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Awesomeo16

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  1. Like
    Awesomeo16 got a reaction from Yasd in GTA 5 Source Code Leak   
    Heya! Surprised there isn’t a thread for this yet. The source code for Grand Theft Auto 5 was leaked onto the internet a little earlier today.
     
    Obviously, don’t post it here. I’m sure it goes against some rule or just the general wishes of the moderation staff but it is definitely there if you look for it.
     
    I figured this warranted a discussion about what it means for the future of GTA 5 modding, as this is essentially giving all of the very creative chefs in this community access to the full kitchen so to speak.
     
    Apologies to staff if this discussion isn’t kosher, but this is probably one of the biggest things to happen in the modding community in years and I figured a chat about it was more than appropriate.
     
    Again, don’t post links here.
  2. Like
    Awesomeo16 reacted to LostBoyLazarus in LSPDFR 0.4.2 - Coming Soon!   
    I understand completely. It's like with callout packs; they are the heart of the LSPDFR experience for me yet there are now less than a handful that can be used without issue because they've not been updated for 0.4. I just wouldn't be so quick to assume everything will need updating - most things should still function in 0.4.2 with little to no input. It's 0.4.2, not 0.5 yet 🙂

    My mrs is the Minecraft fanatic in this house, but she's always complaining about updates breaking things lol.
  3. Like
    Awesomeo16 reacted to PNWParksFan in LSPDFR 0.4.2 - Coming Soon!   
    The best thing you can do to improve performance is to stop installing super hi-poly unoptimized models that don't have proper LODs. 
  4. Like
    Awesomeo16 reacted to Sam in LSPDFR 0.4.2 - Coming Soon!   
    Hot off the release of LSPDFR 0.4 a couple of months ago, we're upping the ante with another update which brings not only sweeping improvements to the LSPDFR 0.4 API, but also some unique features which have long been requested.
     
    Originally, the plan was merely to release 0.4.2 as a quick follow-up to 0.4 and 0.4.1 - just simple fixes and changes, plus the API improvements to help developers make the most of 0.4.  Necessary changes, but not really cool enough, right?  So, with that in mind we took a little time to dig back into the archives of LSPDFR and revisit some of our old concepts and ideas.  Now, while some of these are actually in the mod - they're most likely either tucked away as 'easter eggs' or just disabled because they weren't quite right.
     
    If you're a connoisseur of traffic stops, for example, you might've noticed that occasionally the unexpected and oh so demoralizing experience of pulling over a federal agent hits you right in the feels as they arrogantly flash their shiny badge, tell you where to stick your comparatively less shiny badge, and drive off.  (If you haven't seen this before, here's a video: https://www.youtube.com/watch?v=HNOxZR2ak0M)
     
    Originally the plan was to add this as a feature for players to use, but it just didn't quite fit in with 0.3, and we had some trouble with the animation not being quite as fluid as we'd like.  That was then, though, and given that you now play as your own character both on and off duty, we thought it'd be a bit of a must-have now, so we've tidied it up and are introducing it as a player action in 0.4.2.
     

     
    With one quick glance at the shimmering shield, her problems are suddenly your problems.  (Note, a custom badge model is shown instead of the default FIB one - you will be able to define custom models to use on a per-agency basis)
     
    Now, not only does this look exceedingly awesome, but it serves a practical purpose too.  Available both on and off-duty, showing your badge will clear any wanted level and may also instill the fear of the law in nearby citizens, potentially de-escalating the otherwise unavoidable confrontations that flare when you walk around Mirror Park without the latest iFruit phone, for example!
     
    Of course, that's not all.  Continuing with the idea of adding things that are just generally cool, we know that people have wanted a ballistic shield feature in LSPDFR for quite some time.  Sure, you can spawn one with a trainer or download another mod, but it's just not quite the same is it? 
     
    We thought it'd be particularly sweet to have it at your fingertips instead, fully integrated with LSPDFR, ready to kick some butt.
     

     
    As if being Frank Tenpenny isn't cool enough...
     
    Our ballistic shield, accessed from the Interaction Menu, uses our new animation system in 0.4.2 which we think looks absolutely gorgeous.  There's also the freedom to switch between Stealth and Action mode which will vary your pose accordingly, compatibility with most weapons and the potential for future AI support.
     
    Oh yeah, did we mention you can actually arrest people at gunpoint while holding a freaking shield?!
     
    Keep your eyes open for LSPDFR 0.4.2, coming soon.
     
  5. Like
    Hello all! I hope you are having a wonderful day. I am excited to release the feature list a long with some SmartRadio concept radio images for Available Units.
     
