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AImedSangheili reacted to Sam in LSPDFR 0.4 - AmbienceThis is the fifth and final 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/
One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years. Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail.
More Realism
Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world. Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay.
In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently. As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right. You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all. Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic. Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun.
Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer.
These adjustments to the game's core apply in a number of other cases too, of course. We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure. Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it. All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge.
And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints. Our changes are at a much lower level and offer us a higher degree of control on a per-character basis. This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols.
New Interaction Menu
Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4. Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist. Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood.
Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones.
The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion.
Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all). Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example.
New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc.
Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4. Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different.
Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers. It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light. If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest.
The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod.
Ambient Crime
In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops. Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these. Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game.
In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example. In LSPDFR 0.4, as a result of some research by @LMS, we've now been able to implement the same system, but for NPCs instead. This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations. Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol.
Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation.
Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0.
Thanks for reading the preview. We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.
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RDE 3.1
Perhaps we should preface this with an apology for our inactivity, and general quietness, with our last DEV update dating back to January; however we’ve been hard at work, and have plenty to show for it, with 3.1 being much larger than we expected.
New Peds and Vehicles
As with 3.0, we have continued to expand our fleets, with new peds and vehicles on the table for 3.1, alongside overhauls. New to the table is a couple of peds and vehicles, with the LSPD, LSSD and the BCSO receiving unmarked units, the SAPR and SAHP receiving the Landstalker, the BCSO receiving the Gresley, and the LSSD, BCSO, and NOoSE receiving the Rumpo. For new peds, the LSPD will be receiving a bicycle officer, and a middle aged officer to diversify the city; later there are plans to implement peds such as motorcycle cops, fat cops, female SWAT, FIB enhancements and much more. Thanks to the work of Custo, Yard has overhauled a large portion of our current peds with new equipment, new heads, and many more goodies, thanks to some breakthroughs in ped ymt files. New female heads, more face textures for the male LSPD cop, kevlar vests for females, tasers and nightsticks (which work with CopHolster!), as well as smaller details, such as new name tags and watches (sadly no double watches at this time). As for vehicles, all the major agencies have received another interior makeover, and have received an interior console, which first debuted here, for that extra bit of detail for those that keep the vanilla RDE vehicles.
Livery Changer and Script Fixes
We have of course continued to develop the script portion of our mod as well. Since RDE 3.0.1, we have made great progress, fixing multiple bugs and refining our systems. Highlights include polished and more responsive Arrest Warrant & Better Chases non-lethal functionality, much better search AI for SSR spawned units (the AI is now exactly the same as in vanilla game), tweaked armed vehicle AI, performance improvements and additional configurability. The PopCycleMonitor functionality has also been implemented, allowing for more than one ped to occupy ambiently spawned vehicles (allowing cop cars to spawn with two peds again, like GTA IV, for example). Aside from that, the LiveryChanger script (from the Emergency! addon), has been expanded to support peds as well, allowing for both zone based and vehicle livery based component and prop texture changing - this allows for LSFD ambulances to be crewed by LSFD paramedics, and BCFD ambulances by BCFD paramedics, for example.
New Install Method
At first the DLC method we had in place seemed to be the best install method around. After multiple DLC releases from R* this however did not prove to be the case. Currently there is a hardcoded amount of allowed DLC’s that can be added to dlclist.xml. As of this writing that number stands at a total of 48. Once this amount is exceeded your game will crash on startup. To work around this we spent countless hours experimenting with new ways of injecting our content without pushing ourselves over the hardcoded cap. After extensive research we discovered a way of injecting all our .rpf’s directly through update.rpf. So not only will the new install method be painless, it’s actually more compact and better organized than ever before! We feel that with 3.1 going forward our new install method should prove to be future proof. Tuple this with our installer.exe as well as our handcrafted gameconfig.xml and you’re ready to add RDE on top of other countless mods.
Forthcoming Attractions:
RDE ELS
Since the release of ELS back in December, many have asked for an ELS adaptation of the RDE vehicles, and fortunately for those that asked, an ELS RDE pack is currently in the works. The initial pack will include the LSPD, LSSD, and BCSO, with more agencies potentially being added down the line. A complete overhaul of the vanilla lightbars is planned for 4.0 for non-ELS users. A release date cannot be given at this time, but once available will be available exclusively on LCPDFR as a standalone release.
