Reputation Activity
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TakeYaBackToStation4BumVio got a reaction from Goose10X in Good news, OAC file size limit increaseGreat news, since the patch that came after the 18th December update, the full LSUR tracks from online were brought to single player making Resident.rpf take nearly 2 megs more!!
This means vehicles.awc can now be 16.130 megabytes, weapons.awc can now be 18.9 and the frontend awc which no one ever touches can now be 6 megs!!!
I am making another siren mod this time better than the 10 second long airhorn and manuals that I did for my mod
Happy modding!
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TakeYaBackToStation4BumVio got a reaction from Goose10X in Everything there is to know about AWCSince the v1604 patch, the import and compression limits for all AWCs inside of Resident.rpf increased. This is because R* moved some LSUR songs from online to singleplayer.
Check it out:
OLD NEW
You'll notice vehicles.awc isn't included in the first screenshot, and that's the greatest news here. Vehicles.AWC, on compression can now be imported to hold 16.132mb!
So, the EXACT size of your vehicles.awc can now be:
This is brilliant, but be warned... 1kb over and you will have muted vehicle sounds. I tested this 😛
Happy modding!
More proof I spent ages checking new limit:
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This comment may be months late but this info was useful, Thank you.
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TakeYaBackToStation4BumVio got a reaction from ETPD in Everything there is to know about AWCSince the v1604 patch, the import and compression limits for all AWCs inside of Resident.rpf increased. This is because R* moved some LSUR songs from online to singleplayer.
Check it out:
OLD NEW
You'll notice vehicles.awc isn't included in the first screenshot, and that's the greatest news here. Vehicles.AWC, on compression can now be imported to hold 16.132mb!
So, the EXACT size of your vehicles.awc can now be:
This is brilliant, but be warned... 1kb over and you will have muted vehicle sounds. I tested this 😛
Happy modding!
More proof I spent ages checking new limit:
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Hello all,
Thought I'd weigh in as my vehicles were being linked. Maybe I can provide an insight as a developer. I'm sure a lot of this has already been covered by others above, but TL;DR.
Coronas are depend on a number of things with regards both ELS and Non-ELS.
Non-ELS coronas tend to be seen at the point of where the mesh (The bit thats emissive) tends to be. This is because with Non-ELS, the 'sirens' as they're called use the position of the dummy to work with. The dummy also emits the corona. However, there are a number of factors that can prevent this:
The developer has moved the corona into a location where it is obscured. This is mainly used when more than one 'meshes' are attatched it it, and it prevents the scaled down mesh (when the siren and lights are off) being seen. You'll find this on a lot of 'ELS Mimicking' vehicles, e.g. like Captain 14's LSPD pack. The visual mod you are using destroys the coronas by scaling them down, or by simply removing them. I often found this issue when using VisualV or NVR. NVR isn't as bad, and personally it's why I turn the corona scaling up massively in the code Unfortunately for both, there's no real fix. You'd have to speak with the developers about corona locations, or adapting new models to show them, and the Visual Mods you need to know the files and the code to change to get them to work.
ELS vehicles don't work the same way, as ELS turns of and on rather than scaling. The reason's you're not seeing a corona is because:
Again, as above, the coronas have been slaughter by visual mods. The ELS Coronas are awfully set up (imo anyway). They appear waaayyyy to close. As you move away from a vehicle, it loads various LoDs, or levels of detail. Same goes for ELS. Coronas appear still at L1, whereas it's still fairly close to the car and cause overlap. So the developer just decided to get rid of the coronas and hide them. ELS Coronas flash setup is.... unusual. It's based off the co-ords in the VCF, but it's not very well covered, and at least in my opinion. So again, the developer just decided to get rid of the coronas and hide them OR the corona is simply being hidden by the A-Pillar or whatever because of the position. Personally, when I build ELS vehicles, I simply reset all my ELS meshes to the world, and they're hidden under the cars. The combo of awkward positions for the coronas and the fact they appear to close and overlap the ELS meshes, just puts me off, so I hide them. Unless, ofc, they're rotors.
