Everything posted by Starsickle
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A Cascade of crashes! WHEEEE!
So, I was minding my own business...busting some ass on a traffic stop. Using STP - asked a PED out of vehicle to follow me. Then, this happened. https://clips.twitch.tv/MildResilientTapirCmonBruh Combing through logs, I couldn't find an appropriate time slot for the crash (partially because the log is either missing or incomplete). Here's an error someplace in that session that stood out to me, though: System.NotImplementedException: The method or operation is not implemented. Backupmanager line 849 Backupmanager line 81 cooldownfail line 48 This is a dangerous one that, even if unrelated, needs to get fixed.
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States for tracking Identification
It seems that, when I use plugins like Computer+ , or even when I just use the basic LSPDFR functions - you can check a given PED's name even though you haven't actually identified them. The functionality to track if the player has gotten a PED's ID BEFORE they can do a ID check or draw them up on a computer (via plugin) )should be added.
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Tearing down and rebuilding audioNameHashs/references
Wow...what a nightmare. I was just gonna mashup Police siren and Dilletante vehicle sounds... At least it's possible with a terrible amount of work.
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More Robberies
Nice idea, but there needs to be some sort of check to ensure you're in the correct jurisdiction. There's nothing worse than being out in Blaine County as State police/LSC Sheriff and getting a call for some robbery across the map. There are 3 primary Jurisdictions in LSPDFR: - Los Santos City - Los Santos County - Blaine County The rest are not as important or are a complex mixture of areas, but you can learn more about this by picking apart the main mod. Divide or tag your callouts to use these areas correctly. Also - add more!
- 62 comments
- 11 reviews
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Tearing down and rebuilding audioNameHashs/references
The goal: I want to be able to take apart the Dilletante audio pack and attach POLICE's sirens to it so it becomes a fully compatible police vehicle. Preferably, as an Add-on referenced by a new name in the game engine. (Let's call it "polHybrid" audioNameHash) If this can be done, it'd go a long way to not relying on the game's vanilla audio for more different vehicles.
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Arrest Manager Needed?
No, you don't need it. Traffic policer, Stop the PED, LSPDFR+ and COmputer+ are all fine together without arrestmanager.
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(RESOLVED)Every car mod I install, the lights dont work
If properly installed, the ELS directory is in the game directory, and the config files for that will refer you to where you should put ELS configs for each ELS vehicle. Like I said, there's a lack of standards. People pack their vehicles/moos in very strange ways sometimes. Look for a XML file that is the vehicle's name and looks like an ELS config file.
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(RESOLVED)Every car mod I install, the lights dont work
Every normal car has several component files to make things work: The vehicle's model and texture files the vehicle's dlc-related files vehicles.meta carcols.meta carvariations.meta handling.meta All of these files are written in XML. There are many interconnected aspects of these files to make them all function, as well as interconnected parts to implement them into the game - this is a design problem with GTAV meant to make modding difficult. (as well as making it hard to produce good content, but hey) When you lights or sirens don't work, there's several points of failure that could be respoonsible - each one exists in the files mentioned above. Here's some random tips: - Make sure that the siren and lights settings between carcols and carvariations are all correct. - Make sure the vehicle meta is correct and hooked up. - (For ELS vehicles) )Make sure the ELS file is correct and placed in the correct directory. - Make sure all of the files are correctly hooked up to the dlc files. - Make sure the vehicle audio reference actually contains a siren - most vehicles simply use audio from a vanilla vehicle. There is a very bad lack of documentation and standards in GTAV community. A lot of copypasting and a lack of documentation and standards will keep you on your toes, so everyone burns out and accepts that everyone's obligated to figure the game out and do it themselves. Hope this helps.
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[WIP] LSPDFR+, British Policing Script's International Sister Modification
https://github.com/Albo1125/LSPDFRPlus There is a github for the mod, now. You will need to understand C# and .Net for most mods (and version control and IDEs, obviously), but there it is.
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Code Red Callouts 2.9.7 (Stolen Tanker, Vicious Dog & more!)
Would it be possible to include an ini that allows the user to customize which callouts are enabled? Perhaps allow them to designate their callsign like in other callout mods?
