Everything posted by VoodooMods
-
1986 Declasse Premier - LSPD
I love it. But the more I look at it, the headlights, taillights, roof shape... the more I think of it as a Bravado... Emissary? Very similar to its luxury cousin, the Schyster Libertonian. If I may make a suggestion, with some modifications, the Emperor's headlights and grill and the Faction taillights (or maybe the IV Esperanto) would be more fitting for an 80's Premier.
-
[REL] Realism Dispatch Enhanced 3.1.1
I'm aware of WoV and I do use it - however, while it adds more vehicles to the vehicle pool from which the game picks traffic, there is still a behaviour in the game engine that makes it pick fewer different cars when it runs low on memory. For example you'll get only four or five different models spawning in traffic. This is similar to the behaviour of older GTA titles (III, VC, SA) and to GTA IV, where the engine would only spawn taxis. Alternatively, the engine sometimes spawns more models but only uses the first color in their carvariations list - which is often black, resulting in mostly black cars driving around (some models have a different color as their first color, for example the Granger has brown as its first color so most Grangers that spawn will be brown). Anyway, that limitation can (or could) more or less be circumvented by manually adjusting the traffic variety value in settings.xml (the max value you'll get by setting this value in-game is 1.0, but with a text editor, you can set it to, say, 1.2, 1.5 or even 2.0, albeit making the game more crash-prone.) However, this now appears to cause a crash, even if the value is only slightly altered (for example, mine was at 1.05 with IV Pack). That doesn't fix my RDE issue though... even with a clean settings.xml file, it always crashes near the Arcadius center. I was able to get RDE to be more stable by using the workaround that has you swap the update.rpf file, but as Yard1 mentioned in another thread, this strips RDE of most of its features.
-
[REL] Realism Dispatch Enhanced 3.1.1
I'm having problems too - frequent crashes when driving around some areas of the map. In my case, my game always crashes when driving near the Arcadius center in downtown LS. GTA seems much more finicky with memory use since the last update - I had the exact same crash happen and it appears it was caused by custom values in my settings.xml file (used to be a popular workaround for better traffic variety). Hopefully the RDE team will be able to work around these limitations... I'm having problems too - frequent crashes when driving around some areas of the map. In my case, my game always crashes when driving near the Arcadius center in downtown LS. GTA seems much more finicky with memory use since the last update - I had the exact same crash happen and it appears it was caused by custom values in my settings.xml file (used to be a popular workaround for better traffic variety). Hopefully the RDE team will be able to work around these limitations...
-
[REL] Realism Dispatch Enhanced 3.1.1
Frankly, the Merit would also belong in the "too old" bin by now... it's based on the 8th-gen Impala, which was discontinued in 2005. Even on the civilian market, a lot of them have gone to the junkyard. I guess it makes sense for the SADCR - I know the real-life CA Corrections Dept has even been using 1st-gen (late 90's) Crown Vics until recently - and it kinda works with the USAF as a stand-in for the real-life 9th-gen Impala, but for any regular agencies that require heavy-duty use, it has exceeded its useful life long ago. Besides, I don't think the Impala has ever been very popular in California, as it was a front-wheel drive car. Both the CHP (8th-gen) and LAPD (9th-gen) seem to have had a handful of Impalas for evaluation purposes at some point, but never bought them in large fleets. As for the LASD, they used some 8th and 9th gen Impalas for Civilian Process Server units - all-white cars with no emergency lighting. Speaking of "too old", have you guys ever considered a 90s expansion/conversion at some point? There are already plenty of good stand-ins from IV and V for a full 90s pack (1st gen Stanier, Premier/Caprice, Marbelle/LTD, even the Uranus and Ruiner would be pretty awesome as counterparts to the Mustang 5.0's and Camaros that the CHP used in active service back then)... just a thought.
-
Various Camo Pattern Pants for Ped
Well that's a more or less accurate depiction of reality (SPVM has switched to dark blue shirts about a year or two ago), but that whole pants thing IRL is a real disgrace to the profession, and I feel sick that it's become so representative of Montreal that it's now being immortalized in a mod.
-
Aquamenti's WIP and showroom thread
Awesome stuff Aquamenti, I really enjoy your work! For future projects, would you consider using your magic touch to make proper police versions of the Mesa and Dominator? I know there's a police Mesa somewhere but it's based on the jacked Merryweather version whereas the regular version would be a better fit, and there is a Dominator but it stopped getting updated before it could be properly finished.
