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  1. Like
    SgtMckinson reacted to Sam in LSPDFR 0.4 - Ambience   
    This is the fifth and final part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
    One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years.  Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail.
    More Realism
    Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world.  Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay.
    In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently.  As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right.  You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all.  Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic.  Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun. 

    Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer.
    These adjustments to the game's core apply in a number of other cases too, of course.  We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure.  Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it.  All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge.
    And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints.  Our changes are at a much lower level and offer us a higher degree of control on a per-character basis.  This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols.
    New Interaction Menu
    Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4.  Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist.  Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood.
    Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones.

    The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion.
    Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all).  Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example.

    New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc.
    Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4.  Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different.
    Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers.  It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light.  If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest.

    The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod.
    Ambient Crime
    In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops.  Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these.   Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game.
    In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example.  In LSPDFR 0.4, as a result of some research by @LMS,  we've now been able to implement the same system, but for NPCs instead.  This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations.  Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol.

    Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation.
    Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0.
    Thanks for reading the preview.  We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.
  2. Like
    SgtMckinson reacted to ReKraM in [CHARACTER][WIP] Enhanced Equipment   
    I would like to address something clearly:
    Unfortunately I am not getting enough time to spend in modding, so as stated plenty of times, progress will be made slowly. I don't have any intention to rush the development since I want to achieve something of quality and correctly adapted to the game. 
    Here is a list of pending tasks:
    - Meshes mapping and texturing unification.
    - New radio cord and commander models supporting different positions.
    - New taser model.
    - New ASP baton + pouch model.
    - New flashlight + pouch model.
    - New pepper spray + pouch model (Not confirmed).
    - New head models (Taken from Rockstar game models).
    - New uppr traffic vest model.
    - New uppr jacket model (Not confirmed)
    - Textures templates (Available on release).
    (Tasks are subject to modifications)
    Latest renders:



  3. Like
    SgtMckinson reacted to Desmond98 in [WIP] Real California Architecture   
    First attemt on Torso statue by Robert Graham at Rodeo Drive

  4. Like
    SgtMckinson reacted to Sam in LSPDFR 0.4 - Announcement + First Preview   
    Been a while, huh?
    You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes:  there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well.  And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see.
    So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself.  But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it.  While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them.  Of course, with that being said, there's still a lot of new stuff crammed into 0.4!

    With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :)
    Aside from the cool little additions like this, though, the major theme of 0.4 is Character.  Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR.  There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too.  And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant.  With 0.4, this separation is gone.


    No, these shots aren't taken from GTA Online.  This is our own, fully-featured, LSPDFR Character Creator.
    Of course, we'll talk more about the new Character features in LSPDFR 0.4 later.  The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to.  Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether.

    Officer Ronson and his clones obviously couldn't make it to the flashlight party. 
    Stay tuned!  We'll be sharing more about 0.4 soon.
  5. Like
    SgtMckinson reacted to Original Light in Memory Lane - December 12, 2014   
    I really miss the old site.
    @Kallus Rourke how dare you insult GTA IV! 
  6. Like
    SgtMckinson reacted to ReKraM in [CHARACTER][WIP] Enhanced Equipment   
    Some short updates:
    (First pic is from the first in-game test i made few weeks ago)




    Still testing rigging and shading things and planning what things i'am going to include.
    I will be working on the radio wire positions soon. Stay tuned
  7. Like
    SgtMckinson reacted to Unknown Author in How to "still" mod GTA V | For you dense morons   
    Instructions weren't clear enough, Dick got stuck in the fan again.
  8. Like
    SgtMckinson reacted to Lundy in How to "still" mod GTA V | For you dense morons   
    Well you've come to the right topic.
    Now you may still have OpenIV on your computer if you didn't overreact like some spastic tweaker, but you'll see a new update (version 2.9) or a new message.