I should note, unless you know whatcha doing with visual or siren setting files, I wouldn't touch them. They're quite convoluted, and could cause a realm of issues.
I should also mention, just because a developer doesn't respond/ won't adapt models to showcase coronas, DO NOT resort to any form of unlocking/ ripping/ etc just to get your way. Just respect their choice.
And I know those last few sentences, a lot will be like 'FFS Jed, duh. I'd never do it'. But it has become more prevelent recently, so just thought I'd mention it in an effort to be transparent between Devs and the community.
A lengthy response I know, but thought this might help.
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TakeYaBackToStation4BumVio reacted to LMS in Re-Roading Project requires next gen improvement from LSPDFRThanks for reaching out and the great idea! We do indeed have our own custom pathfinding on top of the game nodes to allow us to pick the routes we want and this is probably why things are breaking. Currently we do not expect any game node to be invalid and I am not sure what impacts it would have on our pathfinder as it is not designed to work that way. I am happy to create a build that ignores broken links to test things, but if it leads to pathfinder issues I am not sure if we have the time to redesign it to accommodate broken links. Let me know if that works for you.
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TakeYaBackToStation4BumVio got a reaction from Junijii in Re-Roading Project requires next gen improvement from LSPDFRHey @Sam - for the last 2 weeks I've been producing a very desired mod which involves me repathing San Andreas, as to achieve a visually brilliant speed enhancement.
I've already got 500 downloads and over 400 replies through both our lovely brother site, and the forums themselves - and that's in less than 2 weeks.
The task I'm undertaking is a massive one, but I'll do it, for all of us. The roads in V need next-genin' now!
The reason I am writing this post is to inform the developers of LSPDFR that your script currently has an error in which nodes which have "broken" links cause a fatal crash. I've received about 5 comments informing me of this and today have confirmed for myself the following interesting console information:
That's quite cool to see that you guys had to cover some ground in terms of AI path nodes, though it seems to me - as someone with not a lot of knowledge in programming, that the issue described here, and here, is causing effectively a false flag. For example, there is no need to crash simply because an area ID or series of nodes, or even a node alone has invalid properties of any sort. It's a backend non-issue of which player's don't experience.
The entire log.
So, as a modder who has actively shown through 1 year on this site that I can produce high quality mods, and now designing the extremely in-depth project of Re-Roading, can we please start talks to resolve this issue so that my mod is not only game changing for regular V players, but also the LSPDFR community.
I fully accept that my alphas may give off the effect of having broken nodes, and you guys may not be able to remove the checks that cause this error - of course, but please can we begin a troubleshoot regarding how the problem described - about nodes refering inside themselves until mass-saving at the end of the project, could be put on hold until the full stable release in which all links see each other.
To read only half the documentation - which did make my wrists hurt, yes, without downloading - please see these images.
Thank you.
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SAModding is a small team of around 8 members. We currently have a script (called Jurisdictions+) for LSPDFR with well over 11,000 downloads.
Our new project will build on that script to include vehicle models, liveries, uniforms and station signs. It will bring a lot more realism to LSPDFR, while remaining a "light" script.
Our plan is to release a single set of scripts and files in OIV packs, making it easy for new gamers and people who either don't know how (or don't want to) mod their game
With such an ambitious project, we need more help. We’d love to have more experienced devs join our team.
If you’re keen to be a part of a fun team (and project), you want to help improve the number and variety of models freely available to the community, you’re passionate, reliable, committed and honest; please get in touch!
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TakeYaBackToStation4BumVio reacted to JdestDoug in Scan Superior Siren 3OK, thanks! I'm trying it now. Thanks for your quick reply!
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TakeYaBackToStation4BumVio got a reaction from medicbobs in At a distance ELS does not emit coronasSo, it seems we need to make a simple script. Something that says do nothing until player is 20+ feet away from their vehicle, then set bloom sizes appropriate to distance.
