Reputation Activity
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AussieGrillGamR reacted to Jack Borne in LSPDFR Australia Discussion Thread 2.0Aren't you the guy that got banned/forced out of Mooses discord for stealing models?
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AussieGrillGamR got a reaction from OblongGaming in LSPDFR Australia Discussion Thread 2.0those are really well done! especially that sweater and jacket.
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AussieGrillGamR got a reaction from Kuzi in LSPDFR Australia Discussion Thread 2.0those are really well done! especially that sweater and jacket.
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AussieGrillGamR reacted to 0taku in LSPDFR Australia Discussion Thread 2.0I would just like to say the all the work you guys are doing is amazing, It makes me smile seeing so much love being put into our Aussie stuff.
I don't use much Aussie themed stuff as I tried at one point but it just felt 'out of place'. But it is still so wonderful to see Stuff that isn't being half arsed and I can see alot of the love being put into each model, ped and prop.
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AussieGrillGamR got a reaction from WestTigersNRL1 in LSPDFR Australia Discussion Thread 2.0those are really well done! especially that sweater and jacket.
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AussieGrillGamR reacted to Boz in LSPDFR Australia Discussion Thread 2.0Hey, I'm new here. I figured I might show off some EUP stuff I've been working on over the last few days.
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AussieGrillGamR reacted to MarkSoFarGone in Why was Ultimate Backup Removed?It definitely sucks. I’m really glad I was able to get the last update he did. A few days before he removed everything.
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Hey mate, aree you using EUP 0.8? if so how do you find it with being able to add the ranks to the shirt as in the new update its only one shirt for each department now and the LSPD ranks are now patches. My issue is now we dont have jbib_002_a_uni jbib_002_b_unit anymore and we cant do the different ranks that way.
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AussieGrillGamR reacted to Fox7 in A list of what works and what doesn't with LSPDFR 0.4. Feel free to add.Te mods i am currently using and that work just fine so far with zero glitches or crashes with 0.4 are as follows:
LSPDFR+
Computer+ ( plus i added +lawpacks)
EUP ( watch either Benzo Effect's youtube tutorial or Firstthirtyminutes for correct instaltion of EUP with 0.4)
Stop The Ped
Ultimate Backup
ELS
RadianceV ( makes the ELS lights much nicer and brighter)
Callout packs hat work totally fine for me are as follows:
PeterUCallouts ( now updated to 0.4)
Assorted Callouts
Common Callouts
vehicle pack i use is - LSPD Vehicle Pack with Wheelan Libery ( ELS) 1.1
I also use a mod from the GTAV site called 'GTA comes alive!' This adds ambient small events you can deal with. Its by Darkmyre who has made mods for LSPDFR and this was made with LSPDFR in mind.
I also installed a mod called - Open All Interiors. Just makes some locations a bit more immersive.
The mods i want to try but seeking feedback for stability on are:
Police/Cop Holster ( this has better hand-gun animations)
Spotlight
NSF gauges
BVA ( this is a mod that effects the doors on the car and also provides a seatbelt sound as well as engine state and indicators)
Clear The Way ( makes Traffic more compliment and moves aside better, not sure if this is needed now with 0.4)
So far ( touch wood) i havent had any strain or crashes regarding these. Only times it did play me up was conflicts of keys for various callouts or mods. That just needed me to reconfigure the keybindings so they didnt conflict and create multiple pop up menus at once.
The mods i really hope get updated for 0.4 are :
Interaction+
Traffic Policer
CrazyCallouts
Cheepcallouts
BasicCallouts
ArrestWarrantCallouts
AgencyCallouts
CalloutsV ( an actual 0.4 version as i know it kind of works right now)
Search Warrant or a good search mod ( we can search vehicle with STP using key 'G'close to a car. But imiss it interacting with the court evidence and being able to store stuff as evidence for cases.
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AussieGrillGamR reacted to NopeBye in LSPDFR 0.4 - Now AvailableYea me mate is also getting it, I havnt tried it yet, just reinstalled a lot of things so we'll see how it goes
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AussieGrillGamR reacted to Sam in LSPDFR 0.4 - Now AvailableFirst time playing 0.4? Check out our new getting started guide for LSPDFR 0.4: https://www.lcpdfr.com/wiki/lspdfr/04/getting-started/
About a year ago, we announced the development of LSPDFR 0.4. We said it was big, and we said it was different, but I honestly don't think any of us quite imagined just how big and different it would turn out to be, nor how much of a challenge it would be to take the concepts and ideas that we had and turn them into reality.
Still, here we are. Thousands of changes later, we're here. Everyone on the team is delighted to announce the first public release of LSPDFR 0.4, available now.
LSPDFR 0.4 brings sweeping changes which have been implemented over a number of years, so much so that we're not able to provide full release notes. Instead, we've put together a number of resources, new to LSPDFR 0.4, including a 'wiki' and a collection of more in-depth guides.
