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Jerry521

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  1. Like
    Jerry521 reacted to MrLucky8 in LSPDFR 0.4 - Ambience   
    Even if it does a lot of what other mods already do, I think it will do it much better. Also, every plugin or mod tends to drop performance and is poorly integrated. This means a massively better overall experience. Some of the improvements like AI will be amazing though. 
  2. Like
    Jerry521 reacted to mikaelgranli in [REL] Realism Dispatch Enhanced 3.1.1   
    If you're having compatibility issues while using RDE and LSPDFR, do the following:
     
    Create a clean game folder. One without any plugins or modifications. That also means no Rage Plugin Hook. If you don't have a backup, you'll have to download and install the game again, or manually remove all your modifications. Just make sure you actually have removed everything.
     
    Now make sure the game is up to date and launches without any issues. If you're using steam, launch it through steam.
     
    Install the ASI loader and OpenIV.asi through the OpenIV ASI Manager. Then install ScripthookV, ScripthookVDotNet, and the RDE oiv file. When building the oiv file, I've found that selecting the custom files for LSPDFR-related modifications does not work, and because of that I'll tell you how to add them manually further down.
     
    Please note that selecting files for CopHolster or Simple Native Trainer does work, but that you'll have to install these mods later without overwriting these files. Keep that in mind.
     
    Now make sure the game launches without any issues, and that RDE works. Again, if you're using steam, launch it through steam.
     
    From there, go ahead and add LSPDFR and Rage Plugin Hook (in that order!). Also, go into the scripts folder, and remove everything. These scripts has to do with Six Star Response, Arrest Warrant etc. and does not matter if you're playing LSPDFR. Neither are they compatible.
     
    LSPDFR should launch without any issues. This time, of course, launch the game using Rage Plugin Hook. If you've made LSPDFR auto-load on launch, and it crashes on launch, please try to load it manually through the console. Hit F4 (which is the default) and type in LoadPlugin. LSPDFR should pop up as the one and only choice. My game has no problems running RDE and LSPDFR together this way, and neither should yours.
     
    Now onto the LSPDFR-related files that couldn't be added automatically..
     
    Install the modifications you want. Do it one by one, though, and launch the game after each time to make sure it all works. It takes time, but that's modding.
     
    Find your RDE oiv file, the one you installed earlier.
     
    Right click, click "Open" on the very top, and select WinRAR. If you're using 7zip instead of WinRAR, I would assume it is also compatible, however I've never used 7zip, and I truly have no idea. If it doesn't work, get WinRAR.
     
    Inside the oiv, open the "content" folder.
     
    Here there's 6 folders starting with "LSPDFR", followed by the specific mod the folder contains files for. You'll have to figure out where these files go yourself, however it's gonna be inside your Plugins folder somewhere. Look through the folder for the modification you're installing files for, and you'll eventually find them.
     
    Please note that there are folders named "FBI" inside some of the 6 "LSPDFR" folders in your oiv. These are supposed to be used instead of the ones outside of the FBI folder if you've installed the Federal Law addon.
     
    I hope you get it working, and that you can enjoy RDE agencies, departments, vehicles and peds with LSPDFR! If you're having issues, I recommend joining the RDE discord server and message us in the suggestions-support channel! Link is further up and on the RDE download page.
     
     
  3. Like
    Jerry521 reacted to Sam in LSPDFR 0.4 - Pursuits & Intervention   
    This is the fourth 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/
     
    It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated.  LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod.
     
    As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult.  Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements.
     
     
    Pursuit Interaction Menu
     
    Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop.  While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious.
     
    In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force.  With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever.  
     

     
    The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage.
     
    The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews.  So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase.  If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable.  With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business.
     
    Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below).
     
    And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home.
     
     
    Pursuit Intervention Techniques
     
    As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits.  Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit.  Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too. 
     
    So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver:
    Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4
    YouTube version: https://www.youtube.com/watch?v=TiFFFho3hd0
     
     
    As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option.  If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking.
     

     
    A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver.
     
     
    Air Support
     
    Throughout the history of our two mods, air support has always been a touchy subject.  For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines.  In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action.
     
    With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters.  Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area.  They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them.
     

     
    A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot.
     
    Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target.
     
    In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly.  When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings.
     

     
    Not a helicopter, but just in case you were wondering what happened to the guy pictured above...
     

     
    This, though, definitely is a helicopter.  It's also not flying at street level!
     
    As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.
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