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Check the Version Number. 😛
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lol
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TakeYaBackToStation4BumVio reacted to Slickybp in Drive like ya do in real life [rl] - Amazing driving via mouse steeringFirst, thank you for the great notes on this. I look forward to playing around with your settings and seeing what I can find. I'm curious if you've found a way to replicate this with a controller or have setting suggestions for those of us that prefer controllers over mouse.
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TakeYaBackToStation4BumVio got a reaction from Norm68 in LSPDFR 0.4.2 - Coming Soon!Whens the first version of this mod coming out?
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TakeYaBackToStation4BumVio got a reaction from FKDZ in Drive like ya do in real life [rl] - Amazing driving via mouse steeringSo, first what ya gotta do is get the following mods. Damn the people who made these are basically Gods:
BetterVehicleFirstPerson Manual Transmission DrivingModes GTA 6 Leak (Only joking)
Here's my set up of da setup required to do amazing, gaming mf changing driving DOWNLOAD ME NAAA
Drop the scripts folder and the .ASIs where they need to go, but before launching you should probably have a look around and see what's happening.
In GTA V the steering from both keyboard and mouse is unrelative to the direction of the physical wheels of the vehicle, AND the direction of the path being drawn that the vehicle physics is going to follow. Those 3 things are all seperate and we are using that idea to make our driving so realistic and flexible. The range of steering from left to right in GTA V is usually anywhere from around 40 to 50 degrees. In real life steering wheels can turn 190 degrees, 220 and 340, again depending on the drive mode of the car, I.e is it a massive dumper truck or a small hatchback(?)
Also of course in real life [rl] when you are driving at slow speeds, the wheels require muuch more turning than at high speeds, due to urm yeah da universe of course but also another thing, cambering. Google it
So this is how the steering part is achieved:
If you go to the controller/keyboard settings on ManualTransmission you'll find I have set the steering under multiplier to around 30. I change this soooometimes not that much, 0.20 is better for some trucks and jeeps, 0.33 might be better for 360 degrees steering wheels, and so on and so on and so son and son, damn son where'd you find- Sorry on with the tutorial...
These are the most important values for the vehicle handling. I've chosen to show you all this effect on a baller. Baller4 is biggest so I chose that model.
I've set the steering radius [loooock] to 189 and the reason curve max and min is like that [all fucked up] is because with a massive turn radius via every vertex of every mouse mother fecking steering degree will make the game recalculate crash paths, 2.38 is perfect for a LWB vehicle to do majorly tight turns and 0.98 is PERFECT for parrallel parking.
Handling of Baller4 in notepad via DriveModes (allows you to edit handling in game, mwha)
Finally for the steering we use these values in the first person driving script from RazorWings18 (PLEASE COME BACK YOU ARE A DRIVING MOD GOD)
Okay, my wrists hurt from urm typing. So let's get this over with quick so we can get back to SP RP DRIVING!!!
Head bob delay. This is going to be the biggest thing for some people, if you DON'T want to tap A and D to LOOK the direction you're TURNING whilst mouse steering, set this to a lower value, max 250. The reason for this is because 777 might be Almighty and look amazing when driving in a straight line, turns will make the camera look the OPPOSITE way. Set this to around 200 for perfect 50/50 between sway and direction facing animations.
I set my IN GAME MOUSE STEERING SENSETIVITY to 0, minimum bar. You must do this as well, you can use any mouse input mode, I.e Raw Input (best for those who use high DPI on windows and things). I REPEAT YOU MUST SET IN GAME MOUSE STEERING SENSITIVITY TO MINIMUM GRRR!
Another in game setting you must apply in the driving control setting, it's under mouse in settings. Select "camera". This will make it so your mouse is a constant steering wheel. You'll get used to it, bitch. Here's a pic if you need help finding it:
So that's pretty much it for steering. Now for braking, clutch action and accelerating.
All my custom controls are already in the setup download, so I won't bother explaining them here. But I'll note them here so you know what to press.
When you get in game spawn a Baller4 and open DrivingModes (press f5), go to the second option to edit the vehicles handling. Then press up once and that'll scroll you all the way down and then select "Reload from CFG config file" (Not the first page of the mod's menu, but after you click edit). This will load the handling file I made to upload with this tutorial.