- 329 comments
- 53 reviews
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XML´s for new Police Stations
There are a ton of files in this that I'm not sure are even needed, and they overwrite a lot of things a user would commonly customize. The script files in ai? In the future, if you're doing a mod that's just XML additions - simply keep each file as JUST the additions that are to be added, or plainly comment the section that is to be added or modified. Especially if there's many lines in files that need to be modified in order for everything to function.
- 8 comments
- 1 review
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[REL | WIP] Wilderness Callouts
Hey there! Just wanna comment and suggest some improvements to this: Possible illegal hunting When this happens in downtown vinewood, I didn't really notice anything other than the corpse in a backalley. Aircraft crash Needs a lot of work. Wanted felon in vehicle This is similar to other wanted suspects - but if Imy guess is right this is the one that added the bikes? My backup tends to ignore them and it becomes a hot mess every time. Suicide attempt Needs better writing and dialogue. Also - very easy to break. Public disturbance I like this one - I ran into a few different people. I'd say that if there's gonna be a naked person, ensure there's a censored version in bikini. Hostage situation Any callout where nothing functions until you walk up too it and hit Y needs a lot of work and is very easy to break. Arson I like it, but the suspect will take a car at maximum speed and I always end up in Sandy shores by the time I catch up. A little too much. Officer needs transport A nice one, Could use some variation or custom dialogue. Demonstration Needs a lot of work, but could be great if more things were capable of happening. I always wait and see what happens, and everyone always just gives up and goes home.
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Point/XP and Rank system
Just make it very customizable. You are already creating a lot of variables and limits and constraints - just make a config file that handles it and give that power to the users. I'll say this, though - it would go a long ways towards creating a persistent simulation and environment. You want it to be gonzo? config it to be gonzo. You want realistic? coonfig it to be realistic. You wanna turn it off? Fine.
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[REL | WIP] LSPDFR Computer+
It'd be nice if both LSPDFR+ and Computer+ allowed greater control over the definition of crimes. I've been trying to reconcile both mod's default stuff, but LSPDFR+'s court system doesn't have very strong customization of its court system's inputs and outputs. Also - customization options that start the computer in a given state would be nice. I usually let the game run during my computer use for realism, but it's unstable. I hope that feature gets fixed up and improved, and maybe it'd be easier to start it in that "no background, running," state without risk of bugs.
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ELS causes drivers to smash into things, breaks computers
Yup - Been trying several things in the hopes of a workaround or a more general problem, but... Even with ElsTrafCtrlOn = false: - You can start the stop with shift, but you cannot cancel it the normal way. You must exit the vehicle. (Works normally with a NON-ELS) - The NPC does nothing to pull over once you start a pullover. (Also works fine with NON-ELS) - You cannot open Computer+. (works fine with NON-ELS)
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LSPDFR 0.4.2 - Now Available!
I end up spawning at Rockford Hills station a LOT for some reason, even when It's set to my only last character and Random... It's been forever since I've spawned at Vinewood Hills or other places.
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ELS causes drivers to smash into things, breaks computers
Interesting phenomena... I've been playing with keybinds to eliminate overlap (and create similar function between the normal game and ELS), and in the course of things discovered that ELS is preventing me from opening Computer+, as well as completely breaking the traffic stop. At first, I thought that the information panel, which requires using the CTRL modifier along with whatever button it bound, was preventing me from using Computer+'s key. Nope. Then I started trying cars side by side to test functionality. You can start a traffic stop, but the drivers all do the same thing when you're using ELS: They coast in a straight line until they strike something. You exit the vehicle, and the traffic stop cancels as if they've never gotten to the "stopped for the stop" state. They don't even bother to try to pull over. When I hop in a non-ELS vehicle, it all works just fine. At first, I thought this was a result of overlapping binds, but it seems that ELS is causing it. Any suggestions? - Remove ELS definition files for those vehicles and maybe work with normal lighting control? - Some strange configuration problem that prevents ELS vehicles from using Computer+? - Some strange procedural error inside ELS that messes with the game? ATTN: @Lt.Caine EDIT: Changing ElsTrafCtrlOn = false does not seem to affect this. I still can't execute a traffic stop. // ELS CONFIGURATION [ CONTROL ] AllowController = false Toggle_LSTG = 82 Toggle_SECL = 186 Toggle_WRNL = 222 Toggle_CRSL = 219 Toggle_TKDL = 221 Toggle_BLKT = 220 Toggle_SIRN = 74 ChgPat_PRML = None //85 ChgPat_SECL = None //73 ChgPat_WRNL = None //79 Sound_Ahorn = 5 Sound_Manul = 6 Snd_SrnTon1 = None //49 Snd_SrnTon2 = None //50 Snd_SrnTon3 = None //51 Snd_SrnTon4 = None //52 Snd_SrnScan = None //53 Snd_SrnTonX = None //54 Snd_SrnPnic = 191 TogInfoPanl = 161 TogKeysLock = 145
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LSPD Police Badge
Nice! Think you could do a few others? Blaine County Sheriff? Los Santos County Sheriff? San Andreas State Police?
