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Coffeeist

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Everything posted by Coffeeist

  1. Anyone having issues with the lightbar might try setting the police3 slot (or whatever slot you have this in) to sirensetting 13 in carvars. If you need a working carvars for this, the one included here works fine (I believe this was built off of it):
  2. Well... now that you mention it... it is 0.3!
  3. As has been pointed out, it's been a been closer to two weeks than a month (less counting the Facebook pictures), but anyway, some possible reasons: 1) They were planning to release a week or two ago, but decided to hold off when the update was announced, so that 0.3 would be native to GTAVu505 and the corresponding RPH. 2) They were planning to release by now, but had some sort of bump in development... could be a last minute added feature, an issue that came about and took awhile to fix, some real life matter that distracted from development, etc. 3) It sounds as if this definitely wasn't the case, but they could have released the previews as a taste of what was being worked on awhile before any planned release.
  4. Doubtful, but there is always FinKone's PoliceRadio which works quite well. It would be nice to have a coroner added into LSPDFR eventually though, I'd find it much cleaner having stuff like that all contained within LSPDFR's menus, instead of having different mods with different menus and keys. Maybe eventually the LSPDFR API will allow modders to implement new items in it's menus. Certainly quite true, but eventually it'd be nice not to have to drive in a different lane from the suspect in order to safely stay at the front of the pursuit :P
  5. That gives me an idea... perhaps a suggestion for a future update: In addition to livery customization, I wonder if the XML could be extended to control vehicle extras... For example, the Buffalo S w/ Edge lightbar that (like many cars) has the lightbar as an extra. It would be cool to set, for example, patrol backup to have the lightbar, while SWAT can show up in a slicktop.
  6. RPH not letting you go online isn't a bug or problem, they designed it specifically to prevent use online, presumably because they wanted to avoid people using it to run cheats and the like that have been a problem (from other script systems) for people trying to play GTAO. I've heard that they've pretty openly stated they don't ever intend to make it online-capable... that said, I still have some hope that GTA-MP or something similar will get to a point where the RPH folks will work with it.
  7. All these new lightbars are fantastic... would love to see them make their way onto the CVPIs that are out!
  8. Good news regarding that 2015 Charger: As of today, the description now reads "*Police version will be available today* "
    Standard, functional vanilla Buffalo S model, but with an awesome new lightbar to switch it up from the vanilla one and wait... what's this... glass breaking?! I think the next week or two are going to be quite exciting, but this is providing a great time for now!
  9. While the Vapid Stanier is obviously Rockstar's take on the CVPI, to avoid confusion around actual CVPI models coming to the game/this site (they already exist, just not publicly released yet), it would probably be best if this was renamed to "PASP Stanier" or something similar, as this is in the end a Stanier.
  10. As the above said... guessing this was meant to go in the GTAIV section?
  11. I was imagining something more along th... Coffeeist.exe has crashed
  12. ​It seems pretty clear that Rockstar will keep mods out of public GTAO games and related player stats - that I can think of off-hand there aren't any games that allow mods to interfere with standard, vanilla multiplayer... so basically, our standard GTAO gaming should never have a problem with any "legit" (ie. not specifically meant for hackers) mods like FR. As such, why hope that those who do wish to mod the game don't get what they want? You can play it on GTAIV and deal with crashing if you want, myself and probably most people here would much rather play police mods on GTAV, both to have a stable base game that maybe won't have a crashing issue, and to see the new, more in-depth features PDFR and plugins can bring by having a more stable base. My concern is being able to flip between a modded game and a vanilla game - something that mod support allows (Arma 3, Fallout/TES, Men of War, etc etc) through managers... simply toggling mods on and off. Frankly, in terms of keeping GTAO pure from a security standpoint, Rockstar would have been smart to have that, not that I've ever had any expectation they would. Most likely, toggling between mods and no mods will involve either two installs or a lot of reinstallation, which kinda sucks if GTAO stays alive anywhere near as long as Rockstar wants it to.
  13. Gerheart is correct, and I apologize if that wasn't clear. Only intent of this thread is to inform the folks who go to the effort of producing the content that it may be being used elsewhere, in case they are concerned about it. As will said, they may not care to be concerned about it but I figured some may wish to know. I only left the mass of explanation figuring, as Icon said, that few (if any) folks play Arma or A3L. No intent to bring a witch hunt on here. Just for the sake of clarity, the reason this is so big on Reddit and Arma Forums is that they do (or did, but supposedly it still happens) the donation system in a way that violates Arma's EULA, in addition to the ripped mods. Bohemia (Arma dev) has taken action once, but can't do anything more about the donation system without solid proof. They also can't act on behest of modders whose own models are used against their license (supposedly they can take legal action, although I can't see many folks wanting to go to that trouble). Anyway, as I said, merely intend to inform GTA modders so they can do with that information as much or as little as they care to do. No intent to create a lynch mob on this forum, or even really much of a discussion about the matter on here (it is an interesting matter but certainly one that would make more sense to keep on Arma sites).
