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SNOWFr

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  1. Like
    For the models in the vanilla slots, the vehicles.meta (and other relevant .meta's), are overridden by the base game vehicles.meta.
     
    So for me, I need to edit the vehicles.meta in mods -> update -> update.rpf -> common -> data - > levels -> gta5 -> vehicles.meta for it to have an impact on the vanilla slots. This is the .meta that for me, would have the rouge tint line that needs to be changed. Your mileage for location may vary, however the underlying issue is going to be the same.
     
  2. Like
    SNOWFr 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.
  3. Like
    SNOWFr reacted to Reddington in Texture problem on my Sheriff car...   
    Are you using NVR?  If so, go into the NVR dlc named "emissives", delete "firetruk", "riot", "pranger" and "sheriff".  It'll work now.
  4. Like
    Hey guys, this is a design I've been toying around with.  It's the Port Authority of Los Santos - Harbor Patrol Division (LSPA-HPD) FPIU.  All original.
     
    It's a collection of a bunch of influences and inspirations.  There's some PG County PD in there, some Australian police livery influences, a bit of NFS, a bit of European, a bit of LAPD, a bit of CHP, and a bit of personal design choices.  There's some lettering in DIN, which Seattle PD uses (of course).  The rest is Helvetica.  The "patch" (in the rear of the FPIU) is original as well, just a circular patch with the seal of Los Santos and the logo of Los Santos Port Authority.  [ 10 points to whoever guesses the largest influence on this design; I didn't list it, the color scheme should look oddly familiar to something else created by a well-known someone ;) ]
     
    All scratch made, including license plate.  In 4K.  Light gray on charcoal theme.  "Reflective" battenburg on the back.
     
    What do you guys think?  Pack material?  Does "Harbor Patrol" make sense?
     











     
    FPIU by Black Jesus =)
  5. Like
    Those who know me well know that life isn't complete until I do a version for the CVPI =P
     
    Here's what it looks like on a Crown Vic (I'll point out some features of the skin as I go along):
     




     
    ** Some images showing the metallic paint:
     


     
    ** "Reflective" battenburg markings:
     



     
    ** Some closeups of the markings:
     


     
    ** Roof markings:
     

     
    CVPI by Bxbugs123 =DDD
     
    Work in progress...
  6. Like
    An ambulance?
     



     
    ** 4K really makes a difference:
     


     
    What do you think?  Tried to keep the charcoal/gray theme going, but it's strange to have a dark ambulance, so I made it partially yellow.
     
    Rambulance by glitchgamer
  7. Like
    Different departments???
     

     
    LSPA-Harbor Fire & Rescue Tahoe
  8. Like
    Are these still considered Battenburg markings? I thought checkerboard would be a requirement? 

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