RDE Retro
Spearheaded by @11john11, RDE Retro will be a complete overhaul of RDE, and the world of GTA V, taking San Andreas back to 1992, the first time we visited SA. From age appropriate lighting, classic police cars, and even service vehicles, 11john11 plans to create an authentic 90’s setting for the game. Again, while no release date can be given at this time; once complete it will be available as an official standalone pack, and part of the RDE installer.
RDE Liberty
While it’s been awhile since it was first announced and been in the limelight, RDE Liberty will launch when OpenIV releases Liberty City, which has been delayed, and as such has been put on the back burner. RDE Liberty will launch solely with the LCPD, with the Liberty State Police and Alderney State Police potentially be added latter as LC is developed by the OIV team.
Miscellaneous Stuff:
With the new install method, some changes have happened in response, with the most prominent being RDE Sheriff, or the “Sheriff’s of Blaine” addon, has been fully merged with vanilla RDE to curb confusion on both your end, and our end. BCSO will assume the sheriff naming convention, and the LSSD will follow, however with LS being injected before sheriff to differentiate them; becoming lssheriff, users of RDE Sheriff will already be familiar with this naming convention.
RDE’s World of Variety (WOV) support will continue, with 3.1 updated to the latest version from Cass, with edits from us to take full advantage of the new peds and vehicles added by 3.1.
Thanks for reading, and your continued support of RDE. As always, if you’re interested in working with us, you can apply here, as we’re always looking for competent beta testers, media personnel, and collaborators.
Until next time,
NefariousBonne and The Realism Team
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AImedSangheili reacted to Black Jesus in Black Jesus's WIP ShowroomI will no longer be doing default lighting cars, I will however, leave my default lighting packs online (for those weirdos who no use de ELS) and I will be redoing all them and release separate ELS versions.
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AImedSangheili reacted to Bulldog Designs in Check out ELS for V!Is it just me or does everyone have the feeling this will be a Christmas present from the amazing team working on ELS, if so its well and truly worth waiting for!
Also on another note would we be able to get like a list for light extra's slots so modelers like myself can start mapping their vehicles to the config of ELS so we can release the models straight up when ELS is released. its a big ask but it would be greatly appreciated but i also understand if you cant
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AImedSangheili reacted to Prophet in Check out ELS for V!In Depth ELS showcase coming this week! Possibly even today if I get the time.
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AImedSangheili reacted to GravelRoadCop in Check out ELS for V!What is taking so much time? It's almost like you are implying that Lt. Caine is getting paid to deliver ELS before a certain date.
He can release it whenever he wants. All you can do is be patience because you're getting it for free. And he's not getting a single dime in return. He has a full time job, and a life to prioritize first, like many of us here. Not all of us sits at home all day.
When Lt. Caine is ready to release ELS, he will announce the date here, but until then, just be patience with the development progress. In case you missed it, Prophet will be doing a showcase on ELS sometimes this week.
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AImedSangheili reacted to royalx7 in Check out ELS for V!Just like all the other videos, you don't have to watch them lol. Nobody is forcing you to press play :)
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AImedSangheili reacted to GravelRoadCop in Check out ELS for V!ELS V and Carcol is vanilla to chocolate, really. They're both sweet. They're both delicious. They're both the same. But they're not. One's chocolate, and one's vanilla. Is that all there is to it? One tastes better. No it doesn't. Yes it does. How do you decide which one everyone likes more? How *can* you decide?
Yes, you can re-create some of the patterns you see with carcol, but that's it. With 32 bit binary, you can't go so far with it. You run into a wall. ELS V breaks down that wall, and you can run further and smell the roses along the way.
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AImedSangheili reacted to NewbCrazy in Check out ELS for V!If you dont mind me asking, and if you guys can answer it, what is slowing down the production? What is still in the works, or what do you guys plan on adding?
And as much as i already know the answer to this question, i have to ask.. Lt. Caine said in his update about 2 months ago that he didnt want to release ELS, make a major change, and then have a whole lot of confusion. But he also said that there has yet to be a crash from ELS itself. So I'm wondering, is the "I dont want to release it because I dont want to make a major change and cause the community a whole lot of confusion" reason still the reason for no release? Are there more bugs, less downtime, or a different reason?
All that I'm asking for, really, is an update that isnt just out there.. like what is really happening, and what has changed from the last actual update, if you guys can give us that.