  14. Hello folks, Hopefully I'm not fearmongering or anything, but considering the awesome work that modders across the GTA community do I feel that putting this out there was the least I could do, in case some wrongdoing is present. I also hope I'm not repeating something that was previously posted, but I didn't see anything on search. For those who aren't familiar Arma 3, it is a large scale, combined arms military combat game... you may know it as where DayZ came from, although that was an Arma 2 mod and Arma 3 is the latest title. Arma 3 Life is a roleplaying mod and community made for Arma 3 where you have some people playing civilians, some police, etc. etc. Sounds great, huh? Well, unfortunately the developers have been gaining a very bad rep for a number of things, such as supposedly offering in-game rewards and content to people who donate IRL money (in a way that violates other modders as well as A3's licensing). I can't say these accusations are fact, but they do seem to be pretty valid from perusing Arma reddits/forums. The other thing that they have pretty much definitely done, is rip content without permission, and without even crediting the original creator, from other modders in A3, and other games. I've seen some media from people playing this, and I have to say some of the cop cars look a tad familiar, down to how the lightbar emissives textures look (I've photoshopped so many EMI files to make my GTA cars all blues that I know those textures pretty well :P ). TLDR: Perhaps I'm wrong, or perhaps the vehicles were used with permission and accreditation, but if not it may be worth a look at A3L by some modders here to make sure none of their content has been stolen.
  15. Huh, interesting... Well, I got it working. ONCE. I don't effing understand. I played with compatibility on the exe down to XPSP3, ran it, worked fine. Ok, great, start reinstalling a few mods. Run again, nope. Same thing, exe has stopped working startup. I realize this would usually have the mods be prime suspects but the game was running fine with them before upgrade, so I really don't think it's a mod error or an installation error. Ok, new update. Seems to run consistently fine in -windowed. Fullscreen issues tell me it's something off with resolution (not sure how, it's set to 1080p), something with graphics drivers (shouldn't be anything in CCC messing with it, I don't really mess with CCC functions), or DirectX (installed all drivers in folder). Also, have changed thread title. Ok, bit more info: Installed latest Beta AMD drivers. Double checked DirectX. Tried both dsound and xliveless (not that it should matter in a non-mod issue). Haven't been able to get a run yet. Please use the edit button to add more information to your post. Posts merged - Staff
  16. Posting this in support in case someone else with Win10 updated and GTAIV working, and to net some ideas to try and fix. Hello all, just an FYI to anyone else running, or thinking of running, Windows 10 Technical Preview, the latest (9860) build/update somehow seems to have killed GTAIV. I had installed it and had it running quite well under the original (9841 I think) build, but when the latest update installed today, the game would always crash on startup (launch from RGSC, black screen, exe has stopped working message). I actually did get it running once by playing with my commandline.txt, but after that it wouldn't run again. I have tried changing many things, ultimately I did a wipe of the game and a fresh install, and even completely vanilla it still won't run and I cannot figure it out... none of the fixes I have found help (update RGSC, GFWL, Xliveless, admin, Win7 compatibility, etc). It seems, unless someone can think of some ideas that might apply, that you do not want to be running W10-9860 if you want to play GTAIV.
  17. Yup, back again! So, I solved my textures and memory error. Sort of. Textures are set, my game seems to be handling fine. Problem is this: For whatever reason, having DSound.dll as my ASI loader causes the "The Instruction at 0x[some numbers] referenced memory at 0x[more numbers] The memory could not be read." to occur. Again, this is merely a slight annoyance. Dsound (for me, I realize it works fine on plenty of installs including some of my older ones) also seems to cause more texture issues (no more disappearing, but sometimes lower LOD textures in my immediate area, ya know like when the road appears as a flat grey surface that height-wise is inside your car sorta thing). So, what about XLiveLess? Well, what about crashing a lot! Not like normal GTA4 Mod crashes, this is more of a ~5 minute occurrence, not ~20-40min. SO, Yes, all GTA4/EFLC files are set to run as admin, and XP compatibility. Intel i5-2500k, HD7970 3gb, 8gb RAM, etc. Any ideas? This is yet another "I'm not seeing much on the nets" issue for me.