Now you have done that you will find your mouse is steering the SUV you're in and that the steering wheel rotates 1 and a half times. Start the engine by holding X, shift into first gear by pressing LShift and pull away. You'll notice at low speeds and in car parks, near the sides of roads, at bays, near shops and petrol stations the car will be much more modest in accelaration, until you get into a road, highway, then you can really open up the engine. Clutch is space bar, brake is S, HANDBRAKE (VERY IMPORTANT LIKE RL) is Q. If you use enhanced native trainer you must set a bind for Q to "Toggle Handbrake". This will make it possible to sit on hills and slopes with the handbrake on.
Brakes are now delievered via each wheels traction (this part isn't reaistic but each wheel has a tiny bit of camber wiggle to allow off road terrain to REALLY jiggle the car's susspension. It's amazing.
Using the clutch: Okay, all ya gotta do is figure out a basic thing. The clutch is just for play. It limits the engine load and caps the revs at around 10% and oscilates them both up and down at different times to simulate clutch bite, stalling noise and a slower car. So if you're RPing that you're pulling up to the kurb (however you americans write that word) and you're gonna pull up, whack da handbrake on, op out da whip and unleash da ting well now you can hold the clutch on approach and that will leave you free to focus on perportions and stopping. The clutch will slow you down alot when parking, but nearly not at all at high speeds, though you can flood the engine if you rev at mfers too long, so don't play ya self fool.
Okay and as for accelarating ya wheels, just fucking charge the shit out of the clutch, tap the gears up n down fucking whatever it takes to make u feel like da real rock da wyane johnson.
Oh and also in the download is the sound file fixes cos here's the bugs:
Bug number fun: BetterVehicleFirstPerson sets a line into the games environment code to toggle the state of "exterior". This means you can hear rain as though you're outside, when you switch gear it sounds like a crunch rather than a gear stick, perciptation particles (not fog and smoke though) will not show behind the glass of some vehicles. This is all super easy to fix. So here's how:
For the sound just use my vehicles.oac (or if you have mods you wan't to keep just find EXTERIOR_GEAR_CHANGE and INTERIOR_GEAR_CHANGE, export them all (11 in total) and SWITCH their file names. You'll be left with 1 Spare. Love him or throw him in da bin I don't care. For the rain not showing when in a vehicle just go to your trainer and detach the windows. Every trainer has dis fam.
Okay that's it. Enjoy. Oh yeah bug list
that one When you switch gear whilst reversing and holding C to look back, it will toggle first person, just let go of C and tap it again. So yeah. Enjoy son, she's a keeper.
Oh and one more thing, sorry for not ya know making this easy to read, spelling like a complete fucking idiot even though I'm from english and also the no youtube video preview to see wtf im talking about. Just trust me.
Finally mess around with the settings. Enjoy da tings guys and post here for any problems or questions.
Thanks for reading!
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TakeYaBackToStation4BumVio got a reaction from LMS in Drive like ya do in real life [rl] - Amazing driving via mouse steeringSo, first what ya gotta do is get the following mods. Damn the people who made these are basically Gods:
BetterVehicleFirstPerson Manual Transmission DrivingModes GTA 6 Leak (Only joking)
Here's my set up of da setup required to do amazing, gaming mf changing driving DOWNLOAD ME NAAA
Drop the scripts folder and the .ASIs where they need to go, but before launching you should probably have a look around and see what's happening.
In GTA V the steering from both keyboard and mouse is unrelative to the direction of the physical wheels of the vehicle, AND the direction of the path being drawn that the vehicle physics is going to follow. Those 3 things are all seperate and we are using that idea to make our driving so realistic and flexible. The range of steering from left to right in GTA V is usually anywhere from around 40 to 50 degrees. In real life steering wheels can turn 190 degrees, 220 and 340, again depending on the drive mode of the car, I.e is it a massive dumper truck or a small hatchback(?)
