Everything posted by thatmaxplayle
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Section136Callouts
Hey everyone! 👋 For those who are unaware, I'm the developer of Section136Callouts. I'm often asked about the future of the plugin, and when the next update is, and to be quite honest - the short answer is "I'm not sure" - Section136Callouts was started as a passion-project during the pandemic, after finding an abundance of spare time because they made going outside illegal 😂. These days, when everything is more than back to normal, time is on the "hard to come by" side with a multiple day-jobs and a software business to run (yes, I like to keep busy)... So - in short - something has to give, despite how much I've loved being a small part of this community over the few years I've been here. If I have any wild new ideas for S136, I'll definitely implement them. However, in the meantime - I'm happy to leave it in its current state, whilst maintaining support for it. To be honest, I'm not really the creative type, therefore I find coming up with new ideas/storylines for callouts quite difficult. To add to this, and in no small part due to the amazing work of G17/The LSPDFR Team, the community has flourished - encouraging a wash of people to start developing their own callouts, often times - as their first projects, thus serving as their introduction to programming - which is an amazing achievement. Because whilst not all will pursue it, that 10% who do may go on to do amazing things in the field. However there is one problem with this - with a lot of new callout developers, comes a lot of new callouts. Some based on existing ideas, others not so much. And when you have thousands of callout developers making plugins, fresh ideas become scarce. I would also like to take the opportunity to thank each and every one of you for your unwavering support for the pack over the years. Like I said, I started this as a simple lockdown project, I had no intentions of even publishing it - but instead of making some LSPDFR videos. Weirdly, I never published any LSPDFR let's play videos, and instead just published the callout pack - but never would I even have imagined the amount of support and usage it attracted. Whilst the server-side API has now been deprecated, I still see in the server logs, tens of thousands of hits per day. That's a good 7-8 thousand people still using the pack on the daily basis, and that blows my mind. So thank you. Also wanted to extend an extra hand of thanks to my Support Team on Discord, and the people who have helped out with he support in the comments section here. It's been great working with you all, and I hope to stay in touch. Lastly, thanks to G17/The LSPDFR Staff team for the work you do here. The community is growing by the day and I can see why. Delivering a stable platform on this scale is no easy task, and I know that from experience. Some final notes: Let me be clear... I'm not abandoning the plugin. If I suddenly have a wild idea, or want to get back into it - I will. If you have any callout ideas that you might want to bring to my attention, please do! I will continue to support the plugin both on Discord, and on LSPDFR.com. Though, I might add - that I'm not regularly logged into LSPDFR all that much these days, therefore the best way to reach me is via Discord. I'm not planning to open-source the project at this stage because I'm not washing my hands of it. With this in mind, the license, and security section of the file description - still apply. Do not reverse engineer (or attempt to) and do not take this plugin and sell it as your own. Happy patrolling! - Max
- 422 comments
- 25 reviews
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Section136Callouts
Hey there, Ad Revenue is fine - it's more that you're not charging for access to a download link or anything. You are fine to include this in a YouTube video, even if it is monetised. Although, if you do include the pack in your video, I'd appreciate a download link in the description (though this is completely at your discretion) Please do send me a link to the video if you do play one of my callouts in a video though! Shoot me a message on this website, drop it in the comments or send me a message on Discord (@thatmaxplayle) Cheers for asking, though! EDIT: I've updated the Copyright + Legal Stuff section in the file description to reflect this permission. Thank you for bringing this to my attention, and I appreciate you taking the time to ask before just including the pack in your video without any form of clarification. 🙂 Please send me a message either on here or on Discord (@thatmaxplayle) to discuss this, I'd be interested to see what you've got.
- 422 comments
- 25 reviews
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Section136Callouts
Section136Callouts isn't designed to work with Callout Manager. It's designed to work with the callout manager built into LSPDFR (i.e. the one that offers you calls periodically) The differences are: When LSPDFR is about to offer a callout, it first "asks the callout" if it should start now? Callouts within 136 use this as an opportunity to check location information, and check we can spawn a scenario close enough that the player doesn't have to drive half way up the map to attend the call. If the callout decides it should not be offered in the current conditions, it fails, silently. The player isn't made aware of this. When you force a callout to start with Callout Manager, this process is still carried out. However, if the callout decides that it shouldn't start given the current conditions, callout manager will display a "Failed to start _______" message. Some calls support the `AllowLongDistanceDrivesToCalloutScenarios` setting, which can be found in `Plugins > LSPDFR > Section136Callouts > mainconfig.json" which will mitigate this, however not all calls are built to support this yet. There is no way, as a developer, to know how the call was started. We cannot tell whether LSPDFR started it naturally, or you used something like Callout Manager to start it forcefully, so we cannot apply logic to force the callout to run when you force it to start. If you're using callout manager, I'd recommend enabling the aforementioned setting. TL;DR - Not all calls will work in all locations on the map. That's by design.
