Jerry521 reacted to ineseri in LSPDFR 0.4 - Coming February, 2019
I mean, what we play isn't the release version. We're not playing it primarily for entertainment, we're playing to find bugs. We're testing all sorts of things one might conjure up to do in the mod plus a lot more, to make sure you guys have a bug-free experience.
Jerry521 reacted to Shockie in LSPDFR 0.4 - Coming February, 2019
I think it is extremely negative of you to think that the staff are rubbing their hands together laughing at everyone getting frustrated, or for more traffic to be created. Instead the devs are hard at work trying to polish off this amazing update, so that when it is released it will be almost perfect, with extremely rare crashes or major bugs. This requires many hours from us testers, then from the devs to iron out any kinks that may be within the mod.
Things are being implemented that have not even been mentioned within any of the release posts that Sam has made. These features need to be thoroughly checked. LMS, Sam and Cyan do not do things half-arsed and only release something once it has been tested, checked and re-checked to ensure that you, the player base, have the best enjoyment from the mod.
There is no fixed release date as (if you ask many developers) anything can crop up at anytime, but trust me. Everyone is working their asses off this update to be released...
I hope this allows people to chill their beans
Jerry521 reacted to cp702 in LSPDFR 0.4 - Coming February, 2019
LSPDFR is just a script mod; it won't include new uniforms itself. However, there's already an LSPD uniform for multiplayer peds in the game (for one of the heist missions), and you can install EUP or other mods to get custom uniforms. What's new for LSPDFR is that it'll support that sort of thing -- you can have peds in EUP (or similar) uniforms as backup units, patrolling officers, etc., and because these are based on the multiplayer ped system you get a lot more variety in appearance (for instance, you don't just have a handful of head models and textures). Likewise, if you choose to add additional agencies (such as by using a mod like RDE), these additional agencies will be spawned doing ambient patrols and will be able to respond to backup calls -- you're not limited to the four zones (LS City, LS County, Blaine County, North Yankton) that you had in 0.3. Your added peds, uniforms, vehicles, and agencies will also be available at police stations when you go on duty.
(Of course, you'll have to configure LSPDFR to know about stuff you've added, but we assume that people developing these sorts of mod packs will also make configurations for them. It's also not that hard to write the configurations yourself.)
Jerry521 reacted to Fox7 in LSPDFR 0.4 - Coming February, 2019
Hello LSPDFR team and community 🙂
I am totally excited about 0.4. I had taken a long break from GTAV and LSPDFR as i was playing it over a year ago. since then its come along leaps and bounds and i am inspired by so many great LSPDFR streamers too.
I just wished to raise my thoughts and i guess slight concerns.
I am hoping and i am sure they are that most if not all of the active mod /plugin creators will be keen to update their mods to match 0.4.
Also will the new 0.4 version of LSPDFR actually absorb and now have the abilities of many of the plugins and mods? Will there be new menu's, options that actually do what some of the plugins have had to do before and therefore reduce the amount of plugins we need? For example i get conflict messages recently when i boot my game up and Forceduty on one test run of 0.3 with mods that 'Arrest manager' and 'Stop The Ped' basically conduct the same functions and almost fight for priority in certain in-game actions. It therefore caused me to consider if i even needed both anymore and which of them is the least updated and efficient.
So will 0.4 maybe be replace or providing the functions they both do for example and therefore removing a need for either of those? ( as an example).
I know from heavily modding many other games i play, that finding mods/plugins that can duplicate and perform functions that several others do and therefore reducing my mod load is a blessing for performance and stability.
My hope is that with 0.4 many of the mods/plugins needed or desired for 0.3 may not be so needed. One example again is EUP. If 0.4 creates a character edit where i can design and create my own custom Officer, i wont need EUP installed.
I wonder how many other mods/plugins might not be needed now or in future updates 🙂
Jerry521 reacted to Sam in LSPDFR 0.4 - Coming February, 2019
So, it's been a while since we've provided an update on LSPDFR 0.4. As you might've guessed from the title, though, there's a good reason for this... It has taken us a lot of work to get to this point, and in the last couple of months alone we've made hundreds and hundreds of changes. Anyway, here we are - who knows how many months late - but we're here. No riddles, no treasure hunts, no @MSA (at least I'm pretty sure they're not here), but straight to the point! We can now confirm that we'll be releasing LSPDFR 0.4 in February, 2019.
