Everything posted by Nikopol
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Plagiarism, respect and you. An important notice regarding our Community Guidelines.
http://fcrp.quaker.org/ mmh, interesting...
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1.0a _ Crash - log report
[ERROR - 10:30:29 PM] [Main] CRITICAL ERROR DURING MAINLOOP! REPORT THIS ISSUE AT LCPDFR.COM BY INCLUDING THIS LOGFILE. [ERROR - 10:30:29 PM] [] GTA.NonExistingObjectException: Invalid call to an object that doesn't exist anymore! at GTA.Ped.SayAmbientSpeech(String PhraseID) at freval_211.eval_fr2(String A_0) at freval_78.eval_fr10() at freval_78.eval_fr8(Object[] A_0) at LCPD_First_Response.Engine.Timers.DelayedCaller.fr0() at LCPD_First_Response.Engine.Main.fr2() That GTA.Ped.SayAmbientSpeech(String PhraseID) let me suspect even more that the problem is in Olanov's peds & pedvariations config files...
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Plagiarism, respect and you. An important notice regarding our Community Guidelines.
Of course there's a difference: it was just an example, an exasperation. The point is: while it is necessary to properly credit others' work (even with forced admin actions), is this "witch hunt" worth it? I think that freedom of expression is more important than trying to find obstructing constrains for "stealers". Let them "steal"! More people working means more experimentation, more competition, more quality. Isn't it? The open source mentality is the winning one.
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Plagiarism, respect and you. An important notice regarding our Community Guidelines.
Isn't it pointless? Humanity grows on itslef shoulders: everything everytime everywhere, creativity is based on someone else work. It has always been this way, that's the human nature. And I'm not talking about GTA modding; art, architecture, poetry, etcetc - every human artifact: there's always a background. (just an example: Frank Gehry buildings. It seems they're innovative, new, "never seen before". It's not like that: Gehry's work stands on decades of experimental studies about formal deconstruction made by many & many & many architects...) I've read many times this expression: "made from scratch". For real? Maybe I'm wrong, but... Aren't these models based on drawings made by other designers? Isn't it, to be honest, a rip of someone else work? I am, of course, deeply grateful to all these modders around here that share their beautiful works with the community: I'll never thank you all enough. But, simpy I don't get the point of arguing about "copyrights". Even if it's awfully annoying not being credited for your own work, is it worth to get "angry" like this? I understand that, in this case, the reward is personal satisfaction. But it's always better to remain "one level above". And as many of you maybe know: frequently happens to not being properly credited for your own drawings in more important real work situations. It happens! And best solution is, in my opinion (and experience), to don't mind it at all =) With love, respect and admiration for you all Nikopol
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Justin Bieber Arrested For DUI And Drag Racing In Miami
Just kidding with that. I don't want his life, but rather for him to set a better example for his followers. It is a shame to hear about these stories all the time. As mentioned many times here, the worst part is that it is influencing future generations and changing how people determine what is right and wrong. Maybe the funniest thing I've seen in the last times... thank you!
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1.0a _ Crash - log report
Unfortunately all tested solutions don't seem to work properly. PreloadAllModels prevents the game from crashing, but when it comes the time everything goes mad; it becomes unplayable: bad graphical issues (distance of view becomes ridiculously near, almost every model and texture is glitched), scripts stop working properly. The game behaves like it should have crashed =) (or to be clear: the game crashes without going back to desktop... useless) When this occurred, I've tried to reload a savegame with no luck: the game remains as it is. Hard reboot needed. Trying to revert models at a vanilla state and removing TrafficFlow & Area Livery Mod scripts... Sadly I think they're the problem, for me (damn, I love those Abraxas' liveries...) Going back with memory: I'm using Olanov's beautiful >LCPD Detectives ped models. They're shared with a configured peds.ide and pedvariatons.dat that change models behaviour. As I've seen, it implements automatic voice reactions to world events. Is it possible that crash occurs when one of these models try to say something? (Partner sometimes shares his evil comments (that's funny) while player ped is forced to voice M_Y_COP_BLACK with simple native trainer) Any suggestions? Going crazy...
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Karin Sultan _ LCPD undercover [non-ELS]
http://www.lcpdfr.com/uploads/monthly_01_2014/post-30996-0-35309200-1390518893.jpghttp://www.lcpdfr.com/uploads/monthly_01_2014/post-30996-0-05361300-1390519026.jpghttp://www.lcpdfr.com/uploads/monthly_01_2014/post-30996-0-41217800-1390518997.jpghttp://www.lcpdfr.com/uploads/monthly_01_2014/post-30996-0-10029100-1390519118.jpg Karin Sultan _ LCPD undercover [non-ELS] Credits: Whelen Avenger Light Bar _ made by EVI Sultan vanilla model + vanilla components (police ram bar, radio & laptop) _ made by Rockstar Games (thanks to Chamimnya for ripping and sharing them) This is my very first "model" (which it isn't, as I've only joint toghether models made by other talented modelers), hope you like it =)
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Justin Bieber Arrested For DUI And Drag Racing In Miami
That's a bad news... He's still alive
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Area investigation seems very interesting. It would be fun to search for a suspect (robbery, drug dealing, wanted person, etc) without having the "blip" on the map, just a dispatch description (for example: name, skin color, body size, dress, etc). Maybe with different suspect's behavior, such as unaware, hiding, aggressive and so on (depending on the callout).
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1.0a _ Crash - log report
Pre.loading all models seems to work - even if I had (once) bad graphical issues that requested a game reboot - but I'm not that sure: I think the problem is correlated to Sam's Traffic Flow script: first attempts with PreloadAllModels value ended with the same random crashes (every 20/30 minutes) BUT with no error report from LCPDFR (and that's a step forward, I think...). Increasing TimeInterval value of TrafficFlow.ini (from 15 seconds to 30), togheter with the PreloadAllModels line of lcpdfr.ini, may have solved the crash issues (I hope). TO BE CLEAR: LCPD:FR 1.0a worked with no issues using pure vanilla peds & cars models - crashes started since: police & police2 models were changed with enhanched ones, plus multiple liveries _ addition of Traffic Flow & Area Livery Mod scripts added policeb model (made by me: undercover sultan with high poly lightbars) fib ped models changed LCPD:FR 1.0a itself works perfectly _ problem is cohabiting with other heavy scripts
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Monty Python's reunion!
one down, five to go
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Modded LCPDFR Vehicles
What do you mean? Open IV should find GTA path by itself at the first run. Are you sure that you installed &/or configured Open IV properly?
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Modded LCPDFR Vehicles
After replacing wtf & wtd files with Open IV, open them to check if they're changed
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1.0a _ Crash - log report
Thank you Ineseri! =) For you to know, which models does that line load? ('cause I think I'm having those random crashes since I'm using Sam's Traffic Flow...)
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1.0a _ Crash - log report
lcpdfr.log AdvancedHook.log ScriptHookDotNet.log
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LCPDFR Crash
Hope this update of Visual C++ (from 11.0.610.10 to 11.0.610.30) helps with random crashes I'm having..
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Remove 1.0 pistol animation
I love that animation =)
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Traffic
Traffic Load works great but is too heavy. I have bad map textures and models losses with this configuration: PC i7 3770K 16 GB RAM HDD 7500rpm RAID 0 Asus GTX 670 GTA IV (1.0.7.0) ENB_Icenhancer 2.1 LCPDFR + few light scripts only 2 low.poly car models (enhanced Vapid & Cruiser by Lt.Caine) commandline.txt -norestrictions -nomemrestrict Real Traffic Spawn is a workaround script, dont' like it. Right now Traffic Flow seems the best solution to me, waiting for an update (slots!) by Sam!
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Battlefield 2, still being active
Or maybe titles as SWAT (3 & 4) or Rogue Spear (until Raven Shield) or Hitman (until Blood Money) or SimCity4 - just to name a few - are no more being produced. Game industry, nowadays, generally runs after a casual/arcade/childish/(stupid?) audience... Smart, brilliant and difficult games are a distant memory.
- Unmarked Vapid Interceptor by Ekalb
- Traffic Flow
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Original Files
- Original Files
If it is a Steam version, try to "verify cache integrity" (it should restore ALL changed files)- Weapon hold style change?
In 1.0 it's (usually) automatic. In 0.95RC2 it was Numpad 0 key, if I'm not mistaken- [ZModeler] How to add lights to a vehicle
I've recently made an undercover Sultan model using the pretty >Whelen Avenger Light Bar made by EVI. It's not that difficult, but you need (at least) these applications: zmodeler 2.2.4 OpenIV With OpenIV export car's model (wtf) and textures (wtd) from vehicles.img. From the same image export vehshare.wtd & vehshare_truck.wtd textures, as they're shared by many vehicles. (there's some other texture to export but I don't really remember... anyway, you'll find out later) Opening ZModeler, first of all, you have to import textures (this way zmodeler will edit materials by itslef - otherwise you will do that by your own, not that simple...). THEN import the model. IF zmodeler returns errors for missing textures, you'd better find where are they stored (it will be a x.img) and import them (you'd better delete and re.import the model for automatic material assignment). Same procedure for lights' model and textures. About lights assignments: if you're using ELS there is a great tutorial made by hlsavior: Assembling an ENTIRE Vehicle Otherwise, for non-ELS lights, you can understand the basics >here This is what I learned so far, hope it helped - Original Files