- 422 comments
- 25 reviews
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Section136Callouts
Hello, I can't help you without any information on what went wrong. I'll need a RagePluginHook.log file to achieve this. Regards, Max
- 422 comments
- 25 reviews
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Section136Callouts
You can change the keybindings in the configuration file available at GTA > Plugins > LSPDFR > Section136Callouts. The file is called mainconfig.json. Note that you'll have to use the numerical key codes within this file. These can be found at https://learn.microsoft.com/en-us/dotnet/api/system.windows.forms.keys?view=windowsdesktop-8.0. Cheers, Max
- 422 comments
- 25 reviews
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Section136Callouts
I'm currently away from home but have noted this log and will take a look into it once I am home. Thank you. UPDATE: this issue has been added to the bug tracker. If you have Discord, you can track it's progress over on my Discord Server. https://dsc.gg/maxshangout
- 422 comments
- 25 reviews
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Section136Callouts
You cannot just type "none" - you must type the numerical key code for the none key, which is 0. See the example below. { "MainMenu": 0, } Please send me your RPH.log, else I cannot do anything about this.
- 422 comments
- 25 reviews
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lspdfr crash
Unfortunately it’s just an invalid ped. There isn’t much we can do as callout developers about invalid peds. Entities generally become invalid when the game is running out of memory. That said, 136 should be handling this properly and not allowing LSPDFR to crash. I’ll look into it, thank you. Thanks to Lenny for bringing this to my attention. Max Section136Callouts Developer
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Section136Callouts
Sorry - yes that is correct. I had completely forgotten that I changed the format of the configuration file. Yes, 88 will be the default, which is the key code for X. Hey there! Thanks for reporting this. Although, after closer inspection, it appears that the riot van became invalid inside of the Protest callout. There's not really much I can do about invalid vehicles - which are caused by the game cleaning up information about vehicles internally. It does this to conserve memory. If you find yourself encountering InvalidHandleableException's frequently within a given session, restart the game, or better yet - restart your PC. You can minimise the amount of open programs in the background to ensure GTA is allocated the maximum amount of memory your computer can give it. Installing a Heap Adjuster and custom gameconfig.xml if you haven't already will also theoretically help reduce these issues, by instructing the game to allocate more memory to game mechanics like the entity memory pool, which is the "container" (for the lack of a better way to put it) controlling all living entities in the game world. If your game thinks it's running out of memory, it'll start removing random things, even if I tell it not to. In light of this, there's unfortunately not much else I can do other than handling errors efficiently. As to why you were wanted by the police after the callout ended, I really cannot explain that - I can only assume this is caused by a bug in the game and/or another plugin behaving weirdly. I can assure you there is no calls to the Player::WantedLevel - calls to which would be necessary in order to make you wanted by the police. This is a police mod after all, so I would consider doing that to be rather counterproductive! Anyhow, I hope this explanation helps you to understand why this might've happened. Sorry I can't do much more to help you! TL;DR - Restart your game/PC if this happens frequently. - Install a custom gameconfig.xml and heap adjuster if you haven't already. - Thank you for reporting an issue you encountered, although there's not a whole lot I can do.. sadly... Have a great day! Max
- 422 comments
- 25 reviews
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Section136Callouts
You'll need to modify the configuration file found at: GRAND THEFT AUTO V > PLUGINS > LSPDFR > SECTION136CALLOUTS > mainconfig.json Search for <MainMenu> (including the angled brackets) and it should send you to the right line. You'll need to use the numerical key code. You can see a full list of the available key codes here: https://learn.microsoft.com/en-us/dotnet/api/system.windows.forms.keys?view=windowsdesktop-8.0
- 422 comments
- 25 reviews
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Section136Callouts
This pack uses a more comprehensive configuration file in the form of a JSON file. This is stored at GTA V > Plugins > LSPDFR > Section136Callouts and is named `mainconfig.json` - this file is automatically generated and will only be present after you load LSPDFR with the plugin installed for the first time. I've been made aware of this issue and have pushed a testing release to my beta testers. This will be uploaded to the site shortly all going well. I appreciate you taking the time to make me aware of the issue, however!
- 422 comments
- 25 reviews
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Section136Callouts
- 422 comments
- 25 reviews
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Section136Callouts
Not sure what you’re trying to ask, but there’ll be a MainMenuKey item under the KEYS object in the configuration file.