Anyway... with the scary part out of the way, I wanted to take the opportunity to explain ourselves a little. No, @LMS wasn't renditioned to an IAA black site, no I didn't fall victim to the Orbital Cannon, and no... the ghost of @ineseri didn't drive a train into us. Perfectly plausible scenarios given our silence about 0.4 as of late, but we're actually still alive. Instead, we've been pretty busy rushing to the finish line as far as 0.4 is concerned, and to complement the big news above, we thought we'd throw in a couple of sweeteners below to show just how much 0.4 is going to change things.
We've talked a lot about our Character system in LSPDFR 0.4. It's one of the biggest changes to the mod, but we also think it represents an entirely new direction in general. I say this because, not only does it allow us to have a bunch of really cool stuff natively integrated into the mod, like customizing a character, but it also lets us have a bunch of other really cool stuff natively integrated into the mod! Having your own character dials up the immersion quite substantially, but we wanted to take things to another level. We thought, for example, wouldn't it be cool if instead of spawning as Franklin in Franklin's house, you could instead, say, I don't know? Actually spawn as your own character, in their house. Or maybe, instead of switching to Trevor and your camera panning down to him being pursued by the LSPD, you could switch to one of your other characters, and "Google Earth" down to them being the LSPD.
LSPDFR 0.4 introduces a fully functional GTA Online Apartment to single-player, complete with transition sequences, working interactions and more Steve Haines than you can handle.
It's not just that, though, we really wanted to dial it up. Having your own character, them having an apartment, switching, customizing, it's all cool, right? But you might be thinking, what's the point? These are "multiplayer features". And sure, LSPDFR is and most likely always will be a single-player mod, but that doesn't mean we can't think outside of the box every once in a while.
Recently, @Cyan, in addition to all of her work on the website, has also been developing an all new framework called LSPDFR Sync. LSPDFR Sync lets you connect up to your LSPDFR.com account in-game, and you can then synchronize your LSPDFR characters with your LSPDFR.com profile. To top it off, we've brought back statistics too. Ever wanted to know how many shots your character has fired? It's as simple as taking a look at your character's profile on the site - which, we should add, you can actually edit.
LSPDFR Sync provides all-new, seamless connectivity with your LSPDFR.com profile.
And frankly, it doesn't even end there. When I said before that we wanted to dial the immersion up to the max, I guess I lied. What I actually meant to say was that we'd just ripped the dial clean off the controls, strapped it to a rocket, and sent the damn thing up to the moon. Not only can you now create a character, customize them, share them, spawn as them... You can actually do things as them too! Like, actual game things. Ever wanted to run the triathalon as your LSPDFR Character? Now you can. Or, how about practicing with your sidearm down at the range? Yep, got that too. Simply want a can of sprunk from a vending machine? No problem.
With the introduction of a new innovative system by @LMS, it's now possible to do many of the single-player minigames while playing as your LSPDFR Character.
Of course, with the Character system, and all of the features that come with it, being such a huge part of LSPDFR 0.4 it'd be easy to forget that this is a police mod. Indeed, I think we almost did given the grotesquely gargantuan amount of work that has gone into it. Fear not, though, as we have also been working on some incredible new gameplay features too, including massive improvements to interaction with suspects and people that you arrest.
LSPDFR 0.4 introduces, in a game-changing way, the ability to take hold of and drag arrested suspects. Yes, we know that there's some great API mods which have held the fort, and we're grateful for that, but this is something we wanted to get absolutely right, and indeed, we think the result is simply stunning. The possibilities are pretty far-reaching too and encompass just about everything from shoving suspects up against cruisers, to personally escorting them into their cells.
No, these aren't cutscenes. No, they're not edited screenshots. With 0.4, this is real.
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.
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.
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.
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.