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PJR4015 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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PJR4015 reacted to Sam in LSPDFR 0.4 - The TechnologyThis is the third part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
So, this article is a little bit different than most. Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code. While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to.
The Crime System
To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System. The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in.
This is back in LSPDFR 0.4, but with a big twist. The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over. Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it. This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime.
The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols.
The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear!
Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect. This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle. Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually.
Scenarios
Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios. In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world. In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops. This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop. Perhaps they exit their vehicle while you're approaching? Do they have a weapon, or are they just angry and complaining?
From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR.
The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios. Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR.
The scene after an escaped pursuit suspect's burned out vehicle was located.
Artificial Intelligence
Finally, in 0.4, we've re-worked a lot of our artificial intelligence. We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS
Stay tuned for more news about 0.4, coming soon.
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PJR4015 reacted to 11john11 in The Mind-Boggling Classic Cop Car ThreadFound a color version of that black & white photo of the CHP Caprice with the Edge lightbar, apparently they tested it in 1989-1990 along with some other lightbars before the Vision was choosen as a main lightbar in 91'.
A MX7000 lightbar can be seen on a car in the background too.
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PJR4015 reacted to Sam in LSPDFR 0.4 - Announcement + First PreviewBeen 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.
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PJR4015 reacted to 11john11 in The Mind-Boggling Classic Cop Car ThreadSome interesting pics from Venice Beach taken around 1994
That Caprice is pretty unique I think, I never saw those hubcaps on any LAPD Caprice before
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PJR4015 reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1It's not really on purpose, more of an oversight. It will most likely be corrected in the next version, whenever that comes (nobody has time for that :/ )
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PJR4015 reacted toDeactivated Memberin Lundy's sick ass gta v modsOh no, typo!
1975 Coronet
2014 Dodge Charger Police Package
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PJR4015 reacted toDeactivated Memberin Lundy's sick ass gta v mods -
PJR4015 reacted toDeactivated Memberin Lundy's sick ass gta v modsI'm about as satisfied as I could possibly get with the box Caprice as of now, so I'd like to put some releases out with it.
Would you like to see the Beverly Hills cruiser?
Picture perfect from the exterior, interior is more of a guess since I can't find any shots. Although they did use the same Motorola MDT box as the LAPD.
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PJR4015 got a reaction from inbetweendays in Lundy's sick ass gta v modsThat's a shame. Good quality civilian cars seem to be somewhat sparse for GTA V, so any addition is welcome. Even a simple setup like this without whitewall tires and a 2-tone paintjob is fine.
And what about the Monaco and the Fury? Are you planning to only release police versions of them too?
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PJR4015 reacted to Jedahdiah in Jedahdiah's Vehicle Mods.Update: 1990 Chevy Caprice Police/Sheriff vehicles
Updated:
NEW carcols file thanks to 11john11 for putting one together for me. Give more realistic halogen lights, and slow flashing flashers, including amber flashers Video showing off the vehicles and their new sirensetting (Below the screenshots) Made a transport van from the vanilla pony originally modded by Aquamenti (Might not release this) To be done:
Pretty much just test them myself Find other's to test them (Any takers?) Known Issues:
Lightbar's still won't break when crashed into nor shot at. Still not sure about this. Just gunna have to live with it I'm afraid. Screenshots:
Video of the new siren settings:
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PJR4015 reacted to Scuderio in Scuds' CA stuffYellow Cab Co. Taxi / Update no. 2
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Officer27 sent me the livieries today, so I edited the car so it can also have the blue grill like Checker Cab. has.
The last things to do now are the receipt printer, some wires and some more details in the cab.
Here are some pictures:
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PJR4015 reacted toDeactivated Memberin Lundy's sick ass gta v modsCouple pics of some Twinsonic testing.
A CTS1 all red Twinsonic.
An all blue 12EF Twinsonic.
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PJR4015 reacted to Jedahdiah in Jedahdiah's Vehicle Mods.Welcome to my showroom of works in progress, progress of the works, and in the works progress.
I've only been communicating through the medium of photo's over on the gallery and you guys seem to like what I put together, so I bit the bullet and started a WIP showroom thread...
...as a infamous unknown man once said: "This can only go badly."
I'll be posting vehicle stuff here of what I'm working on, along with if I need testers for somethings or if I'm going to release something. I might do requests depending on how I'm feeling.
Anyway, get the last page of the thread for the most recent updates and works in progress and feel free to leave comments/suggestions/harsh, soul destroying, rage-quitting criticism too.
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Currently in progress: 1990 Chevy Caprice Police/Sheriff Vehicles
Using Lundy's beautiful Chevy Caprice I've added the Mars Skybolt light bar, a modified version of the Mar Skybolt Light bar with a CJ-184 Beacon and a standard Ray Model Beacon 17 Beacon with the speaker from the Mars Skybolt Light bar in front of it.