-
[REL] Realism Dispatch Enhanced 3.1.1
When it is done.
-
Dynamic Patrols (Compatible with IVPack)
Granted, with LSPDFR there wouldn't be an impact on gameplay. You do also seem to use mostly vanilla vehicles (apart from IVPack), so that might be why I encountered different results. I run a customized version of IVPack to which I've manually added the RDE police vehicles and a bunch of other stuff including my own work... Sometimes the ratio was ok, but sometimes I'd get the odd SAHP convoys on both sides of the highway. It really depends. However, getting chased in the vanilla SP experience, you WILL see your whole minimap light up with police blips as soon as you hit your first star ;) Thanks for the heads up on LEJS, I'll give it a shot. I also hear the upcoming version of RDE might have something similar...
- 57 comments
- 8 reviews
-
Dynamic Patrols (Compatible with IVPack)
I tried this method in the past to avoid playing with the popcycle file, to mixed results. The thing is, the game engine has a hard time keeping many vehicle models in memory, even if you select the maximum variety settings (or even force higher settings by manually editing the settings file). This is even more noticeable the more mods you use and new models you add - at some point, 1 in 10 cars in traffic may be a cop car. The other problem is that even if the ratio is a little higher and you don't see that many cop cars around you, there will still be a higher amount than usual spawning in surrounding streets, which means pursuits are now very hard to evade because in addition to the cop cars spawned by the Dispatch settings file, all the other cop cars already spawned in traffic will also respond, which means you can easily end up with a dozen or so police cars rushing you at one star. Then again, the game engine appears to HATE the slightest modification you make to the popcycle file and punishes you with the "always the 5 same car models everywhere" bug. Even if the percentages still add up to 100 or if you swap pop groups instead of adding them, the game engine will still react adversely. So in the end you can choose between having realistic police patrols but no traffic variety whatsoever, or flimsy variety and an armada of cop cars ready to bear down on you. The best would be if someone came up with an actual random patrol script that didn't involve the popcycle or popgroups files, which could also use custom zoning (spawns by neighborhoods, LS vs Blaine County, etc). Unfortunately, there is no such script at the moment.
- 57 comments
- 8 reviews
-
[REL] Realism Dispatch Enhanced 3.1.1
Awesome! I've been waiting for something like this for a long time. Here are a few questions I have: 1- Will those scripts be customizable to some extent to create further third-party addons? i.e. change the peds and vehicles spawning at existing police station (e.g. if someone wanted to add parked SWAT trucks or create Rockford Hills PD units for the Rockford Hills station) or even add whole new spawn locations (e.g. unmarked cars on a stakeout, private security spawn points at industrial sites, etc )? 2- Could the same principle be applied for ambulance and fire departments? (LS City/LS County/Blaine County FDs, spawning custom airport rigs at airport fire stations, hospital-specific ambulances, etc) 3- Will regionalized dispatch by neighborhood also be supported? I know LSPDFR and some user addons (custom backup) allow this when playing as a cop, but AFAIK when playing regular SP, you still get the vanilla city/county response dichotomy. For example, would you be able to have sheriff units respond around Davis, or eventually have region-specific FD response?
-
[REL] Realism Dispatch Enhanced 3.1.1
Maybe this'll settle the debate - the actual LACoSD marine unit in action: https://www.youtube.com/watch?v=Wfcup41NG5E You can catch a glimpse of the lights around the 0:20 mark - seems all blue to me. It also gives you a good view of the uniforms they're wearing (green polo shirts) - but then again that might be pushing the boundaries of realism a bit too far. If you're gunning for realism and the LACoSD is your reference, you might want to tweak that paint scheme a little. From the reference pictures I could find, they only say "Sheriff" in black letters with the slogan written underneath (that would be your "A Tradition of Suppression") and the star, no mention of Los Angeles. And all their boats have a distinctive dark green stripe with the sheriff star on it near the bow. It's hard to find high resolution pics but here's one image that has all those features clearly visible: Keep up the good work guys! It's mods like RDE that make me love this game. You've inspired me to do some lore-friendly skins of my own, maybe I could share them with you...