the normal handling ability) Maximum turn aggressiveness (this specifies how early and how fast a suspect will take a turn) Minimum turn aggressiveness (like above)
The ones above should all be fairly simple and self explanatory. They are also already used internally for the most part and hence will simply be exposed via the API. The values below are a little bit more "experimental" and any feedback would be greatly appreciated.
Handling ability change per burst tire: I am thinking a scale of 0.0f - 1.0f which will affect the handling ability of the suspect like a multiplier (negatively). A value of 0.0f would have no effect at all, whereas a value of 1.0f would reduce the handling ability to 0 if just one tire had burst. The formula would work like this: HandlingAbility = SituationalHandlingAbility (no turn/turn) * (1 - (BurstTireMult * tires burst)). Setting it to 0.25f would thus gradually lower the handling ability for a 4-wheel vehicle until it reaches 0 for when all tires are burst. Good idea, bad idea? Average time for surrendering after a tire burst multiplier, affecting the time per burst tire. Could work much like above, a value of 1.0 would immediately reduce the average time to 0 per burst tire.
Another suggestion that came up was setting the maximum speed once at least one tire had burst. I think the handling ability change will tie in with this, but a multiplier like above that lowers it from the current maximum speed could also work. Or do you think a separate fixed maximum value would make more sense?
Thanks for your help and please feel free to suggest other values too!
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Darkmyre reacted to Albo1125 in LSPDFR 0.4 API UpdateIn relation to API methods I can think of off the top of my head (not currently at PC for a while) that would be immensely useful:
SetPedAsArrested - already exists but does not integrate properly as the features when arresting a ped normally do not work properly. Can this be fixed so a ped is recognised as being arrested like any other ped?
SetPedAsStopped - new method for on-foot stops, similarly to above please adjust so it uses the exact same behaviour as any other stopped ped
SetPedAsTrafficStopped - similarly to above
I'm sure I'll think of some more when I get back to my PC but these 3 would be lovely.
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Darkmyre reacted to Albo1125 in AmbientSpawn Ped related crashThis crash occurred right after I ordered a suspect out of a vehicle on a traffic stop, but it seems to have been caused by the game attempting to spawn an ambient backup unit judging from the log. I did not request any backup units myself.
I have had a number of similar crash logs when teleporting to places on the map. There seems to be an issue with spawning a police ped for the backup unit. I do have custom peds installed in the default police ped slots, could that perhaps be something to do with it?
RagePluginHook.log
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Darkmyre got a reaction from OblongGaming in LSPDFR 0.4 - Coming February, 2019Sam stated earlier the API should be backwards compatible.
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Darkmyre got a reaction from OblongGaming in LSPDFR 0.4 - Coming February, 2019Perhaps instead of bundling a certain version, the auto-installer could fetch the current version and install that?
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Darkmyre got a reaction from Khlowd in LSPDFR 0.4 - Coming February, 2019Perhaps instead of bundling a certain version, the auto-installer could fetch the current version and install that?
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Darkmyre reacted to GTAIVCode3 in LSPDFR 0.4 - Coming February, 2019Not to mention the countless hours you can spend watching TV or taking a shower. Haha.
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Darkmyre reacted to Quiggsleyy in LSPDFR Australia Discussion Thread 2.0So this is what i am working on, just thought i would share,
highly detailed, reflective effects on the stickers, nearly exact replica, on Macgregors NSW VF,
Will probably release it soon if anyone is interested,
WAPOL TEG car.
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Darkmyre reacted to Down Under Mods in LSPDFR Australia Discussion Thread 2.0https://www.zmodeler3.com/
https://hum3d.com/
go nuts boys
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Darkmyre got a reaction from Jenkins87 in LSPDFR Australia Discussion Thread 2.0I know there were a couple other projects trying to bring more Aussie textures, but I got impatient and decided to cook up my own. Currently replaces the trucks/trailers with Australian brands, and replaces all regulatory and most advisory street signs. Will be working on converting more textures as time permits. DL available here: https://www.darkmyre.net/files/file/60-ozgta/
(Some of the speed signs don't make sense - I've converted the existing signs to their equivalent km/h signs, sadly the Rockstar level designers seem to have placed the wrong sign props at several spots around the map. Nothing that can be done about this unfortunately)
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Darkmyre reacted to Down Under Mods in LSPDFR Australia Discussion Thread 2.0Oh you're talking about that high. my general standard of high is like 150k +. If someone is making models that are 750k polys their accounts should be permanently banned