- 422 comments
- 25 reviews
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Section136Callouts
You can do so by editing the mainconfig.json file available in PLUGINS > LSPDFR > Section136Callouts. If it’s any easier, i’ve got a free online configuration tool available as well… https://maxplayledev.org/apps/section136callouts/configurator
- 422 comments
- 25 reviews
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Section136Callouts
Hey gang! Sorry it's a little bit late - I've been super super busy over the past month, although Section136Callouts version 1.12 is now out for the world to see! Hope you enjoy the new callout (which has taken a little under a year to work on)! Do be sure to let me know if you encounter any issues, either here or via my Discord Server... https://discord.gg/pj5JeuQeyz
- 422 comments
- 25 reviews
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XScanner
Not the developer, but generally speaking unless there are any breaking changes/configuration schema updates, you'll be fine to simply replace the DLL file.
- 637 comments
- 51 reviews
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Section136Callouts
v1.12 is coming! Hey everybody! Just touching base once again with regards to the upcoming update. The new callout is nearing completion, and in the last few days alone, significant work has been done to it to both finalise functionality, and optimise existing code to ensure the new callout is as accessible as possible. That said, just like I've always said - this one is ambitious, and is very complex from a code standpoint. There's a lot of required entities throughout the storyline of the callout (yes, more than the protest callout) which does present some challenges. Whilst I have reduced the amount of time the callout needs to process every tick substantially (increasing framerate) I've been unable to cut down on the entity budget required for this callout as much as I would've liked to. Because of this, it seems clear that this callout is likely to be practical only for people who have higher-end PCs. That's not to say that people with lower-spec PCs wouldn't be able to play the callout, because Section136Callouts actively monitors gameplay variables and entities, and will kill a callout at the earliest sign of something going wrong (if it would potentially lead to a crash) - this is more often known as my neat little "Section136Callouts Crash Prevention System". Because of this, this callout remains accessible to all players, at the potential expense of immersion in the event of something going wrong. The brand new callout itself accounts for approximately 9,000 new lines of code - including the addition of multiple new mechanics within the plugin which I am super excited for you guys to check out! I know a lot of people will be interested in a potential release date for v1.12. I am not yet in a place to confirm an exact date, although I'm hoping to drop this long-awaited patch sometime towards Mid/Late February 2024. I'd like to share just a snippet of the final changelog for 1.12, this update has been a year in the making (admittedly, not full-time) so I hope you are excited as I am for the release.
- 422 comments
- 25 reviews
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Section136Callouts
UPDATE following my announcements a couple days ago... You can now test the online configurator over at https://beta.maxplayledev.org/apps/section136callouts/configurator! Please be aware that this will not work for the existing public version of Section136Callouts, as I've completely restructured the configuration system, meaning the configuration file, as of the next update, will be in JSON format rather than XML. I've been working on the latest update a fair bit in recent days, and will be ready to publish something soon! EDIT: This tool is not 100% completed yet, there's still some work to be done, but you can get a feel for how it works before it goes live on the main website 🙂
- 422 comments
- 25 reviews
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Section136Callouts
Hey everyone, Happy new year! I hope everybody has been having a good start in 2024! Just touching base. Thank you for the continued overwhelming support that this pack is still receiving even without an update, after so long. That's quite insane. I'll soon be deploying a "quality of life" patch which is unlikely to be the big 1.12 update, however will fix a couple of bugs I've been receiving reports from regularly: Rework (and/or temporary removal) of some network utilities: The Update Checker and Automatic Bug Reporting system are likely to be reworked/removed in/from this release. Live Activity is likely to be removed from this release. Not sure if it will come back... These utilities may be re-added in the future, however at the moment they cause more problems than they solve. Due to the overhaul of a large part of my Online Services system, the endpoints Section136Callouts currently requests from no longer exist. Due to a systems failure late last year, I also lost most of the server-side source code for the original system that responded to these requests. Because of this, I cannot easily re-implement the server-side functionality without changing the endpoint used to contact the service. Bug fixes for issues experienced by users who do not use the 'ForceDuty' command to start their shift! I've had reports of some issues involving the plugin hanging when a user does not use the ForceDuty command to start their shift, and instead heads towards a police station. Noob error some would say but clearly I didn't test this functionality with the plugin installed before dispatching the last update. See what I did there? Removal of plugin-startup prompts. I'll be moving over towards a RNUI-based configuration system, because of this, the prompts you may see at startup will no longer be necessary. This does mean that some features (such as automatic bug reporting, when it is re-implemented) will be enabled by default. I'll post some more information about this before these changes go live. I think it's important to focus on streamlining the player's experience before I dive into making new