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AImedSangheili reacted toDeactivated Memberin Charlotte Riots and Black Lives MatterRiot Riot Riot. Solution to all your problems. It obviously works.
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AImedSangheili reacted to Albo1125 in Check out ELS for V!Thank you everybody for the brilliant reception Glad to be on the testing team - I hope this will contribute to an even better initial public release!
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AImedSangheili reacted to Ethan Rubinacci in Check out ELS for V!Damn son, I just realised towards the end of last year I made a comment saying it would probably be around August of this year that ELS would probably be released, and well, shit... looks like even that estimate was off.
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AImedSangheili reacted to GlitchGamer in Generic light settingSo I am working on a light setting all modders can use. To make the ease of pattern/color changes. Simple patterns are going to be in it for general vehicles with no-set specific style of pattern. It will have 3 siren settings. One all blue (with amber), one all red (with amber), and one blue and red (with amber). This will have a few light settings that can be used as TAs. I will try and make a quick model to showcase the patterns and work. I want this to simplify the need to not use coronas to get a person to download any car and use any light color. IE a charger with a liberty will use sirens 1-4 but depending on setting could be 1 2 3 4 OR 1 2 3 4 OR 1 2 3 4. This will ensure the lights will cast ambient lighting on the ground
This would allow flexbility to use say a tahoe with same light set up as one all blue for a sheriff and one all red for a fire marshall. I will be working or trying to work alongside some other developers. What feedback do you have?
These are the "current" light patterns
0= off
1= on
siren# flash pattern for duration of BPM Direction (ignore color of red/blue)
1) 00001111 00001111 00001111 00001111 RED FRONT 2) 11110000 11110000 11110000 11110000 BLUE 3) 00110011 00110011 00110011 00110011 RED FRONT LIGHTBAR 4) 11001100 11001100 11001100 11001100 BLUE 5) 00000000 00000000 00000111 11110000 YLW REAR ADVISOR 6) 00000000 00000011 11111111 11110000 Y 7) 00000001 11111111 11111111 11110000 Y 8) 11111111 11111111 11111111 11110000 Y 9) 10101100110010101100110010101100 BLUE REAR 10) 01010011 00110101 00110011 01010011 RED 11) 10100000 10100000 10100000 10100000 RED REAR 12) 00001010 00001010 00001010 00001010 BLUE 13) 11110000 00000000 00000000 00001111 RED FRONT LIGHTBAR 14) 00001111 00000000 00000000 11110000 RED 15) 00000000 11110000 00001111 00000000 BLUE 16) 00000000 00001111 11110000 00000000 BLUE 17) 01100110 01100110 01100110 01100110 WHITE FRONT LIGHTBAR 18) 10011001 10011001 10011001 10011001 WHITE 19) 01100110 01100110 01100110 01100110 RED SIDE lEFT 20) 10011001 10011001 10011001 10011001 BLUE R -
AImedSangheili reacted to GravelRoadCop in Check out ELS for V!You'll be coming back when ELS V comes out.
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AImedSangheili reacted to NewbCrazy in Check out ELS for V!Thank you so much for the update. I think i can speak for others when I say, we truly do appreciate it. Thank you for the work you are putting in, and I (And the community, hopefully :)) cannot wait for the release!
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AImedSangheili reacted to Lt.Caine in Check out ELS for V!Hehe, it would probably be pretty great, especially since Albo is much more talented than I am.
Regarding an ELS release, I know the long wait has disappointed and frustrated many. For this, I apologize. Please keep in mind, however, that there is nothing more discouraging in this context than to work on a modification for so long and yet still not get to share it with others. After all, the purpose of taking on such a large endeavor, is in many ways to watch others explore, enjoy and benefit from it.
That said, why have we not been forthcoming with information regarding ELS? This has been a point of frustration for several members of the community, and understandably so. However unintentional the consequences may have been, the reason for this strategy was simple: nothing in ELS was--or is--set in stone. Throughout the development process, things have evolved, features have come and gone or been completely rethought. Even flash patterns have been redone about three to four times (that's hundreds of patterns!). Because ELS was--and is--constantly changing, an accurate picture of the mod could not really be conveyed to the public. We also wanted to strike a balance between reassuring the community that the mod was indeed in development, while not creating the type of hype that would result in people becoming impatient and ultimately frustrated. Perhaps that hasn't been entirely successful, in which case, I apologize.