    Available Units: Developed by Officer777
    Available Units adds 6 different radio buttons and Numpad features
     
    With AU, you will be able to customize the amount of backup units that will respond to a call just like you are. You may set the number of responding units to be the same every time the call is offered, or you may set it to random to be more realistic. You may also randomize the spawning distance of your units. For example, one unit may arrive before you, and the second unit does not arrive until you are on scene. In a different call however depending on the location, you may be the first on scene and your closest backup is about 20 seconds away. Be careful though on shots fired calls, because your other units may be about a minute away coming from another location.  On a domestic call, it may be a wise idea to wait for your addition units to show up. You may change their spawning from random to a certain variable to keep it realistic if you would like. This plugin is meant to get rid of the need to call for excessive and an unrealistic amount of backup. You may set the number of units that potentially could spawn per call or set it random between two variables. Do not worry, if you need more backup on scene you may call for more. A separate button has been created for this type of backup to help separate it from the chaotic backup responses that the normal backup offers. Any additionally spawned backup by request will act the same way as the units that were originally dispatched to the call. Full support for backup called in using the default LSPDFR backup menu or the custom backup plugin may be added at a later date. 
     
    The PoliceSmartRadio buttons and their features are as follows:
    (The photos are just concept, and very well may change)
     
    Secure Scene: When selected, units that are on scene will move to different areas of the scene and will guard that location. They may produce police barriers in front of them to prevent any peds/vehicles to come through. Some may also walk around between two areas, and may pull put their flashlight as well to inspect the area. You may use the numpad to have multiple units follow you around the scene if need be, and you may also dismiss any unit. If backup has arrived on scene and you have not secured the scene, units will just wander around you in a small vicinity unless you have them follow you or secure the scene.
     
    Step Up Units: When selected, responding units that are code 2 will upgrade to a code 3 response. This means their arrival time will be much shorter, so make sure you will arrive to assist. You may use this when you feel like units need to be on scene faster if you are not close enough yourself, or you need units as soon as possible. This is very useful for shootouts in gang areas where after a short time gang members will attack you for policing on their territory. 
     
    Step Down Units: When selected, responding units that are code 3 will downgrade to a code 2 response. This means that their arrival time will be much longer as they will be obeying traffic signals and stopping for objects that are in their way. You may use this when you feel like urgent backup is not needed.
     
    Code 4: This will dismiss ALL backup units that are on scene without physically ending the call.  Units will return to patrol and will leave you on the scene by yourself. See *** at the bottom for further on how you can dismiss individual units.
     
    No Unit Req: This will return any unit that is not currently on scene back to patrol. This is useful for when you believe you have enough backup and that guy who is still a minute out should not even waste his time. This will cancel all responding units that are not on scene, but you may dismiss individual units using a different feature. See *** below.
     
    Add Unit: This button will send you one additional unit to the scene. You may customize the amount of units this button will provide between 1 and 2. This unit will spawn randomly and may take anywhere from 20 seconds to a minute to respond.
     
    *** Using the numpad you will be able to do the following 
    1 - Make unit follow you 
    2 - Make unit stop following you, they will now just stand in this area
    3 - Dismiss a unit from the scene (they will get in their vehicle and leave)
    4 - Have unit secure scene 
     
    ----
    Any questions or comments feel free to leave them below. We are very excited to bring this out as soon as possible.
     
     






  6. Like
    Well it has been a while since I posted a progress update, so let's do that! I was super busy with work in April and early May, so I did not make much progress. In the past couple weeks though I've had some time and have made a lot of progress with the new plane features. With the new cargo plane capabilities you can load any cargo in your plane (if it'll fit), including both props and vehicles. As long as there's room, you can load multiple cargo items at once. Cargo can later be unloaded after you reach your destination, and it never slides around or damages the vehicle. I am also developing a feature allowing you to air drop cargo. You can stage the cargo on the ramp of the plane, and then when you press a key it will be dropped. Cargo can be dropped with or without a parachute. I will be adding special cargo types with additional features that can integrate into the callouts, such as the ability to deploy life rafts and signal flares. 
     
    I have also been making a ton of fixes to various bugs and shortcomings of other code in the project. Most of it is internal stuff that will make the game more stable and perform better when using Coastal Callouts. 
     
    Items left to do before release include finishing these plane features, adding a simple mountain rescue callout, and developing the custom installer system. I am still on target to release the mod sometime in 2018. In the meantime, if you'd like to check out the beta, please see the link in my signature below. 
     
    Here are some screenshots from the plane feature development: 
     

     

     

     

     
     
  7. Like
    Awesomeo16 reacted to VisionX in LSPDFR Australia Discussion Thread 2.0   
    Just some casual rego checks in the Queensland database.
  8. Like
    Awesomeo16 reacted to VisionX in LSPDFR Australia Discussion Thread 2.0   
    If there were tuts on how to fully make a car for gta including lights, handling everything WITH ENLIGH commentary I would make heaps. I don't care how much the models cost.
     