- 31 comments
- 2 reviews
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DarkMyre LSPDFR CA - crash when going off duty.
Going on and off duty isn't a typical use case than I have no idea what the devs expect other than for people to go on duty and crash out of the game. What universe are we in? You go on duty, you go off duty, you eventually go on duty. That's how it goes.
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DarkMyre LSPDFR CA - crash when going off duty.
[5/24/2019 12:59:44 PM.845] LSPD First Response: [5/24/2019 12:59:44 PM.845] LSPD First Response: ============================== [5/24/2019 12:59:44 PM.845] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK [5/24/2019 12:59:44 PM.845] LSPD First Response: ------------------------------ [5/24/2019 12:59:44 PM.845] LSPD First Response: Origin: Game fiber "LoadingSpinner". [5/24/2019 12:59:44 PM.845] LSPD First Response: ------------------------------ [5/24/2019 12:59:44 PM.845] LSPD First Response: Exception type: System.ArgumentException [5/24/2019 12:59:44 PM.845] LSPD First Response: Exception message: An item with the same key has already been added. [5/24/2019 12:59:44 PM.845] LSPD First Response: ------------------------------ [5/24/2019 12:59:44 PM.845] LSPD First Response: Inner exceptions: [5/24/2019 12:59:44 PM.845] LSPD First Response: ------------------------------ [5/24/2019 12:59:44 PM.845] LSPD First Response: Stack trace: [5/24/2019 12:59:44 PM.846] LSPD First Response: at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) [5/24/2019 12:59:44 PM.846] at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) [5/24/2019 12:59:44 PM.846] at LSPDFRComesAlive.AmbientEvent.() in D:\Darkmyre Gaming\LSPDFRComesAlive\LSPDFRComesAlive\AmbientEvent.cs:line 59 [5/24/2019 12:59:44 PM.846] at LSPDFRComesAlive.Main.(Boolean ) in D:\Darkmyre Gaming\LSPDFRComesAlive\LSPDFRComesAlive\Main.cs:line 40 [5/24/2019 12:59:44 PM.846] at LSPD_First_Response.Mod.API.Functions.OnDutyStateChangedEventHandler.Invoke(Boolean onDuty) [5/24/2019 12:59:44 PM.846] at .(Boolean ) in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Duty.cs:line 63 [5/24/2019 12:59:44 PM.846] at .() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Duty.cs:line 378 [5/24/2019 12:59:44 PM.846] at .() in E:\GTA V\LSPD First Response\LSPD First Response\Mod\Menus\DutyMenu.cs:line 176 [5/24/2019 12:59:44 PM.846] at .() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\UI\LoadingSpinner.cs:line 30 [5/24/2019 12:59:44 PM.846] at Rage.GameFiber.Main() [5/24/2019 12:59:44 PM.846] LSPD First Response: ============================== [5/24/2019 12:59:44 PM.846] LSPD First Response: [5/24/2019 12:59:44 PM.847] LSPD First Response: [TRACE] Thread Ambient #1 has been shut down [5/24/2019 12:59:44 PM.847] LSPD First Response: [TRACE] Thread ArrestManager #1 has been shut down [5/24/2019 12:59:44 PM.847] LSPD First Response: [TRACE] Thread SuspectTransportManager #1 has been shut down [5/24/2019 12:59:44 PM.847] LSPD First Response: [TRACE] Thread WorldEventManager #1 has been shut down [5/24/2019 12:59:44 PM.847] LSPD First Response: [TRACE] Thread CrimesManager #1 has been shut down [5/24/2019 12:59:44 PM.847] LSPD First Response: [TRACE] Thread BoundlessInformant #1 has been shut down [5/24/2019 12:59:44 PM.853] LSPD First Response: [FATAL] Forced termination [5/24/2019 12:59:44 PM.853] LSPD First Response: [TRACE] Released 0 entities from DefaultContentManager [5/24/2019 12:59:45 PM.167] LSPD First Response: [INFO] LSPDFR has shut down [5/24/2019 12:59:45 PM.948] LSPD First Response: ============================== [5/24/2019 12:59:45 PM.968] LSPD First Response: ============================== [5/24/2019 12:59:46 PM.090] LSPD First Response: All signs removed [5/24/2019 12:59:46 PM.218] LSPD First Response: ============================== This seems to happen because of some conflict - Upon going on duty then off, the script will crash LSPDFR.