At this point, most of the core ELS features are complete. However, a release is not yet possible for several reasons: a few core features still remain to be coded (takedowns, for instance); several features are being polished; and, I am constantly on the lookout for more ways to squeeze things out of the game in order to provide ELS users and vehicle modelers with more options and a better experience.
Furthermore, the recent developments regarding default siren ("carcols") configuration have provided a new avenue to explore for ELS. For instance, the entire "extra" method may be discarded and replaced with a new method using the "siren" parts. This is being explored, but is far from guaranteed. If it can be done, it would provide ELS with 20 individual lights as opposed to only 12, in addition to freeing up the extras to be used as random vehicle components--which, no doubt would be greatly appreciated. It would also mean more complex--and fun--flash patterns. However, this would also inevitably increase development time.
Were ELS a mod like most others, it might have already been released. However, the issue in this particular case is that ELS requires vehicle models configured to a particular standard. The fear is that were ELS to change dramatically due to a new development after an initial release, that players and websites would be cluttered with a plethora of obsolete vehicle models and ELS vehicle configuration files. Not to mention the confusion this would cause, which has materialized in the past. Therefore, the idea is to build ELS to a point where subsequent releases will feature only minor updates that won't disturb the community. And hopefully that won't take too much longer.
I hope this clears things up for most people interested in the development of ELS for V. I know it's been a very long wait, but I ask you for just a little more--just a little more time so that I can at least try to make it live up to your standards and expectations and prevent the need for huge messy overhauls down the road.
For those wondering about the damage issue, you may rest assured that it is fixed, but LMS is working on a solution that will make it portable and capable of withstanding GTA V game patches/updates. As for stability, there really is no comparison to be made to GTA IV. ELS V is extremely stable, and not a single crash has yet been reported outside of routine testing/development, even with AI vehicles enabled.
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AImedSangheili reacted to Braveheart in Check out ELS for V!Then you have no place to be moaning about the length of development.
If it's such an issue and you have a basic gist of what needs to be done then I suggest you get into GTA V modding and produce your own ELS. Otherwise, your points are all moot and you're wasting posting space with nonsense.
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AImedSangheili reacted to GravelRoadCop in Check out ELS for V!Lt.Caine is on vacation and will be back soon. I don't see why ELS is going to cease and decease because we can edit carcols now. At the very basic sense Carcol provides basic patterns, and some other small meaty bones. But I have to admit the ability to customize environmental lighting through carcols has very promising abilities. I have no doubt in my mind that Lt.Caine might research it and see if he can incorporate it into ELS but that's just my guess. When he gets back from his vacation he can decide the next best course of action. No more "RIP ELS " or any of this talk. Thanks, guys.
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AImedSangheili reacted to royalx7 in Check out ELS for V!In all honesty, this new discovery with light patterns is nice. But if thats as far as we can go with it.. I still prefer how ELS looks and feels over what is currently available, even with buggs new light set up.
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AImedSangheili reacted to Prophet in Check out ELS for V!Yes.
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AImedSangheili reacted to Runt in Runt Gaming LSPDFR series by a retired LEOLadies and Gentlemen,
I really don't want to blow my own horn, but I'm sure that you have heard of a LSPDFR player by the name of Jeff Favignano. He recently let the cat out of the bag that I have a LSPDFR series started on YouTube. Anyhow, I figured that I would come over and let everyone here know about it as well. I will never have the most exciting patrols, but I do try to explain procedure and techniques as I go along. If you want to check it out come over and look at https://www.youtube.com/channel/UCuMHgyQxriBdpDKuwyW76pg. Hope I do the community proud.
Runt
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AImedSangheili reacted to Pipeline in Check out ELS for V!Yeah. I am so goddamn impatient for ELS V anyway. At this point, I would probably pay Lt.Caine at least £50 just to have the development version. Not that I have £50 to spend on anything...
Maybe I could rob a bank...
WHAT IS THE WAIT FOR ELS V DOING TO ME?!
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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!
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AImedSangheili got a reaction from ALLENjr12 in ALL 50 States police cars.Haha yeah, anytime man
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AImedSangheili got a reaction from ALLENjr12 in ALL 50 States police cars.Sounds awesome, good luck!