Note as well that because of this - the sheer number of things that have changed - there will be issues. We've put over two months into testing 0.4, and we've made hundreds of fixes in this time. Still, there's undoubtedly going to be things that we've missed, or things that simply can't be tested in a controlled environment. This is a big release, and we wanted to do right by all of you by getting it out as soon as we can.
With that being said, I'll shut up now and let the mod speak for itself.
LSPDFR 0.4 Page: https://www.lcpdfr.com/lspdfr
LSPDFR 0.4 Wiki: https://www.lcpdfr.com/wiki/lspdfr/04
Note that we strongly recommend installing LSPDFR 0.4 for the first time on a clean copy of Grand Theft Auto V with no other mods or plugins.
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AussieGrillGamR reacted to Sam in LSPDFR 0.4 - Coming February, 2019Let's all take a deep breath and rest assured that we're still committed to releasing 0.4 this month.
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AussieGrillGamR reacted to Sam in LSPDFR 0.4 - Coming February, 2019Hate to disappoint, but August 5th 2009 is actually the birthday of LCPDFR 😉
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AussieGrillGamR reacted to Sam in LSPDFR 0.4 - Coming February, 2019I don't know about anyone else, but I'm very much looking forward to the 31st of February.
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AussieGrillGamR reacted to Kifflommer in LSPDFR 0.4 - Coming February, 2019I bought it in late 2017 souly for LSPDFR, was playing LCPDFR up until then. I beat the single player back when it came out on a roomates xbox and had little interest since. But LSPDFR with added mods/scripts/plugins essentially turns it into the best and ONLY police sim.
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AussieGrillGamR reacted to coastiestevie in LSPDFR 0.4 - Coming February, 2019Let's just be honest. We all bought GTA 5 just for this 😀
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AussieGrillGamR got a reaction from Viberent in LSPDFR 0.4 - Coming February, 2019definitly going to lose some sleep waiting for this. Thanks for the hard work devs!
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AussieGrillGamR reacted to Sam in Three mass shootings in America in one dayNot going to debate the gun issue, been over that countless times before, especially as it relates to the UK: https://www.lcpdfr.com/forums/topic/83855-texas-school-shooting/?do=findComment&comment=547070
It's totally incorrect to suggest that our police fear for their lives and are begging for guns, though. The Police Federation often surveys the police on this and there's little appetite for all police officers to be issued with guns with the most recent survey suggesting two thirds remain opposed to it. It's an idea similarly opposed by the vast majority of senior police officers (if not all of them) and I think that just about everyone here embraces the unique model of policing that we have - I think you have to understand that it's very different to what you have in the US, especially as it relates to using force. Indeed, it is frequently reported that police forces throughout England & Wales are actually struggling to recruit enough firearms officers - the vast majority just don't want to carry guns. Even drawing the gun would be considered a reportable use of force here where paperwork must be filed after... You simply couldn't do that in the US - you'd probably run out of paper.
On the contrary, you are entirely correct when you say that the Conservative government has cut police funding, and these cuts do appear to be having a worrying impact - especially as it relates to the numbers of officers. I think that there's much greater public awareness of this now (it is frequently reported throughout the media, and it's not a left wing or right wing issue) and I'd be surprised if the government doesn't allocate extra funding in the next budget as they are starting to see the blowback from it.
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AussieGrillGamR reacted to Antair in LSPDFR Australia Discussion Thread 2.0If anyone's interested
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AussieGrillGamR reacted toDeactivated Memberin LSPDFR Australia Discussion Thread 2.0 -
AussieGrillGamR got a reaction from OfficerJessica in LSPDFR 0.4 - Pursuits & Interventionholy shit, this is amazing. Thanks for keeping us updated!
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AussieGrillGamR got a reaction from Butter in LSPDFR 0.4 - Pursuits & Interventionholy shit, this is amazing. Thanks for keeping us updated!
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AussieGrillGamR reacted to Sam in LSPDFR 0.4 - Pursuits & InterventionThis is the fourth 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/
It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated. LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod.
As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult. Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements.
Pursuit Interaction Menu
Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop. While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious.
In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force. With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever.
The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage.
The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews. So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase. If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable. With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business.
Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below).
And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home.
Pursuit Intervention Techniques
As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits. Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit. Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too.
So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver:
Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4
YouTube version: https://www.youtube.com/watch?v=TiFFFho3hd0
As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option. If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking.
A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver.
Air Support
Throughout the history of our two mods, air support has always been a touchy subject. For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines. In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action.
With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters. Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area. They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them.
A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot.
Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target.
In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly. When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings.
Not a helicopter, but just in case you were wondering what happened to the guy pictured above...
This, though, definitely is a helicopter. It's also not flying at street level!
As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.