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LSPDFR+ (Better Traffic Stops, Court System)
Yes! I'll be on the lookout for that! Someone should extend or patch either mod's crime data to handle additional charges. This is a fairly common and reproducible problem.
- 1,178 comments
- 137 reviews
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Editing speed zones?
Looking to edit or find edits to the various speed zones in the game. Many areas in Los Santos are actually travelled about 20 MPH slower than they are rated for. While there's a few mods that universally increase the speeds that vehicles drive - they don't actually do the job of properly setting the speed limits area for area. That's what I'd like to see. Anyone have any knowledge on this?
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Just A Suggestion
This is kinda what OpenIV does already. The problem is that packaging things to make such deep edits to XML in archives creates tons of problems when there needs to be sorting of XML tagged items, deep edits, and disagreement over the best way to insert things into the game. Will you add or replace? How do you know what you are replacing? How do you validate what you are replacing? How do you parse out everyone's comments and configuration settings? How do you avoid automated mistakes because there's no standards? After everything I've learned so far? I wouldn't trust someone's weekend application to do the job correctly when so many things to make a single addition are sprawled out across a single application.
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Sooo...what's going on development-wise?
I apologize in advance for being blunt about this question: Why? I'm going to get a bit real, here - because this has been on my mind for a while: I'm not aware of any reason you'd want to not take advantage of transparency towards the community - especially with the purpose of trying to build hype - other than the possibility you're trying to launch a game company off the shoulders of a constellation of community mods and trying to protect the core code as a company asset. I honestly would not blame the team for this - they are certainly not the first ones around to try to make a mod into a serviceable full game. (Post Scriptum comes to mind, even though that game is far from complete, far from optimized, and bit off far more than it could chew even after its official release. Definitely something people should learn from.) Let's assume this is not the team's intention - First: it serves little purpose in development on a community scale in the development age of 2019. If you are amateurs and working people - you need all the help you can get. There's clearly several things wrong with GTA5, there's several things wrong with LSPDFR. We have the combined power to report and turn over revisions quickly and in an organized manner using the tools of our age. Second: Consider how much of LSPDFR is (currently) enabled and carried by plugins made by the community, I think you (you all, ofc) owe it to the community to let us know what's being worked on and being fixed so we can adjust our priorities accordingly. It's 2019, not 1992. I would not mind plying my knowledge and skills provided I'm not wasting my time. I don't care about hype - I care about active development, fast turnaround on issues I put time into reporting on and dealing with, and continuous and fast improvement. Third: What do you need to hype the mod for? If the site is run by advertising revenue - and you are short? Just tell us. Just - Tell - Us. The only function hype serves is to generate revenue. You're trying to make money. I understand it's all free, but this would be absolutely no problem if the company were up front with us. Just. Tell us. Be transparent. Fourth: This is definitely not about quality control, either. You are hard-pressed to say that not bringing attention to what you're working on will benefit whatever QA processes you have right now. Internal QA will simply not catch what the entire community may be able to, and not making yourselves aware of current issues by sharing your work and discussing it with users/players is also very 1990's. I'm gonna end on that - please understand I say all of this with genuine respect and concern - If there's bad news, if there's problems, if there's reasons I'm not hitting upon - I personally prefer the team is up front about it. Thanks for your work - please keep it up.
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Sooo...what's going on development-wise?
It's been a few months since 0.4.1. What's going on? Any subjects of interest? Any need for feedback or testing? Any plans or roadmaps? Any trends in bugs or issues? Any problems or technological challenges?