    Now you know you're no lawyer, but you're an edgy pre-teen who likes GTA V minion mods, or some short circuit light bulb who drives around in a retired fleet car with amber "warning" lights, with thin blue line garbage plastered everywhere the rectangle will fit, and pretends to enforce his neighborhood watch program while being as grey as he can with the law, but who uploads YouTube videos with that there __PDFR mod, where they could do all those things that would be in direct violation of your state and federal laws. Yet let's assume you'll get some knowledge from my simple how-to topic here that'll hopefully let you see that nothing has changed and you're not as sol as you think you are.
    Step 1:
    Press the button.

    holy shit look at that!!!!

    You hacked the modder code you law breaking sob.
  9. Like
    SgtMckinson reacted to Prophet in Profeet Reshade   
    Currently working on a new reshade and timecycle focused on direct compatability with FiveReborn. The above imgur link will have the project image updates.
    Currently working on:
    Reworking night time cycle. (Currently don't enjoy the lighting at certain points of night) Performance and Stability. Feedback from current testers.  
    Release date should be early/mid May.
  10. Like
    SgtMckinson reacted to steinberg4145 in OfficerFive0's GTA V WIP [Current Project: MSP + Washtenaw County]   
    Thanks @officerAMR for the advice 

  11. Like
    SgtMckinson reacted to PNWParksFan in [WIP] Coastal Callouts   
    Well this has taken a lot more time and been a lot more difficult than anticipated, although I've learned a lot and am quite happy with the result thus far! Not quite complete, as I've yet to add some of the parts around the edges (currently there's a see-through cliff haha), and need to add some more details. But the core station building is nearly complete, with working lights, full collisions, working ladders, station signs, etc. Special thanks to @OriginalNewbie and @magiobiwan for working on a Station Paleto Bay logo!

  12. Like
    SgtMckinson reacted to PNWParksFan in [WIP] Coastal Callouts   
    Have spent some time this week figuring out some of the new developments in map editing! With OpenIV 2.9, proper map mods are now possible. I've also discovered some new tricks to get certain building props to spawn outside their normal area, and I've been doing some custom props in zmodeler. What does this all mean? Well, it's still early in its development, but say hello to Coast Guard Station Paleto Bay! I've gotten some feedback from beta testers (and observed in their videos) that people tend to focus on the Los Santos/Del Perro area when they go out on Coastal patrols. The rugged northern coast of San Andreas has some of the most demanding terrain for coast guard missions, so I'm pleased to finally have a small boats station in Paleto Bay to serve this isolated, beautiful, and dangerous section of the Pacific coast. 




  13. Like
    SgtMckinson reacted to Starmix in INFORMATION - Patch 1032   
    ScriptHookV - http://www.dev-c.com/gtav/scripthookv
    RagePluginHook - http://ragepluginhook.net/Downloads.aspx

    ScriptHookV Support - lol i guess try gta 5 mods?
    RagePluginHook Support - https://discord.gg/0v9TP1BOmfwZms7y
    To update your mods folder to the new patch, you just need to copy these two files from update.rpf (new non mods) to /mods/update.rpf

  14. Like
    SgtMckinson reacted to ReKraM in [CHARACTER][WIP] Enhanced Equipment   
    Good evening everyone!
    I started working on new equipment that will be implemented when Enhanced LSPD Cop V5 comes out.
    Pending tasks:
    - Meshes mapping and texturing unification.
    - New radio cord and commander models supporting different positions.
    - New taser model.
    - New ASP baton + pouch model.
    - New flashlight + pouch model.
    - New pepper spray + pouch model (Not confirmed).
    - New head models (Taken from Rockstar game models).
    - New uppr traffic vest model.
    - New uppr jacket model (Not confirmed)
    - Textures templates (Available on release).
    (Tasks are subject to modifications)
    Updated renders:



  15. Like
    SgtMckinson reacted to Desmond98 in [WIP] Real California Architecture   
    got modeled In-N-Out logo for In-N-Out in Hollywood 

    (it's white only because not textured yet)
  16. Like
    SgtMckinson reacted to Desmond98 in [WIP] Real California Architecture   
    yep, i have some stuff for West Hollywood. (Sign and Billboard)
    Got some progress with Shell Gas Station