Features:
The vehicle currently comes with three liveries, a white LSSD livery, a black and white BCSO livery and and black and white LSPD livery. Each vehicle comes with the standard 3 extras: rambar (extra_1), spotlights down (extra_2) and spotlights up (extra_3). Trying to keep with era of the car, even though it's more fictional than accurate, inside there is a Lojack console, radio, siren control box, shotgun, speaker, cage, and sheriff's hat. Also comes with trunk equipment too (aesthetics bro!). Non-els for all those who love coronas.
To be done:
Keep tweaking bits and bobs on the vehicles Illusionyary has giving me permission to use some of his old stuff on the vehicles, so putting together a couple of other liveries. Other things too.
Known issues:
Lightbars: Collisions are off (the pretty much have none), including crashing/shooting at them. That might be down to my incompetence of flagging stuff in zmodeler.
Credits (so far):
I did my best to search and locate all of the original DEV stuff I have downloaded. If I've missed anyone or if I find out who created the asset, I'll update the list.
Release: No clue. Soon? Maybe. Probably needs to be tested first by others.
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PJR4015 reacted toDeactivated Memberin Lundy's sick ass gta v mods -
PJR4015 reacted to Olanov in Grand Theft Auto V - Border Patrol Recruitement AdAfter the last ineffective hiring surge which resulted in widespread corruption and misconduct, unjustified use of deadly force, the National Office of Security Enforcement Patriotism & Immigration Authority ensures they're being more honest about the job with this brand new recruitement ad.
If you're interested in joining, contact us now and be amongst one of the 500 applicants to get a gun with only two weeks worth training!
(Sketch based off Last Week Tonight with John Oliver and their episode on Border Patrol)
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PJR4015 reacted to NefariousBonne in [REL] Realism Dispatch Enhanced 3.1.1The wait is finally over; RDE 3.1 will be released on August 10th. We hope that you will enjoy what we have in store for you. 3.1 brings not only bug fixes, but also a huge number of new content, features, improvements and performance enhancements. We have worked hard to make sure RDE is even better than before! We've heard from multiple sources that they wish for more transparency and communication from us going forward. Your concerns have been heard. The private RDE Discord server will be going public on release day. This will be your opportunity to stay connected with the team and get special sneak peaks on what we have in store for the future.
You can view the RDE 3.1 trailer here:
More information will be available about the Discord server on Thursday. If you'd like to help ensure that future releases are speedier; consider applying to be a beta tester here.
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PJR4015 reacted to Mikofiticus in [REL] Realism Dispatch Enhanced 3.1.1EDIT: I was incorrect, fat cops will be a thing, just not in 3.1, as they still need some work.
Anyway, I forgot to mention on here that I've recently become part of the RDE Media team! Here are a few screenshots of 3.1
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PJR4015 reacted toDeactivated Memberin Lundy's sick ass gta v mods -
PJR4015 reacted toDeactivated Memberin Lundy's sick ass gta v mods -
PJR4015 reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1Howdy,
I suppose this will be a kind of a dev diary for 3.1. As NefariousBonne has said some time ago, 3.1 will mainly be a content update, introducing new car and ped models, as well as improving existing ones. Thanks to YMT edits, peds will not only be much more varied and detailed, but also better optimized and "neat" from technical perspective. Many ped models have gotten new components, such as improved bulletproof vests, belts, and so on. Many vehicles have received improved interiors and lighting, and some other tweaks.
But you all know that already. I would like to tell you about one new script feature we have been working on for some time now.
We call it the IncidentManager. This is a new system that allows cops to call backup during shootouts with NPCs. The backup units that spawn are the same that would spawn if a player was wanted, and zone-dependent as well. Furthermore, the response type and amount will be based on the severity of the incident. Not only that, but a rudimentary chase system has been implemented, which will allow cops to dynamically chase fleeing NPCs. IncidentManager allows for very dynamic and lively shootouts, and is for all intents and purposes a Wanted Level system for NPCs. It can be turned on and off in the ini.
A small new feature is that SSR (as a whole) can be turned on and off in game by pressing a specified (configurable) key combination. With SSR disabled, you can play LSPDFR and most story missions without any compatibility problems (note: this does not fix missions that crash).
Furthermore, some advanced optimizations have been performed on the script. We hope that this will alleviate some of the performance complaints we have gotten for 3.0.
3.1 has been delayed a lot, but we want to present you with finished, polished product. We continue to add new features and content daily, while testing for bugs and performance. We hope that we will be able to present RDE 3.1 to you soon.
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PJR4015 reacted to DukSezQuak in [REL] Realism Dispatch Enhanced 3.1.1Two more teasers.
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PJR4015 reacted to DukSezQuak in [REL] Realism Dispatch Enhanced 3.1.1Two more for today; showcasing the BCSO and LSSD Detectives:
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PJR4015 reacted toDeactivated Memberin Lundy's sick ass gta v modsCode 3 Force 4 XL
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PJR4015 reacted to DukSezQuak in [REL] Realism Dispatch Enhanced 3.1.1Los Santos Police Department Bicycle Unit patrolling around the Maze Bank Arena.