Also of course in real life [rl] when you are driving at slow speeds, the wheels require muuch more turning than at high speeds, due to urm yeah da universe of course but also another thing, cambering. Google it
So this is how the steering part is achieved:
If you go to the controller/keyboard settings on ManualTransmission you'll find I have set the steering under multiplier to around 30. I change this soooometimes not that much, 0.20 is better for some trucks and jeeps, 0.33 might be better for 360 degrees steering wheels, and so on and so on and so son and son, damn son where'd you find- Sorry on with the tutorial...
These are the most important values for the vehicle handling. I've chosen to show you all this effect on a baller. Baller4 is biggest so I chose that model.
I've set the steering radius [loooock] to 189 and the reason curve max and min is like that [all fucked up] is because with a massive turn radius via every vertex of every mouse mother fecking steering degree will make the game recalculate crash paths, 2.38 is perfect for a LWB vehicle to do majorly tight turns and 0.98 is PERFECT for parrallel parking.
Handling of Baller4 in notepad via DriveModes (allows you to edit handling in game, mwha)
Finally for the steering we use these values in the first person driving script from RazorWings18 (PLEASE COME BACK YOU ARE A DRIVING MOD GOD)
Okay, my wrists hurt from urm typing. So let's get this over with quick so we can get back to SP RP DRIVING!!!
Head bob delay. This is going to be the biggest thing for some people, if you DON'T want to tap A and D to LOOK the direction you're TURNING whilst mouse steering, set this to a lower value, max 250. The reason for this is because 777 might be Almighty and look amazing when driving in a straight line, turns will make the camera look the OPPOSITE way. Set this to around 200 for perfect 50/50 between sway and direction facing animations.
I set my IN GAME MOUSE STEERING SENSETIVITY to 0, minimum bar. You must do this as well, you can use any mouse input mode, I.e Raw Input (best for those who use high DPI on windows and things). I REPEAT YOU MUST SET IN GAME MOUSE STEERING SENSITIVITY TO MINIMUM GRRR!
Another in game setting you must apply in the driving control setting, it's under mouse in settings. Select "camera". This will make it so your mouse is a constant steering wheel. You'll get used to it, bitch. Here's a pic if you need help finding it:
So that's pretty much it for steering. Now for braking, clutch action and accelerating.
All my custom controls are already in the setup download, so I won't bother explaining them here. But I'll note them here so you know what to press.
When you get in game spawn a Baller4 and open DrivingModes (press f5), go to the second option to edit the vehicles handling. Then press up once and that'll scroll you all the way down and then select "Reload from CFG config file" (Not the first page of the mod's menu, but after you click edit). This will load the handling file I made to upload with this tutorial.
Now you have done that you will find your mouse is steering the SUV you're in and that the steering wheel rotates 1 and a half times. Start the engine by holding X, shift into first gear by pressing LShift and pull away. You'll notice at low speeds and in car parks, near the sides of roads, at bays, near shops and petrol stations the car will be much more modest in accelaration, until you get into a road, highway, then you can really open up the engine. Clutch is space bar, brake is S, HANDBRAKE (VERY IMPORTANT LIKE RL) is Q. If you use enhanced native trainer you must set a bind for Q to "Toggle Handbrake". This will make it possible to sit on hills and slopes with the handbrake on.
Brakes are now delievered via each wheels traction (this part isn't reaistic but each wheel has a tiny bit of camber wiggle to allow off road terrain to REALLY jiggle the car's susspension. It's amazing.
Using the clutch: Okay, all ya gotta do is figure out a basic thing. The clutch is just for play. It limits the engine load and caps the revs at around 10% and oscilates them both up and down at different times to simulate clutch bite, stalling noise and a slower car. So if you're RPing that you're pulling up to the kurb (however you americans write that word) and you're gonna pull up, whack da handbrake on, op out da whip and unleash da ting well now you can hold the clutch on approach and that will leave you free to focus on perportions and stopping. The clutch will slow you down alot when parking, but nearly not at all at high speeds, though you can flood the engine if you rev at mfers too long, so don't play ya self fool.