  18. Bump (sorry) but I figured if anyone else has the same problems and sees this thread, here are the answers that worked for me (sort of): Problem 1 (textures): In your commandline, try doing a -memrestrict for 1GB (forget the exact value, just type 1024*1024*1024 into Google, you should get a nine-digit number). I had previously tried setting it to 3GB (my graphics card) but I think the game might only read nine digits, so my value for 3GB was read as something much smaller (or the game read it as 3gb and just failed to deal with so much VRAM). Nomemrestrict didn't work either, same issue. But putting it in as 1 Gig? Perfect. Problem 2 (memory error but the game still runs): Seems to be caused by dsound.dll... and I have no clue why. I'm making another thread about ASI loaders because I've been having issues all over with both DSound and XLL. Hope this helps someone!
  19. So, here's the latest after some experimenting... Did a Steam Verification to wipe out the new textures, reinstalled LCPDFR, iCE, ELS, cars... problem takes longer to occur... but still occurs within about 10 minutes now (not a huge improvement). From trying to actually play with the texture issue, I've noticed that once the textures die... LCPDFR dies. My next step, granted that I'm SOL yet again with this install (I have done many, many previous full wipes/reinstalls), is going to be another full wipe of the game, and a Registry cleaning... I could see where at least maybe the "referenced memory...could not be read...blabla" crap could stem from a Registry issue with all the installs I've done. Another failed fix attempt was windowed. Didn't do jack.
  20. Hello again, Couple more EFLC (and I think this happened with GTA4 original too) issues that I've not been able to find a solution to in my own searching. I'm going to clump all my specs an such down at the bottom. 1) The infamous texture loss and popping... Here's how mine goes. Game loads in all good... start LCPDFR, forceduty, spawn car, etc. all fine. About ~5 minutes later (I think it may go a little longer if it's the first time running after starting my PC)... hey! Those cars in the distance are hovering over the East River in mid-air! Not long after that (and instantly if I go in/out of the Pause menu), almost EVERY map texture disappears under me, around me... you get the idea. Slowly they start to come back a little bit, and at the point forward they sporadically spawn in and out around me. To fix this I've tried commandline with memrestrict for my card's VRAM (3GB), norestrictions, availablevidmem, etc etc. I have all GTA related execs set to XP compatibility and admin. I've tested with/without TrafficFlow, which may have made a minute or two difference, but not enough to call it a fix. I'll list more below, but for mods I have some scripts, iCEnhancer/textures, LCPDFR, ELS, and a few car mods (only Police/FD vehicles, my IDE file sits at 125MB). I'm also going to give Large Address Aware a shot (IIRC it helped a bit with Watch_Dogs for the few weeks I bothered with it), and I'm Defragging my HDD... doubt that'll help but I'm long overdue to do so anyway. I realize I may be asking too much, but I don't think my specs (below) are exactly weak, even for what I'm trying to do. I've heard it's a matter of controlling memory leaks, and perhaps I'm way off base but I feel like there must be some tweak that I've overlooked. I know that knocking out a few mods would help, but at this point (having enjoyed vanilla GTA and pure LCPDFR to death) if I did that I'd just as soon liberate 20gb and hope GTA5 can be modded, and handle better. 2) Next issue: Whenever I hit play from the game menu, as the game goes into the TBoGT load screens I get sent to the desktop and presented with an error box "The Instruction at 0x referenced memory at 0x The memory could not be read." Here's the weird part... I close the box, click on the minimized game off the taskbar, and it's business as usual. As far as I can tell, it's a harmless annoyance... one I'd prefer to fix but if it's indeed inconsequential, I can certainly live with it. That said, I wonder if it's connected to problem 1? The texture issue existed on previous installs where this didn't though. I'd also wonder if it's a sign of any other issue? Specs/Info Intel i5-2500k 8GB DDR3 Radeon HD7970 3GB Mechanical HDD Mods: LCPDFR, ELS8, ELS cars in most PD/FD car slots, Abraxas policehelper/tow/METT, iCEnhancer 3 with it's textures (problem persisted in previous ENB as well), Wasteland API script, traffixflow. Thanks!
  21. Ok, I'll give that a try. Thanks for the help!
  22. Well, there are the VDH files in the script folder. In the main folder itself, that'd probably be ELS8.
  23. LCPDFR, ELS8, bunch of cars, Wouters calls, a textures mod, iCEnhancer 2.1, VDH Helper, Coroner, Tow truck, some guns... I think that sums hehe. Changing the flash delay back to 2 seemed to help a lot, but the issue seemed to still occur. Not a huge issue if I shut off the siren before getting out of the car, but if the siren is on when the lights shutter themselves, there's no killing it, even if I blow up or de-spawn the car... so that's where it gets annoying.

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