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I should note too that the automatic installer makes its triumphant return in this update to LSPDFR 0.4.8 😎
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We've just released another minor compatibility update for LSPDFR 0.4.8 (Build 7688) which further improves compatibility for the latest version of GTA V (v2189) - The Cayo Perico Heist.
The changes in this updated version of LSPDFR are mainly technical in nature, including our internal pathfinding and LSPDFR engine tweaks to support pursuits, backup and some other aspects of LSPDFR on the new island.
Aside from this, there are a number of smaller changes:
The optional player holster/unholster animations added in LSPDFR 0.4.7, but disabled in the first release of 0.4.8 for compatibility reasons, have been re-enabled. Player character voices are now persistent across game sessions. A couple of new API functions have also been added or tweaked (see this post for details)
Note that LSPDFR does not load the Cayo Perico island by default. If you wish to play LSPDFR on Cayo Perico, you will need to use another mod to load it such as the Cayo Perico Island for Single Player mod by @Vincentsgm
Also, as the Cayo Perico island was developed exclusively for GTA Online and does not have its own police or fire services, we have been forced to make a couple of decisions as to how LSPDFR should work on it by default, without other mods or custom settings:
Cayo Perico now comes predefined in our XML data, with the Park Rangers as the default agency. Calling EMS or Fire will still result in the LSFD responding. Similarly, air units will default to the LSPD. Some features, when on Cayo Perico, such as callouts may not work as efficiently as they normally do.
Do note that you can easily change each of these settings by modding LSPDFR:
How to use the Custom folder and avoid overwriting original LSPDFR files Full Documentation for LSPDFR's data files
As always, you can find this new version of LSPDFR on the main LSPDFR page, here: https://www.lcpdfr.com/lspdfr
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shawdybadclapas reacted to Sam in Kobe Bryant is deadI'm more than certain that you'll take great enjoyment in circulating these distasteful images privately, but these certainly aren't things appropriate for a public forum.
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shawdybadclapas reacted to Sam in My thoughts on 0.4It isn't compatible for old game versions for the same reason that RPH isn't compatible for old game versions. It isn't some dastardly evil thing that we devised while sitting in a darkened room thinking of creative ways that we could mess with people. It is instead, a simple challenge of technical feasibility. We can't support old game versions because when the game version changes, literally everything about the game from a programming perspective also changes. It is the reason why everything breaks when the game updates. I hope you'll understand that from a technical perspective, LSPDFR is a very complicated piece of work. We do not simply choose not to support old game versions - it is a mere matter of feasibility and take it from me, it's not feasible.
Any problems that you have with a modded installation of the game are absolutely nothing to do with us. We make a mod for Grand Theft Auto V, not your altered beyond recognition copy of Grand Theft Auto V.
Anything else is a bonus.
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shawdybadclapas reacted to Sam in [REL] Coastal Callouts Discussion ThreadCoastal Callouts has been in 'semi-public beta' since before 0.4 was even announced. We announced our plans for the API for 0.4 and we're trying to release it, for free, to everyone, as quickly as we can. I honestly think this attitude is disingenuous, especially considering the fact that you're charging people on a monthly basis for access to a 'semi-public' beta, with no end in sight, which you now seem to be justifying by pointing a finger at us.
Are you going to increase the price and blame it on us too?
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shawdybadclapas reacted to Jeff Favignano in LSPDFR Flashing Lights Logo SplashNo, you can simply do that if you choose to.
Now that's not a bad idea haha.
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shawdybadclapas reacted to Sam in Most problematic issues with LSPDFR 0.3.1 API that ought to be fixed in 0.4Thanks for the suggestions.
This is a consequence of how our AI works. If a ped isn't doing what we think they are supposed to be doing, we will try to correct this. In my opinion, that's perfectly logical. Our API doesn't support changing the tasks of pursuit suspects, so I don't think anyone should be too surprised that when you forcibly change their tasks without LSPDFR knowing, that we change them back.
I don't think we will be able to disable AI on an individual basis. It's not practical for people to pick and choose like this. The best we can potentially do is disable all police AI and/or all suspect AI, but even that isn't as simple as you might think and there's quite a few things we'd have to change first. I think a better approach is the new pursuit scenarios that we are adding in 0.4 which we can look at further when we get into the API stuff following the initial release.
This isn't an issue anymore in 0.4.
The doc says: "Sets the ped as arrested internally. Please use with caution as I didn't investigate any possible side effects yet.".
It will cause IsPedArrested() to return true and will prevent the ped from being stopped by the player and should prevent them from being pursued by the AI. I don't think it was ever intended as having anything to do with animations - it's simply a flag and is the same one which we set after a ped has been arrested either by the player or AI.
Everything regarding pursuits in 0.4 is entirely different. Not sure if this will still be relevant or not, and not sure what sort of scenarios it makes sense for. This is something that would need to wait until the API update.
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shawdybadclapas reacted to LMS in LSPDFR 0.4 - Coming February, 2019Yes, you will have a personal vehicle at your house.
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shawdybadclapas 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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shawdybadclapas reacted to Sam in LSPDFR 0.4 - AmbienceYou'll see why shortly 😉