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gameboyeg

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Posts posted by gameboyeg

  1. 13 hours ago, Gamer111232 said:

    Nawhhh
    I want to replace CIVILIAN cars 💀 💀 💀

     

    Now I understand how to replace the civilian cars, but the only question is what are the names of the files that need to be replaced 

    You will see what vehicles spawn by the game by looking at the popgroups file and vehiclemodelset file.

  2. 2 hours ago, Gamer111232 said:

    Why use the MODDING folder from Albo, and how can I find the transport that is specified in those 2 files?

    Are you looking to just replace POLICET??? Using a modding folder just makes things easier to replace.

  3. 8 hours ago, Gamer111232 said:

    I mean, how to replace the models of citizens' cars so that the replaced models drive on the map.

    Use an addon folder like albo's MODDING folder. Then replace the vehicle models specified within the popgroups file. Other vehicles that spawn to replace are within the vehiclemodelset file.

  4. 13 hours ago, Fiskey111 said:

    It's been a while!  Life has been crazy, as always.  I've had my second child which is taking up a LOT more time then anticipated (no clue how I thought I'd have more time!!).

     

    Before, in the last update, I showed my nested function which was good for two things:

    1. Impossible to troubleshoot
    2. Extremely resource intensive (a case with about 20 scene items (peds, vehicles, objects, etc.) took 4 minutes to parse and load into the editor)

    I attempted multithreading.  That was extremely difficult to implement as it required a substantial rework of the logic and became quite complex.  So I dropped it and said this wasn't going to be feasible.  That was almost the end of the mod as we know it and is why it has been so long - I just couldn't figure out how to make it work.

     

    But...  I decided to take another look with a fresh look on the problem with what I learned in the back of my head.

     

    I have made a major breakthrough.  Through the power of generic types and recursion, I am able to accomplish what previously required that hideous nested function (all hardcoded) and over 600 lines has been condensed into 170 lines and only two levels of nesting.  The major benefit of this approach - any future updates to the case structure will not require a new editor program as it can handle anything thrown at it.  This was not true before - any change to the structure of the case system required manually adding checks in the editor program to include those new changes.  As you can imagine, this makes improving the system far more simple.  And I as find important things out I can make changes, implement them, then edit cases without wasting time duplicating tasks (and creating bugs).  You can see some of the case data below.  

     

      Reveal hidden contents

    Could contain: text, screenshot, font, document, number

     

    My initial testing indicates this is the way to go.  So I will run some additional testing to validate and continue on!

     

    Thanks,

    Fiskey111

     

     

    Glad to hear you are still working on this! Some progress is better than no progress. They say Rome wasn't built in a day.

  5. 11 hours ago, Legion672 said:

    I recently installed NVE and in order to get ENB to work, I need to go through a specific process to get it to work. In order to get it to work, I need to start GTA through steam, then after it reaches the main menu I need to go back to my main windows screen and launch rage. I've gotten it to hook into the game a couple times but a vast majority of the time it doesn't work. I keep getting the error "slow system or insufficient permissions". Does anyone have a possible solution?

     

     

    Try this, I use to have this issue. This is if you have Nvidia Geforce experience.

  6. 6 minutes ago, Nick181983 said:

    I copied your lspdfr ini the way it was and it’s still the same 

    Main.PreloadAllModels = true
    Callouts.Multiplier = 200
    WorldEvents.IntervalMultiplier = 0.0f
    WorldEvents.MaxNumberOfEvents = 0
    Chase.CopsCanCommandeerVehicles = false
    Chase.DisableCameraFocus = true
    Ambient.EscapedSuspectEncounterInterval = 45000
    Ambient.DisableEscapedSuspectEncounter = false
    Ambient.DisablePlayerFlashlightOverride = true
    Callouts.DisableBigRadar = true
    Ambient.DisableAmbientGameCopSpawnBlock = false
    AmbientSpawn.MaxSpawnedCopsInArea = 1
    AmbientSpawn.MaxCopsInArea = 1
    Chase.ExhaustionInterval = 10000
    Chase.ExhaustionDuration = 15000
    PoliceStation.DisableAmbientSpawn = true
    Chase.DisableAmbientAI = true
    AmbientSpawn.DisableRandomUnits = true
    Networking.DisableServerCommunication = true
    Networking.DisableDiscordRichPresence = true
    KeyHandler.AlwaysDisplayKeyboardKeys = false

     

    Just like this?

  7. 4 hours ago, PNWParksFan said:

    Coastal Callouts Version 1.2 Beta is now available to Parks Benefactor Program members! This update includes a bunch of adjustments and new features based on player feedback from the public release. Changes include:

     

    • New optional "Coastal Callouts Only" mode. You will get random callouts coming in periodically, but they'll only be coastal ones. Also added a "Request random Coastal Callout" button. This is all available under the Callout Config menu on the main menu. 
    • Improved spawning the rope for the helicopter hoist, especially when playing with low FPS, so it's much less likely to glitch out now.
    • Improved spawning of Paleto Bay station to hopefully prevent it from sometimes in the air incorrectly.
    • Added "Disable Flight Music" option to settings so you can fly your helicopter in silence with only the satisfying whine of the rotors
    • Added "Spawn in Current Position" option to vehicle spawner in main coastal menu (instead of spawning boats in the nearest water and aircraft in the air)
    • Added "Disable Ambient Boats" option to main coastal menu, so you can turn on/off the additional extra ambient boats around you whenever you want
    • Changed "Order Passengers Out of Boat" option to work any time you have a boat assigned/active, not just when you are in the driver's seat
    • Clarified some help text in a few places
    • Updated the map at the main coast guard station in Los Santos with gates that slide open automatically, so you don't have to try to smash your way through the swinging gates anymore. Touched up a few other things at that station too.
    • Added new flag props to all stations

    This update will be released to the public after it's gotten a bit of testing from the beta testers. I anticipate it will be released before the end of January, but an exact date is not known yet. If you're interested in trying out the beta, you can find more information in my signature below. 

     

     

    Some preview screenshots:

      Hide contents

    271590_20200110223143_1.thumb.png.0ec1c319227fe8b2b63e2b4f8ac21bda.png

     

    271590_20200105002731_1.thumb.png.6f60bc7e5768a0fa5529a8078fccd89d.png

     

    271590_20200103005100_1.thumb.png.dbb99c03dce9054d9ccae3e330f18df7.png

     

    271590_20200110235534_2.thumb.png.f43f4ae13d49a6c12f4f3b0c055a4ecc.png

     

     

     

     

     

    Excellent!!

  8. 2 hours ago, JannyReff said:

    I’m pretty sure you have to have a boat installed into one of the police slots for it to work. I’m not sure though.

    ScriptHookV and RPH don’t need to be updated correct?

    Okay, thank you, I will try it out.

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