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danny.

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

     

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

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

     

     
    No, these aren't cutscenes.  No, they're not edited screenshots.  With 0.4, this is real.
  2. Like
    danny. reacted to xDZYx in San Andreas Mega-Pack   
    Only vehicles
  3. Like
    danny. reacted to t0y in Signing out.   
    Hi whoever is reading this,
     
    So it has been a very long time coming, and I have thought about this a few times but I am finally quitting LSPDFR and probably GTA. I know you're probably wondering why did I just post a picture of a cop car I modeled then, well that was before I realized I was quitting and demotivated thanks to chapperoni for giving me a kick in the butt. There have been MANY things leading up to this decision, and of course it isn't an easy one to make ive been in the community for almost 2 years now and have enjoyed a lot of it (ish) and found new hobbies of mine like modeling and graphic design, and subsequently police cars and has directed my attention at a law enforcement career in the future (maybe, probably not though.)
     
    Anyway here are some reasons why I am leaving, I was going to keep this brief but really fuck that, not here to start an argument or anything either thank you to the staff for your help and im not trying to call anyone out of course just hoping this will open your eyes if you want to keep your mod alive. 
     
    - Toxic, toxic modding community. Not that this is necessarily the mod's fault or the general community's fault but man are the modders on this toxic. For those of you who have yet to see what goes on behind the scenes it is just full of negativity, immaturity, and constant shit talking no matter what you do. It is hard to spend money on ZM, and lord  knows the time to make models for a plugin for a video game as your hobby just to have half of the modding community tear your shit up because your lightbar is an inch too high or your antenna is curved a bit, or god forbid you dont have a cone and a bag in your trunk. 
     
    - Inactive and/or generally unsupportive staff team. Again not trying to call any of you out, and those active ones you know who you are and I fully support you but those who arent its not very great. I haven't seen 90% of the staff team even so much as comment on a post in a very long time, which by all means is great go have your life dont focus on some police mod for a video game, but you cant expect the community to stick around. Someone can post a shitty, obviously troll model or livery and it wont get taken down for 6 hours just to have the whole community berating them and reporting them but no one doing anything about it, or they can leave a 1 star review saying some pointless shit on a mod you spent weeks on and guess what... you report it and nothing happens, just sad how unsupportive the staff is.
     
    - NO UPDATES! It has been 1 1/2 years since the last update for LSPDFR, with an experienced team behind it, a supportive community, and plenty of staff working on it nothing has been done. I know I know "BUT 0.4 IS COMING ITS GOING TO CHANGE THE GAME!!!!" simply... no. An animation has been added. And RDE and EUP have been watered down and then added. Not only is it not good, its just bad, not trying to be rude but nobody wants that, I could care less for stop and frisk or having mods that are already in my game dimmed down, we need an actual update. I know what you're thinking: "t0y you IGNORANT SLUT! YOU ARE A MODELER YOU KNOW NOTHING ABOUT GAME DEVELOPMENT AND SCRIPTING!!!!!!!! YOU HAVE NO RIGHT TO TALK YOU FAT SLOB!" first of all im not fat, and that is very rude, second of all ITS BEEN A YEAR AND A HALF there have been so many scripts made, and huge game improving mods like from Albo that have taken less than a year in a half or PNWParksFan who has made an ENTIRE COAST GUARD CALLOUTS MOD in less than that time that has 100x more content than that update, and those are all by one person not even a whole development team. Up until the 0.4 announcement I had just thought the scripters or creators or whatever you guys are called just ditched the whole mod which is really sad considering I have spent countless hours, even 100s of hours making content for this community on my own time, without asking for donations, or trying to sell godawful merchandise. I really would've expected more from you guys, and you've failed us.
     
    - Honestly it's just boring. A repetitive mod that barely scratches the surface into anything police related. There are police chases, sure but you chase the guy for 4m, get run over by 100 cop cars "helping" you, pit the guy, shoot him, call a coroner, and drive away then rinse and repeat. No cordoning off the scene, calling investigators, directing traffic away from it, getting backup to come and park near the scene to help out, nothing that isn't action filled, like normal police work. It's just not enough to spend so much time on making models for, I would be willing to bet that there has been 5x as much time and effort spent on modeling for the community as I've seen from people like Matt who spends so much hard work on his models than the mod itself which is just silly. AGAIN because I know this will be taken the wrong way im not trying to call you guys out, I know you have a life, it's just a reason why im out of here.
     
    Anyway to conclude. Yeah. Bye.
     
    Thanks to all the people that I was friends with over the years, you know who you are (most of you are in Faux Policiers, if so this is repetitive and we're still going to talk to so not saying bye so this is pointless so special thanks to you guys: Emil, DudeMan would be cooler if this was your real name but fuck off, Eric, Jay, Rob, Alex, Maurice, Steven, Brad, Hank, Jake, Jed, Kevin, Kus, Luke, and Trevor sorry you're last but you're offline so your name is on the bottom of the list.
     
    If you want to stay in touch my Discord is t0y#8617 and my Twitter is thet0y feel free to add me/follow me and we can chat. Still going to lurk around here and see what happens.
     
  4. Like
    danny. reacted to Sentinel55 in [WIP] Law Enforcement Service Weapons   
    Because most of them are absolutely awful.
  5. Like
    danny. reacted to Jeff Favignano in LSPDFR 0.4 - Announcement + First Preview   
    YAYYYYYYYYYYYYYYYYY
  6. Like
    danny. 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.
  7. Like
    danny. reacted to SilentEagle in Infinite loading   
    Try this
     
  8. Like
    danny. got a reaction from ah_molla in Taser red dot/laser   
    Would it be possible to use a red dot/laser when aiming a taser, this is sometimes used by NPC officers.
    Not sure if this would be created as a script, it'd be a good addition.
  9. Like
    danny. reacted to FoxTrot999 in British Police 308   
    Is anyone making the new area car 308 model?

  10. Like
    danny. reacted to SGT Rick Wishaw in HM Coastgaurd   
    Thank you so much!
  11. Like
    danny. got a reaction from SGT Rick Wishaw in HM Coastgaurd   
    https://www.gta5-mods.com/paintjobs/hm-coastguard-ford-ranger-smifyyy_
    https://www.gta5-mods.com/player/hm-coastguard-uniform
     
    https://www.gta5-mods.com/paintjobs/hm-coastguard-rnli
    https://www.gta5-mods.com/paintjobs/rnli-lifeguard-pack
  12. Like
    danny. reacted to Rootzy in New handling location?   
    Ah yes, this worked thanks!
  13. Like
    danny. got a reaction from Rootzy in New handling location?   
    Go into the vehicles.meta file located at 'Update/Update.rpf/common/data/levels/gta5', find the model under modelname, for example '<modelName>police3</modelName>'.
    Then scroll further down in the handling line to handling ID, for example '<handlingId>police3</handlingId>', in the <handling> change the vehicle name to 'BALLER'. Should fix the issue.
  14. Like
    danny. got a reaction from sjain in New handling location?   
    After the most recent update all my vehicles flip due to updated handling lines, I expected this as in the patch notes it was said handling had been updated to fix issues on some vehicles. 
     In the previous update I had made and used my own handling lines to prevent vehicles from flipping, I have tried to implement them into 'update.rpf/update.rpf/common/data', which is where they were located prior to the update, but my vehicles continue to flip.
     I was wondering if anybody has located the new file for the handling.meta and if you have found the location I would appreciate a reply. Thanks.
  15. Like
    danny. reacted to Mrcento in No .asi add ons work.   
    Try going back into open IV and uninstalling the manager and the asi loader. I strongly suspect it's the ASI loader causing the issue.
  16. Like
    Can't wait! :D
  17. Like
    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. 
  18. Like
    danny. reacted to Paramedic Turner in 9/11   
    We will never forget this tragic day in American history. But we will cherish the lives of the ones who sacrificed their own lives to save the people in the twins towers. To all the men and women who have either served or are serving our country we say thank you for all you do. And remember no matter what happens we will still be a god loving and wonderful country. God bless and God bless the USA! 
  19. Like
    danny. reacted to BlightyMods in Bleep999 Modifications Vehicle Mods for GTAV   
    Introduction:
    This thread will be for showing off WIP and then giving links to the released mods. I have a great team of people who assist me in making these mods. They all have skills which contribute we have the main modeller and converter, the Skinner, handling line creator and a few more people who do things not to do with vehicle mods. We try and make vehicle as realistic as humanly possible and we also keep the models under 100k for stability.
     
    Current Work in Progresses:
     
    Vauxhall Astra Pack:
     
    LAS Sprinter:
     
     
    BMW X5 E70 Update:
     
    BMW  R1200RT:
     
     
    Released GTAV Mods:

    2015 Vauxhall Astra IRV
    2014 Volvo V40 Pack
    2009 City of London Police Astra
    BMW X5 E70 Battenburg Pack
    Ford Transit Custom Station Van
    2016 Shogun
    BMW X5 F15 Metropolitan Police pack
  20. Like
    danny. reacted to CHR1570PH3R in British police Yamaha FJR1300 Request   
  21. Like
    danny. reacted to CHR1570PH3R in British police Yamaha FJR1300 Request   
    Ill give it a try, not familiar with bike templates but ill give it a shot anyway
  22. Like
    SirenMastery
     
     
    Download: 
     
    Siren Control is an upcoming script modification that allows you full control over your sirens. Toggle to your secondary siren at the press of a key/button, silence your siren using any key/button you like and even control exactly which 'secondary' siren plays!
    And yes, in case you missed it, SirenControl will have full support for controllers.
    Currently Planned features for initial release:
    Change the siren toggle key/button and assign it an optional modifier key/button. Change the 'lights only' toggle key/button and assign it an optional modifier key/button. New 'Toggle Secondary Siren' key/button with an optional modifier key/button. This allows you to switch to secondary sirens without having to hold down a key/button. New 'Toggle Bullhorn' key/button with an optional modifier key/button. This allows you to keep sounding your bullhorn without having to hold down a key/button. Works simultaneously with sirens. Determine the siren tone that should be playing. You are able to select which siren tone to play, including the ability to differentiate between the two secondary sirens. Additional customisable sirens per vehicle model. Allows you to have up to three additional sirens per vehicle model. Customisable Siren Switching Tones (like Siren Switch Honker). Sirens are fully customisable per model via an XML file. The vehicles.awc size and length limits are effectively removed while using SirenControl, allowing for greater siren variety. More to come..Stay tuned. Preview Videos:
     
    Check out the Loyalty Rewards Programme.
    Becoming a loyalty member also supports me and my work 
    Until the next update!
  23. Like
    danny. reacted to Officer27 in Vehicle rextures.   
    You don't need to convert to textures from .png to .dds you can simply replace or import the .png and also make sure all your skins are set to 1 MipMap level
  24. Like
    danny. reacted to Kal74 in LSPDFR crash.   
    My pleasure. Glad I was able to help you out..
  25. Like
    danny. got a reaction from Kal74 in LSPDFR crash.   
    I'm no longer receiving any crashes tysm for the help.

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