  9. Like
    Awesomeo16 reacted to VisionX in LSPDFR Australia Discussion Thread 2.0   
    Need some new QPS stuff.
  10. Like
    Awesomeo16 reacted to Sam in LSPDFR 0.4 - The Technology   
    This 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.
  11. Like
    Awesomeo16 reacted to VisionX in LSPDFR Australia Discussion Thread 2.0   
    Queensland Police Detective
  12. Like
    Awesomeo16 reacted to VisionX in LSPDFR Australia Discussion Thread 2.0   
    Need a good QPS uniform to be released.
  13. Like
    Awesomeo16 reacted to VisionX in LSPDFR Australia Discussion Thread 2.0   
    Some morning coffee before the calls start rolling in...

  14. Like
    Awesomeo16 reacted to PB420 in LSPDFR 0.4 - Epic Customization   
    hopefully this gets released soon been checking back for what feels like months now
  15. Like
    Awesomeo16 reacted to Khlowd in LSPDFR 0.4 - Epic Customization   
    We aren't owed anything. We never paid for LSPDFR. Don't you think the developers of LSPDFR deserve our respect and patience for them working in the free time their IRL jobs allow?
  16. Like
    Awesomeo16 reacted to Sam in LSPDFR 0.4 - Epic Customization   
    Psssst..  Don't tell anyone, but I think we fixed that.
    Don't tell anyone though!
  17. Like
    Awesomeo16 reacted to Sam in LSPDFR 0.4 - Epic Customization   
    But...  they're our friends :(
  18. Like
    Awesomeo16 reacted to Sam in LSPDFR 0.4 - Epic Customization   
    Well, the whole point is you can now add all of these things by yourself.  LSPDFR won't come with a Rockford Hills Police Department, it's just an example of what you can do.
    If you add some Paleto Bay cars and outfits to your game, then you can easily make a Paleto Bay PD with 0.4.
  19. Like
    Awesomeo16 reacted to Sam in LSPDFR 0.4 - Epic Customization   
    Yes, this is possible in 0.4 - added cars are fully supported.
     
     
    They're managed by LSPDFR, so they will have the ability to arrest - we'll have more to say about police AI sort of stuff soon.
     
     
    This is a good point about setting the response time.  It's not something that is currently possible, but we'll definitely look into it.   One of the cool things about 0.4 though is that as you call more units, they do arrive from further and further away.  This can be quite interesting if you're close to the border with another agency's areas, as eventually the other agency will start to respond too which makes for some nice looking scenes especially in Davis if you have it set up to be patrolled by the sheriffs.
  20. Like
    Awesomeo16 reacted to JohnBart in LSPDFR 0.4 - Epic Customization   
    This sounds so awesome! It was so strange seeing that my own character looks so cool dressed up with EUP while the NPC officers were all lower-quality stormtroopers. Now the only thing I need is the character creator's support to generate not just my own officer, but partner NPCs as well, and this is gonna be the best mod ever.
     
    Many thanks for all the hard work you guys are pouring into this. This is gonna be an absolutely robust release. 
  21. Like
    Awesomeo16 reacted to Reddington in LSPDFR 0.4 - Epic Customization   
    AHHHHHHHHHHHHHHHHHHHHHH!
     
    Units patrolling without the need for extra mods?
     
    I can now have Los Santos County Sheriff and LSPD?
     
    and both patrolling at the same time?
     
    Character customization, including a custom character, without Skin Control and EUP?
     
    SOMEONE PINCH ME!
  22. Like
    Awesomeo16 reacted to Khlowd in LSPDFR 0.4 - Epic Customization   
    Does this mean I can finally see CHP/SAHP motor units patrolling the freeways?! Excellent!
  23. Like
    Awesomeo16 reacted to Sam in LSPDFR 0.4 - Epic Customization   
    This is the second 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
     
    With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map.
     
    Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now.   Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies.  As such, we wanted to find a way to bring these in to LSPDFR.
     
    So, forget just rolling the ball.  With 0.4, we're hoping to hit it clean out of the park...
     

     
    LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas. 
     
     
    Custom Agencies
     
    One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game.  LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking.  Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with?
     
    LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too.
     
    The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add.
     
     
    Patrol Areas
     
    Of course, what good are a bunch of custom agencies if you don't actually see them?  0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas.  With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage.
     
    Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup.  Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too.  You'll now see your agencies actually patrolling in their designated areas.
     

     
    Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat.  And not just any cops... your cops!
     
     
    Police Stations
     
    In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR.  Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too.
     
    Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it.
     
    This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency.  Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired).
     

     
    The Davis Sheriff's Station, all grown up...  It looks a lot better now with the right people outside! 
     
     
    Outfits & Inventories
     
    For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too!
     
    If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props.
     
    And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters.  With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves.
     
    It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition.
     
     
    Putting it all together
     
    We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire. 
     
    To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others.
     
    There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4.
     
    Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above.
     
    We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon!
     

     
    Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis.
     

     
    No smart captions here - we just thought this looked cool ;]
     
    Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.
  24. Like
    Awesomeo16 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.
  25. Like
    Awesomeo16 reacted to VisionX in LSPDFR Australia Discussion Thread 2.0   
    ...

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