callouts. In light of this, I'm prioritising these quality of life changes before diving back into the main callout I've been working on for nearly a year now... Furthermore, since I've completely overhauled my website (and completely broken all Section136Callouts-related links) I'll be looking into getting all of those services working again, including a brand new online configurator. I'll be the first to admit that the Section136Callouts configuration file isn't the easiest to navigate, so yeah. There is new stuff in the pipeline, it's just a case of finding the time to implement it, and whilst on the topic of that: I'd also like to drop in an apology... I am more than aware that the amount of work going into Section136Callouts has been decreasing over previous months, and even stretching as far as the last year. The truth is, life got really really busy. For those who don't already know, I first wrote the draft versions of Section136Callouts during the UK's national COVID-19 lockdown. Initially, I had no intentions of publishing the plugin, but thought it would be cool to write some custom callouts; with prior experience in software development. Clearly I did end up releasing it, thinking it would get 200 downloads then die... but boy, was I wrong?! 200,000 downloads later, and still going strong. Battling a full-time job, other part time employment/engagements, and maintaining everything else I do software-related, has taken up a lot of my time, recently. I really love what the plugin has become, albeit it's in need of some TLC right now. As the game has been updated, things have changed, and I'm more than aware this has broken one or two components within the pack. My first priority within this ✨big return✨ will be getting the pack polished up, and clean up some of the terrible excuses for code that has made it into the pack over the years. Only when I think the project is stable enough to take more functionality, will I start adding more functionality. So thank you, once again, to everybody who has taken the time to install the pack and try it out! I'm so happy with the community this pack has built, and it wouldn't be possible without a few other people, whom I've named below: The LCPDFR.com staff, I mean - without them - there would be no platform to share this plugin on! My support guys in the Discord Server. Without you, I'd have been inundated over the years with support requests. You guys help me stay sane! Every single person (you included) who has engaged with the pack, by downloading it, playing with it, and sharing it! You people are all awesome! Signing off now- this post was much longer than expected, sorry! Once again - a very happy new year to everybody. I hope 2024 is full of awesome things for everyone here, including a couple Section136Callouts updates 👀 Cheers gang, Max
- 422 comments
- 25 reviews
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Section136Callouts
Hey there, Thank you for your kind comments! I should imagine that's possible, however without checking the code I cannot be 100% certain. At the very least, you'll be able to load an EUP ped model (I would've thought) however I don't think Section136Callouts will support the customisations offered by EUP, asuch you'll probably get a random variation of the model you enter. This may/may not be ideal, I'm not sure - as I've never used EUP. Having taken a peek at the code - I can confirm that there currently isn't a configuration element for this, however it's certainly something I can look at implementing. Where specifically would you like the plugin to use an EUP ped as opposed to a standard one? Cheers, Max Cheers Charlie, shame we don't get to chat as much as we used to - but I appreciate all the support you've given over the years! I'm glad you like it! Isn't it strange what a random lockdown project can become? Hi there. Sorry you're running into issues with the pack. It seems that this is something to do with the obfuscation I apply to the binaries before releasing them. I'll be sure to take a look into this before the next release. Thanks, Max Hey there, It does appear that this is a known issue. I'll look into it further before the next update. Cheers, Max
- 422 comments
- 25 reviews
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Section136Callouts
200,000 downloads. What an achievement. Thank you to everybody who has downloaded the plugin over the years, your support has not gone unnoticed and I am truly thankful. A massive shoutout to the team behind LCPDFR.com for all of their assistance over my time here, too! Thank you, people! I've got some new content lined up for the new year. It's just about finding the time to finish it. Life is busy these days, but we've got this. Merry Christmas & Happy Holidays, everybody! - Max Developer; Section136Callouts
- 422 comments
- 25 reviews
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Section136Callouts
This file is generated automatically by the plugin when you load it for the first time. If it‘s not there and you have started LSPDFR with Section136Callouts installed at least once, check your folder security permissions. Rockstar for some reason update the file permissions with title updates (meaning other binaries such as 136 cannot write files - causing the deserialisation of the settings file to fail)
- 422 comments
- 25 reviews
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Section136Callouts
There's already a configuration file, although it's an XML file (for ease of implementation for new settings) The XML format allows me to automatically serialize the configuration, meaning I can more easily add new settings options to the pack. This has a side effect of making the pack extremely configurable. To find the existing configuration file, go to GTA V\Plugins\LSPDFR\Section136Callouts - the file is named mainconfig.xml.
- 422 comments
- 25 reviews
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Section136Callouts
please attach your RagePluginHook.log so this can be investigated. Without a log file, I can’t do anything.
- 422 comments
- 25 reviews
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Section136Callouts
- 422 comments
- 25 reviews