  17. Like
    SgtMckinson reacted to thegreathah in West St.Louis Officer Fatally Shpt During Traffic Stop   
    How is it a fatal shooting if the condition of the officer is unknown?
  18. Like
    SgtMckinson reacted to Wilco062 in EVL/ ELS beta testing Xplicit92   
    Then remove ELS from the title, this is EVL. You clickbaited me ;)
  19. Like
    SgtMckinson reacted to NYPDDetectiveODonnell in New GTA iv animation   
    This is what I have been working on for gta iv:
    Lets keep lcpdfr alive :) I also Will be trying to bring the shoulder mic animation into the game as well. 
  20. Like
    SgtMckinson reacted to JamesDavis in LSPDFR 0.3 - November Update   
    me waiting for .3 to come out
  21. Like
    SgtMckinson reacted to theninja35 in LSPDFR 0.3 - "Busted!"   
    Well, usually, I shoot, er, immobilize my victims, er, suspects, rather than jailing them.
    But this looks interesting, maybe I'll lower on the police brutality, er, deserved force.
  22. Like
    SgtMckinson reacted to theninja35 in LSPDFR 0.3 - Downtown Police Station   
    No loading screens? Thank god, it's no longer Sims 4!
  23. Like
    SgtMckinson reacted to Sam in LSPDFR 0.3 - Backup Customization   
    This is the second part of our LSPDFR 0.3 preview series.  For more information about the background behind 0.3, check out the first installment in this series here: http://www.lcpdfr.com/forums/topic/55130-lspdfr-03-announcement-first-preview/
    In spirit of keeping up to date with the most hotly requested features for future versions of LSPDFR, customization of responding police units simply had to be near the top of our list.
    LSPDFR 0.3 introduces an all-new Backup XML file which lets you customize, in great detail, just what kind of cops and vehicles LSPDFR should dispatch for each of the seven in-built backup types. (The eagle-eyed among you are probably thinking "but wait, there's only six types".  Not anymore!) 

    I like planes.  Now, LSPDFR likes planes too.
    The power of this new XML based system is absolutely unparalleled to anything we've ever had before in LSPDFR or LCPDFR, and also allows much, much more refinement than traditional .ini configuration files seen in other modifications like ELS.  Presented in the same sort of format as many of the data files in the original game itself, we hope it will be super easy to use, too.
    With this new feature, you can precisely choose:
    The vehicles that respond for each backup type (and you can have as many as you like). + Vehicle liveries (on a per-vehicle basis) + Minimum and maximum number of occupants (again, for each vehicle) The peds that respond for each type (again, as many as you please).+ Ped component models (for each ped) On top of this, you can do the above customization for each of the four distinct areas within the game:
    Blaine County North Yankton Los Santos Los Santos County That's right, this means you can now finally have different units operating all four different areas.  Plus, if you're feeling particularly adventurous you could actually think of each of these areas as being a different entity entirely with their own state, local, SWAT and air units.  There's really very little in terms of limits as to what you can do with this exciting new system.
    Oh yeah, it doesn't even end there either.  With 0.3, an all-new unit type has been added which, for the first time, lets you call for emergency medical services.  

    Furthermore, unlike the regular medics in the game, medical units dispatched by LSPDFR will actually attempt to treat injured pedestrians.
    Just one more thing...  As if completely configurable backup units and the new medics weren't enough, we also managed to make a few improvements to the way in which units arrive at backup requests.  This means you can have scenes that look almost like they're straight out of a cop movie, without the trainer.

  24. Like
    SgtMckinson reacted to SaucyPow3r in LSPDFR 0.3 Announcement + First Preview   
  25. Like
    SgtMckinson reacted to Break in [WIP][REL][UPDATED 08/AUG/2015] Police Radio [Tow, Coroner, PlateChecker, Pit Request, Tackle Suspect... and probably more...]   
    I've been wanting this mod ever since I first saw it on your video.