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Nikopol

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  1. 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!
  2. 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...
  3. 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 =)
  4. 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).
  5. 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
  6. 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?
  7. After replacing wtf & wtd files with Open IV, open them to check if they're changed
  8. 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...)
  9. lcpdfr.log AdvancedHook.log ScriptHookDotNet.log
  10. Hope this update of Visual C++ (from 11.0.610.10 to 11.0.610.30) helps with random crashes I'm having..
  11. 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!
  12. 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.
  13. The best one I've tried, thank you Sam!
  14. If it is a Steam version, try to "verify cache integrity" (it should restore ALL changed files)
  15. In 1.0 it's (usually) automatic. In 0.95RC2 it was Numpad 0 key, if I'm not mistaken
  16. 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
  17. I suggest Rhinoceros V5 instead of 3DS Max for modeling: they're both "pro" applications but Rhino is more "user friendly" and, in my personal opinion, even more powerful.
  18. Thank you very much for the answer, Ekalb! Unfortunately I can't look at police's motorbike, because I'm not using EFLC dlc but main GTA IV. So I'm using a blank policeb slot, not replacing anything. I've attached an image with the interface I'm working on. Sirens 3 & 4 are the selected ones, placed on the back of the car. They're 2D objects stolen from the FIB vanilla model and moved to the desired position - same for sirens 5 & 6 (front of the car), which in the FIB model were named 1 & 2. Now, that's interesting: attaching sirenX_L0 to the chassis_L0 will "block" their default rotary status... (with "rotary" I mean: in policeb slot, sirens 1 & 2, as isolated objects, rotate on themselves' pivot when in.game activated) The question is: what do you mean by "attaching"? Sorry, maybe it is a stupid question, but I'm not used to work with this kind of 3D models (as I usually design with 3D nurbs models with Rhino, meshes are just for exporting & rendering purposes). What I understand is something like a "boolean" between 2 objects. Ora maybe something more simple like just moving layers between the "hierarchy tree"? That was a stupid question, sorry. I've found the "attach" command and used to link siren 2D model to the chassis_L0. It seems to work just as a boolean operation, great. Is it necessary to attach also L1 & L2 sub.levels/objects to the chassis? How will the in.game render understand where & what is a light if everything becomes part of the chassis? (I'm asking because I've seen that L0 are high poly objects for near in.game rendering, while L1 & L2 are low poly objects for distant rendering)
  19. These are the results of many tests for the policeb lights' slots: siren 1 & 2 - rotary (red & blue) siren 3 & 4 - not alternated leds (red & blue) siren 5 & 6 - alternated leds (red & blue) siren 7 & 8 - no light If anyone is interested in this simple Undercover Sultan vanilla model, just ask =)
  20. As far as I know (ingame tested & used) you can order your partner to arrest a ped pressing G while aiming at the suspect. You can also set a ped as wanted pressing CTRL + E while aiming at the suspect: this should make your partner chase him.
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