Okay and as for accelarating ya wheels, just fucking charge the shit out of the clutch, tap the gears up n down fucking whatever it takes to make u feel like da real rock da wyane johnson.
Oh and also in the download is the sound file fixes cos here's the bugs:
Bug number fun: BetterVehicleFirstPerson sets a line into the games environment code to toggle the state of "exterior". This means you can hear rain as though you're outside, when you switch gear it sounds like a crunch rather than a gear stick, perciptation particles (not fog and smoke though) will not show behind the glass of some vehicles. This is all super easy to fix. So here's how:
For the sound just use my vehicles.oac (or if you have mods you wan't to keep just find EXTERIOR_GEAR_CHANGE and INTERIOR_GEAR_CHANGE, export them all (11 in total) and SWITCH their file names. You'll be left with 1 Spare. Love him or throw him in da bin I don't care. For the rain not showing when in a vehicle just go to your trainer and detach the windows. Every trainer has dis fam.
Okay that's it. Enjoy. Oh yeah bug list
that one When you switch gear whilst reversing and holding C to look back, it will toggle first person, just let go of C and tap it again. So yeah. Enjoy son, she's a keeper.
Oh and one more thing, sorry for not ya know making this easy to read, spelling like a complete fucking idiot even though I'm from english and also the no youtube video preview to see wtf im talking about. Just trust me.
Finally mess around with the settings. Enjoy da tings guys and post here for any problems or questions.
Thanks for reading!
-
TakeYaBackToStation4BumVio got a reaction from Shinya2116 in Everything there is to know about AWCSince the v1604 patch, the import and compression limits for all AWCs inside of Resident.rpf increased. This is because R* moved some LSUR songs from online to singleplayer.
Check it out:
OLD NEW
You'll notice vehicles.awc isn't included in the first screenshot, and that's the greatest news here. Vehicles.AWC, on compression can now be imported to hold 16.132mb!
So, the EXACT size of your vehicles.awc can now be:
This is brilliant, but be warned... 1kb over and you will have muted vehicle sounds. I tested this 😛
Happy modding!
More proof I spent ages checking new limit:
-
TakeYaBackToStation4BumVio got a reaction from patvmru in LSPDFR 0.4 - Coming February, 2019Okay, now my hype has died down a bit and I have read over the post...
well, urm, yay! 3 years in the making I can't wait, but this isn't a very exciting post. I was expecting pictures of chases and lights and helicopters and army response and detective work or callouts like suicide or someone drowning... but instead we got watching TV and going to a triathlon. Okay okay, I'll take a breather. I'm sure 0.4 will be greater than the rest of the LC LSPFR mods, but I can't help thinking
it's been 9 years since LCPDFR 0.1, 3 years since LSPDFR 0.1...
when will we actually have a finalized download called version 1?
Version 1 should be the beginning, yet here we are waiting for TV and "google" effects whatever the hell that is. Google didn't invent birds eye perspectives. Lool.
Also, is there a new siren and lighting system? Because if not we will all be stuck on ELS with only 5 audio hashes to play with 😞
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TakeYaBackToStation4BumVio reacted to Sam in LSPDFR 0.4 - Coming February, 2019So, 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.
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TakeYaBackToStation4BumVio got a reaction from lovkal in Everything there is to know about AWC15.766 exactly.
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TakeYaBackToStation4BumVio got a reaction from lovkal in Everything there is to know about AWCSince the v1604 patch, the import and compression limits for all AWCs inside of Resident.rpf increased. This is because R* moved some LSUR songs from online to singleplayer.
Check it out:
OLD NEW
You'll notice vehicles.awc isn't included in the first screenshot, and that's the greatest news here. Vehicles.AWC, on compression can now be imported to hold 16.132mb!
So, the EXACT size of your vehicles.awc can now be:
This is brilliant, but be warned... 1kb over and you will have muted vehicle sounds. I tested this 😛
Happy modding!
More proof I spent ages checking new limit: