Reputation Activity
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Phaxol reacted to FKDZ in Why was Ultimate Backup Removed?I think you are approaching this too personally. Not everyone can be as tough skinned as you, or have the energy to put up with it. Also, Bejoljo is pretty much the biggest modder on this platform right now, the amount of complaints, nasty private messages, shitty reviews are much more likely to happen to him.
It's obvious he uses modding as an outlet, a hobby, to have fun and make awesome stuff for a community that loves playing LSPDFR. But once that community starts biting back, even just a tiny bit, it takes the fun out of modding quickly. And yeah.. you might say ''fuck those complainers, I don't care'' but not everyone can put up with that especially when its a hobby and not a job. Tons of people struggle with this.
I don't think its fair to compare him to a ''kid not getting his way''.
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Phaxol reacted to FKDZ in Why was Ultimate Backup Removed?Oh I didn't see this, so he is taking a break due to some negative stuff. I understand, biggest reason modders leave or take a break is due to the constant nagging from users to ''do this/do that''.
Translated from his profile page it comes down to feeling underappreciated and undervalued. Also the fact that brand new users can leave reviews is bothering him, he wishes people only with a good reputation to be able to review. Seen many modders collapse due to this, hopefully he has the energy to still pick things back up, just sad that people can be so demanding and mean when someone is obviously putting his heart and soul into something...for free.
You could get 10 comments about how people love your mod and 1 comment thats negative and you'll forget all about the other positive ones, it sucks.
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Edit: He is now hosting his mods on his own website; https://bejoijo256.wixsite.com/bejoijo
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Phaxol reacted to LMS in Bug in ForceEndCurrentPullover()Reproduced and fixed, thanks again.
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Phaxol reacted to PNWParksFan in LSPDFR 0.4 API UpdateYes, I tried it with all ASI mods removed, no LSPDFR plugins, and no other RPH plugins. I also don't have any unusual antivirus, just Windows Defender, and wasn't running anything weird at the time like the VS debugger or anything like that. RPH is in Developer mode, but I imagine it is for you too.
That uses the natives for Ped headshots. Check out this wrapper by @alexguirre: https://gist.github.com/alexguirre/760bff5e8f922901ec337fe9ea0c58cb
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Phaxol got a reaction from Father Fruit in Police car has a weird chrome color and i don't know how to fix it.Did the model come with a "<model name here>+hi.ytd" file? If so, try replacing the livery in this file as well or just delete it all together.
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Phaxol got a reaction from Jay-107 in Rageplugin Hook working...but not...Try starting the game by the normal launcher, then before the game window pops up but after the launcher goes away launch RPH. It should say "waiting for game window..." and then hook into it automatically when the game window pops up . Then from there it should skip the part where you choose story mode/online and load directly into story mode. This is how I do it with and have had no issues
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Phaxol reacted to Pavy in RPH Update IssueWhat phaxol said is correct you have an older version but he made a bit of a typo, just so you don't get confused.
The version YOU have is 0.62
The latest version is 0.63
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Phaxol got a reaction from Pavy in Stuck on loading screenSounds like you have an outdated update.rpf in your mods folder, did you recently update the game?
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Phaxol got a reaction from Gepard in Car headlights and Initiate Traffic Stop same buttonThis mod is what you are looking for I believe:
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Phaxol got a reaction from Pavy in How do i make a car any colour ?Nope, you want a fully transparent background except for what you want to see in game (for example just license plates). The texture should look something like this in most photo editing programs:
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Phaxol reacted to Albo1125 in Open-Sourcing Albo1125's Mods & 'Retirement'Dear all,
As many of you will have noticed, my activity in the LSPDFR scene has decreased significantly over the past few months. There are many reasons for this, the details of which I won't bore you with. It mostly comes down to being busy with other things in my life, as well as LSPDFR becoming less interesting for me having played it for so long and the introduction of frameworks allowing modded GTA5 multiplayer environments.
How times have changed since when I joined the community in 2015, from me taking an interest in learning to code in C# to having multiple plugins released on the site. It's been one heck of a journey here. I recall well the first 'mod' I uploaded for the LSPDFR community, which was called 'More Jail Points' at the time. This was first published for RAGEPluginHook 0.20. This later evolved into 'More Jail Points & Prisoner Transporter' and is now known as the all-so-familiar Arrest Manager. When I was contacted by @dbock1989, who was so enthusiastic about my More Jail Points & Prisoner Transporter plugin at the time, I couldn't quite believe it. He had been so kind as to create a variety of images related to the plugin (see below)! It frankly couldn't have been a more exciting moment at the time and, alongside other overwhelmingly positive and welcoming feedback, served as a major motivation factor for me to continue learning to code and create plugins.
Following this, I was looking to give more purpose to the LSPDFR traffic stop system. And so, Traffic Policer was born - a plugin originally intended to add a few ambient events related to traffic offences. This has now grown into one of my most feature-packed plugins to date. By this time, some YouTubers started using my plugins in their videos. Not only was this a great way for me to obtain feedback on my mods' user experience, I also watched @Zachary Houseknecht with great pleasure while my ANPR Hit AI lit many of his police vehicles on fire... An absolute howler: https://youtu.be/4D8HshZzWMQ?t=606
Some weeks on and Assorted Callouts was next in line. This was originally created out of a callout idea by @CaptainSugarFree and turned into what is now known as the Pacific Bank Heist. This took about 4 weeks of intensive development to fully complete (and am I shocked at the code quality looking back at it now... works though). As the first of its kind, the callout featured voice-overs and an intense, detailed SWAT based LSPDFR callout. I was incredibly proud for this to be featured on @Jeff Favignano's channel and I see now that the video in question has amassed over 1.9 million views... breathtaking. https://www.youtube.com/watch?v=eIXKvUyzylA
Moving on again. At this point, @FinKone had managed to get me into YouTube. After having released British Policing Script, longing for an LSPDFR experience closer to home for me, many longed a version of the plugin for international and American users to incorporate the traffic stop improvements and a court system. With that, I released LSPDFR+ by doing my first ever YouTube live stream, which was quite the experience. After this, I released Siren Mastery, PoliceSmartRadio and a variety of other tools and smaller plugins. Many hours of coding, effort, stress, giving support and obtaining feedback had been put in by this point. I was absolutely chuffed to then achieve one million downloads on my published files...
This figure has since risen to over five million.
Following some negative coverage of LSPDFR in some of the Australian media, I'm also very happy that Wired UK decided to publish an overwhelmingly positive article on the whole GTA5 police modding scene: https://www.wired.co.uk/article/gta-5-mods-lsdpfr-british-police?utm_content=buffer9ca53
After PoliceSmartRadio's release - with the infamous April FoolsRadio download giving four thousand people a perhaps frustratingly good laugh - I placed the whole modding scene lower in my priority list. As mentioned previously, this has since been pushed far further down.
Some thoughts on the community's development over time
I would describe the LSPDFR community as healthy. @Sam @LMS and all the other contributors have created something very special for all the right reasons and this is largely reflected in the attitudes of the staff & moderation team and community members. With publishing mods on a popular website like this, unfortunately, comes some drama and negativity - and while I have not always agreed with the way and speed the moderation team dealt with my reports relating to me and my work, they have done a good job overall. The few issues that I experienced were all resolved. From my experience in the plugin side of the modding scene, this continues to be the case now.
One thing I noted during the months that passed is that both experienced but particularly newer modders are now frequently treated with disdain in the scene. The modding scene has grown massively since when I first started and unfortunately, in this area, it shows. Everyone starts somewhere and the fact someone is spending their free time creating something for all of you to download, for free, has become massively underappreciated and taken for granted. Sure, a new modders' release may be full of bugs and be nowhere near as feature-rich as more developed plugins, but this takes time to solve. Had I received the negative feedback I've seen on many a new modder's release page back in 2015, you can rest assured I wouldn't have continued my development here. When providing feedback, by all means, point out the issues, but do so in a friendly, constructive manner, not in an entitled, toxic one. Have a look at the first few comments on my Arrest Manager download page to see what that is like - this was a major factor for me to consider continuing development! It is essential for the development of the LSPDFR modding community that this attitude is changed back to what it was in the 'good old days'.
With all that said, I also hope the release of LSPDFR 0.4 kicks a breath of fresh air into the now somewhat stale core LSPDFR modification. With over 2 years having passed since the latest update of the core modification, I'm sure we all agree that an update would be a very welcome step. From the various preview posts released by the development team, it looks that we all have something great to look forward to there.
'Retirement'? So does that mean you're permanently done with the LSPDFR modding scene?
No, but I won't be actively developing plugins for LSPDFR any more. To be fair, nothing's really changing much now compared to the past few months. I intend to remain as a member of the LSPDFR Testing Team and I'm sure I'll be drawn back in at some point to explore some of the new development options in the 0.4 API. I'll also stay around on my discord and occasionally the forums and I intend to continue publishing occasional videos on my Youtube channel. If my time and motivation levels allow, I may publish some minor updates to my current mods before 0.4 is released. The fact remains, however, that I would currently classify myself as 'inactive' in the scene. With so much other stuff going on, I simply don't have the time to commit that I used to. It would be a pity to say the least to let all my work slowly deteriorate and waste away. Therefore, I've decided to publish the source code to some of my plugins to https://github.com/Albo1125/. At the very least, I would like it to be a learning resource for other ambitious plugin developers in the scene. At best, I hope other developers will take it upon themselves to improve the code where necessary (yes it is very necessary!) and create pull requests to share those improvements. These can then be merged and released, with credits obviously included for contributors.
Back when I started developing for LSPDFR, very few learning resources were available bar the great example project by @LukeD . This hasn't really changed since, despite the creation of the LSPDFR API repository by LMS (https://github.com/LMSDev/LSPDFR-API) and some posts aiming to document the LSPDFR functions by myself in the API development subforum. A noteable step was the creation of the LSPDFR Developers Discord server thanks to @Stealth22 A full post with current development resources can be found here:
I'm planning to publish the source code to a number of my plugins one-by-one to improve this and give something to the community:
Arrest Manager: https://github.com/Albo1125/Arrest-Manager Assorted Callouts: https://github.com/Albo1125/Assorted-Callouts Albo1125.Common: https://github.com/Albo1125/Albo1125-Common Traffic Policer: https://github.com/Albo1125/Traffic-Policer LSPDFR+: https://github.com/Albo1125/LSPDFRPlus British Policing Script: https://github.com/Albo1125/British-Policing-Script
By no means do I claim that any of the code I post is perfect or amazing - on the contrary, far from it. With the experience I have now gained, reading through some of my old code makes me want to tear my hair out. This is only to be expected, though - most of my plugins were created as part of my learning experience of C#. Prior to this, I had no coding experience or knowledge. It's fascinating to see how the quality of my code has evolved over time by looking at my various different plugins in order of initial release date.
Wrapping up. I hope this post provides some clarification and closure for those of you wondering where on earth I've been over the past few months. It's been an absolute blast and a pleasure. To all of you who were a part of my journey here, thank you.
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Phaxol reacted to Cyan in File Information Bug?Should be fixed now.
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Phaxol got a reaction from SCPDUnit23 in File Information Bug?Hello,
Today I noticed that the recorded downloads for my plugin:
is displaying on the page that it has 1,512 downloads but when I link it like above, it shows the correct ~3,500 downloads the file has. Also, since I have uploaded a new version, the main file page does not say it is undergoing review and has not updated to display 1.5.2 as the newest version, even though the changelog says it has been updated.
Here are some screenshots of what I see:
Also, I had edited and updated the main description of the file and those changes didn't seem to go through either, and now it appears the edit function has disappeared as seen above. Idk what's happening, I also tried using another browser/incognito mode
Thanks for the help!
EDIT: okay the edit options are back, but all of the other problems are still present
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Phaxol got a reaction from Teekay in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!https://www.lcpdfr.com/files/file/20320-interaction-field-sobriety-test-evidence-handling-roadside-drug-test/
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Phaxol got a reaction from captainBuckett in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!After much testing and consideration, I have decided to all together remove the traffic stop backup feature of this plugin for a variety of reasons.
I have decided to take it a different direction and add the ability to use field-drug reagent tests. It would include tests based on their real life counterparts, right now I have 4 planned:
Marquis Reagent (Opiates, MDMA, Meth/amphetamines) Scott Reagent (cocaine/crack) Fentanyl Reagent Ehrlichs Reagent (LSD) In order to make this work, I would have to create a SearchWarrant list that overwrites the default list and changes drug names to their appearance.
For example, finding "meth" on a ped would be changed to "a suspicious white powder". Then, through the menu you can choose the piece of evidence you collected and then choose the test you want to use.
Another change coming is the way evidence is handled. You will soon be able to keep track of stored evidence, as well as have the ability to drop it off at any police station.
This is all very early planning phase and I feel like this might take some time to perfect, and things might change
Thank you to Teekay and all of my beta testers! Will be looking for more once I get all the kinks worked out of the new features
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Phaxol got a reaction from captainBuckett in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!Hello all, I am here to announce the development of my latest plugin, Interaction+. I would say at this point it is about halfway completed.
Currently, 4 features are planned:
Suspect Observation
Observe suspect's pupils, demeanor, and odor to determine if further investigation is needed Works based off of TrafficPolicer and DarkMyre's Search Warrent APIs Not a definitive source of info, some peds may keep their cool around police and give no indication they are carrying something illegal, vice versa nervous people may be following the law but don't like cops. It is up to you to ultimately decide. Drugs and alcohol intoxication are heavily weighted to show in the observation since these are a lot harder to hide. Example observations: https://imgur.com/a/4rFOw Field Sobriety Test
Make a ped walk in a line in front of you and back to determine if they are impaired or not Impairment is currently observed by use of ragdoll at some point during the test If ped is intoxicated, test will be heavily weighted for them to fail, although there is a small chance they will pass Sober peds will always pass for sake of investigation K9 Traffic Stop Assist
Call a K9 to a traffic stop and have it inspect the suspect vehicle for narcotics Not yet implemented, so no further details Read Miranda Rights
Now you can read arrested peds their Miranda Rights just like real cops. Don't get your case thrown out for this silly mistake! Currently no function other than aesthetic, maybe a plan in the future where LSPDFR+ court cases will be affected by this
Current Progress:
Observations: 95% Field Sobriety Test: 95% K9 Traffic Stop Assist: 90% Miranda Rights: 100%
If you have anything that you would like to see, change, or improve, please let me know!
Thank you
I
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Phaxol got a reaction from SolarWarden in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!Just a quick update, development of this mod is still underway, but due to the amount of features bug testing and optimization are taking a longer than I expected with my limited GTA coding experience, and I'm somewhat of a perfectionist. Do not worry, it is still on its way! Just hit 2000 lines of code
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Phaxol got a reaction from techgamer15 in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!Hello all, I am here to announce the development of my latest plugin, Interaction+. I would say at this point it is about halfway completed.
Currently, 4 features are planned:
Suspect Observation
Observe suspect's pupils, demeanor, and odor to determine if further investigation is needed Works based off of TrafficPolicer and DarkMyre's Search Warrent APIs Not a definitive source of info, some peds may keep their cool around police and give no indication they are carrying something illegal, vice versa nervous people may be following the law but don't like cops. It is up to you to ultimately decide. Drugs and alcohol intoxication are heavily weighted to show in the observation since these are a lot harder to hide. Example observations: https://imgur.com/a/4rFOw Field Sobriety Test
Make a ped walk in a line in front of you and back to determine if they are impaired or not Impairment is currently observed by use of ragdoll at some point during the test If ped is intoxicated, test will be heavily weighted for them to fail, although there is a small chance they will pass Sober peds will always pass for sake of investigation K9 Traffic Stop Assist
Call a K9 to a traffic stop and have it inspect the suspect vehicle for narcotics Not yet implemented, so no further details Read Miranda Rights
Now you can read arrested peds their Miranda Rights just like real cops. Don't get your case thrown out for this silly mistake! Currently no function other than aesthetic, maybe a plan in the future where LSPDFR+ court cases will be affected by this
Current Progress:
Observations: 95% Field Sobriety Test: 95% K9 Traffic Stop Assist: 90% Miranda Rights: 100%
If you have anything that you would like to see, change, or improve, please let me know!
Thank you
I
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Phaxol reacted to SolarWarden in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!I absolutely LOVE where you're going with this mod @Phaxol! Especially the evidence storage! Keep up the amazing work! I can't wait until this goes public!!
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Phaxol got a reaction from SolarWarden in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!I am still in the albeit slow process of coding this mod; I have added several new features since this initial post and have restructured it. Right now I am bug testing when I can and am going to add the .ini file then hopefully release. Here is a quick update on the new features:
Field Sobriety Tests
NEW:
Walk and Turn Test Animations redone to be smoother and add immersion Horizontal Gaze Test Player can now also perform a horizontal gaze (pen) test to determine if the suspect is impaired Traffic Stop Assistance
NEW:
Traffic stop assistance has been reworked to allow for regular backup, K9 backup, or both [NEW] Evidence Storage
Users can now store evidence in the trunk of any police vehicle Pieces of evidence are inputted into an onscreen text box separated by commas e.g.: entering "4 grams meth, a stolen handgun, used needles" will store 3 pieces of evidence Fully animated [NEW] Automatic Pursuit Updates
Your player will now automatically tell dispatch when you start a pursuit, and then update them every 30 seconds with the location and speed of the fleeing vehicle This feature is toggle-able in the menu and will be in the .ini
Stay tuned, may release another updated video if I have time later this week
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Phaxol got a reaction from captainBuckett in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!I am still in the albeit slow process of coding this mod; I have added several new features since this initial post and have restructured it. Right now I am bug testing when I can and am going to add the .ini file then hopefully release. Here is a quick update on the new features:
Field Sobriety Tests
NEW:
Walk and Turn Test Animations redone to be smoother and add immersion Horizontal Gaze Test Player can now also perform a horizontal gaze (pen) test to determine if the suspect is impaired Traffic Stop Assistance
NEW:
Traffic stop assistance has been reworked to allow for regular backup, K9 backup, or both [NEW] Evidence Storage
Users can now store evidence in the trunk of any police vehicle Pieces of evidence are inputted into an onscreen text box separated by commas e.g.: entering "4 grams meth, a stolen handgun, used needles" will store 3 pieces of evidence Fully animated [NEW] Automatic Pursuit Updates
Your player will now automatically tell dispatch when you start a pursuit, and then update them every 30 seconds with the location and speed of the fleeing vehicle This feature is toggle-able in the menu and will be in the .ini
Stay tuned, may release another updated video if I have time later this week
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Phaxol got a reaction from SCRTAGNT69 in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!I believe I am close to releasing a beta of this, it just needs a little more depth and testing before release.
I am going to try to add a little more randomization/outcomes to each function to make it more unique with differing peds. There are still a few bugs and things I need to adjust but right now all of the features work as intended.
Current status:
Observe suspect: 99%
Field Sobriety Test: 100%
Miranda Rights: 100%
K9 assistance: 95% (I believe I need to optimize it a little further as it was causing a little fps drop)
I may make a video showcasing the functions soon
M
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Phaxol got a reaction from LtFlash in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!Hello all, I am here to announce the development of my latest plugin, Interaction+. I would say at this point it is about halfway completed.
Currently, 4 features are planned:
Suspect Observation
Observe suspect's pupils, demeanor, and odor to determine if further investigation is needed Works based off of TrafficPolicer and DarkMyre's Search Warrent APIs Not a definitive source of info, some peds may keep their cool around police and give no indication they are carrying something illegal, vice versa nervous people may be following the law but don't like cops. It is up to you to ultimately decide. Drugs and alcohol intoxication are heavily weighted to show in the observation since these are a lot harder to hide. Example observations: https://imgur.com/a/4rFOw Field Sobriety Test
Make a ped walk in a line in front of you and back to determine if they are impaired or not Impairment is currently observed by use of ragdoll at some point during the test If ped is intoxicated, test will be heavily weighted for them to fail, although there is a small chance they will pass Sober peds will always pass for sake of investigation K9 Traffic Stop Assist
Call a K9 to a traffic stop and have it inspect the suspect vehicle for narcotics Not yet implemented, so no further details Read Miranda Rights
Now you can read arrested peds their Miranda Rights just like real cops. Don't get your case thrown out for this silly mistake! Currently no function other than aesthetic, maybe a plan in the future where LSPDFR+ court cases will be affected by this
Current Progress:
Observations: 95% Field Sobriety Test: 95% K9 Traffic Stop Assist: 90% Miranda Rights: 100%
If you have anything that you would like to see, change, or improve, please let me know!
Thank you
I
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Phaxol got a reaction from SCRTAGNT69 in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!I have implemented a work around for this already, you select the ped for FST then they are frozen in place. You then move to a location that is suitable for them to walk safely, then face the direction you want them to walk and press a key. Currently, the ped is then teleported in front of you and they perform the test. I am looking into using an alternative to teleporting though for immersion purposes
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Phaxol got a reaction from Kalleboston in [WIP] Interaction+ | Suspect Observation | Field Sobriety Test | More!Hello all, I am here to announce the development of my latest plugin, Interaction+. I would say at this point it is about halfway completed.
Currently, 4 features are planned:
Suspect Observation
Observe suspect's pupils, demeanor, and odor to determine if further investigation is needed Works based off of TrafficPolicer and DarkMyre's Search Warrent APIs Not a definitive source of info, some peds may keep their cool around police and give no indication they are carrying something illegal, vice versa nervous people may be following the law but don't like cops. It is up to you to ultimately decide. Drugs and alcohol intoxication are heavily weighted to show in the observation since these are a lot harder to hide. Example observations: https://imgur.com/a/4rFOw Field Sobriety Test
Make a ped walk in a line in front of you and back to determine if they are impaired or not Impairment is currently observed by use of ragdoll at some point during the test If ped is intoxicated, test will be heavily weighted for them to fail, although there is a small chance they will pass Sober peds will always pass for sake of investigation K9 Traffic Stop Assist
Call a K9 to a traffic stop and have it inspect the suspect vehicle for narcotics Not yet implemented, so no further details Read Miranda Rights
Now you can read arrested peds their Miranda Rights just like real cops. Don't get your case thrown out for this silly mistake! Currently no function other than aesthetic, maybe a plan in the future where LSPDFR+ court cases will be affected by this
Current Progress:
Observations: 95% Field Sobriety Test: 95% K9 Traffic Stop Assist: 90% Miranda Rights: 100%
If you have anything that you would like to see, change, or improve, please let me know!
Thank you
I