Reputation Activity
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thatmaxplayle got a reaction from unitedOrange66 in lspdfr crashUnfortunately 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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then choose the file ragepluginhook.log from the main gta folder
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thatmaxplayle got a reaction from corey211 in NEW TO LSPDFR I KEEP CRASHING WHEN I PRESS E ON ANY SUSPECT?!As standard practice, whenever you encounter an issue with RagePluginHook, LSPDFR, or a callout plugin, always send your RagePluginHook.log file to the forum post you create - without this, it is anybody's guess what's going on with your game.
Your RagePluginHook.log file is contained within the base game directory (named either 'Grand Theft Auto V' or 'GTAV') and will have the file type of 'Text Document' or 'LOG File' if you have certain applications installed.
Always include this in requests for assistance - you'll always get the answer quicker!
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thatmaxplayle got a reaction from maxUa in help plsPlease send your RagePluginHook.log file - it's found in the root directory of your game (near where RagePluginHook.exe is to start the game) -- the file you sent is useless to anybody other than the RPH developers.
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thatmaxplayle got a reaction from OptimusPrime23 in Looking to start writing some LSPDFR callouts? Look here 👀Hi everyone,
I just thought I would spin up a new forum thread to show off what myself and @Rich have been working on over the past couple of weeks. To help out with developers who would like to get their foot in the door when it comes to writing new LSPDFR callouts, we thought it would be a good idea to write some code for you to cross-reference when writing your own callouts.
Requirements
You will need the following to get started:
Visual Studio (or another IDE) installed. Basic knowledge of the C# language - remember, an LSPDFR callout plugin should not be your first C# project. You should learn C# beforehand.
Source:
You can view and download the source code: https://github.com/thatmaxplayle/LSPDFRBasePlugin
Contributions:
If you're a more experienced developer, please feel free to chip in and drop me a message on Discord (@thatmaxplayle#8811) or via LCPDFR.com to be added to the contributors list. Alternatively, you can just fork the project and submit a PR with your changes. 🙂
License:
Make sure to follow the terms of the MIT license which is outlined on the GitHub page.
You can use this topic if you're having trouble, of it you have any questions.
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thatmaxplayle got a reaction from GTAbear in [Developer-Oriented Feature Suggestion] LSPDFR Light ModeGreetings,
I would like to put forward a feature suggestion for a "light mode" for LSPDFR, oriented at plugin developers who often need to reload the mod to apply source code changes when debugging/developing new features in their packs.
Developers don't need apartments, character customisation, and features such as station population, and the vehicle garage whilst developing their packs. And - with this functionality, even on a beefy computer, the mod can take 15-20 seconds to load. Whilst that doesn't seem a long time, it adds up over the course of say a 3+ hour development session, where LSPDFR is reloaded anywhere between 50 to 100 times.
Whilst a "ReloadLspdfrPlugins" console command is likely unviable due to implications made on Game Fibers and App Domains created by running plugins, I therefore put forward a "light mode" which skips out on loading all of the character based stuff, apartment functionality, and even small things like the ability to sit on benches. All of this functionality, whilst amazing to have for end-users who play the mod and the plugins we create, not necessary for plugin development.
Something we could pop in the LSPDFR INI such as `Main.DevelopmentMode` or `Main.SkipLoadingNonCoreFunctionality` would be much appreciated, and I am sure would save a lot of time over the course of the many hours us creators put into plugins, as you do building the core mod itself.
I don't know how viable this would be, because I don't know how mod components are loaded within LSPDFR - I, after all, am not the developer. But, I thought I'd put this forward to see what you thought.
Cheers!
Max
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If possible - this would be a great addition to streamline future development.
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thatmaxplayle got a reaction from Charlie686 in [Developer-Oriented Feature Suggestion] LSPDFR Light ModeGreetings,
I would like to put forward a feature suggestion for a "light mode" for LSPDFR, oriented at plugin developers who often need to reload the mod to apply source code changes when debugging/developing new features in their packs.
Developers don't need apartments, character customisation, and features such as station population, and the vehicle garage whilst developing their packs. And - with this functionality, even on a beefy computer, the mod can take 15-20 seconds to load. Whilst that doesn't seem a long time, it adds up over the course of say a 3+ hour development session, where LSPDFR is reloaded anywhere between 50 to 100 times.
Whilst a "ReloadLspdfrPlugins" console command is likely unviable due to implications made on Game Fibers and App Domains created by running plugins, I therefore put forward a "light mode" which skips out on loading all of the character based stuff, apartment functionality, and even small things like the ability to sit on benches. All of this functionality, whilst amazing to have for end-users who play the mod and the plugins we create, not necessary for plugin development.
Something we could pop in the LSPDFR INI such as `Main.DevelopmentMode` or `Main.SkipLoadingNonCoreFunctionality` would be much appreciated, and I am sure would save a lot of time over the course of the many hours us creators put into plugins, as you do building the core mod itself.
I don't know how viable this would be, because I don't know how mod components are loaded within LSPDFR - I, after all, am not the developer. But, I thought I'd put this forward to see what you thought.
Cheers!
Max
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thatmaxplayle got a reaction from Cyan in Any callout will crash LSPDFRI'm not quite sure this will fix your problem, unless you've installed something incorrectly...
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thatmaxplayle got a reaction from Upass in LSPDFR Keeps CrashingWhilst OfficerCris1 is technically correct. The be-all-and-end-all is that "sometimes modded games crash, however this isn't always expected behaviour".
Sure, you shouldn't expect a bug-free experience when using LSPDFR and other plugins, after all - it's quite a beefy mod, and pair that with a game that isn't designed with modding in mind, you have a potentially dangerous concoction.
That said, be sure to always report these crashes either on this forum, or (where you suspect one of Bejoijo's mods are to blame) to Bejoijo. Often times, changes to the code can be made (even if this cannot be directly linked to a bug) to prevent crashes.
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thatmaxplayle got a reaction from Yasd in Any callout will crash LSPDFRI'm not quite sure this will fix your problem, unless you've installed something incorrectly...
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thatmaxplayle got a reaction from Lennyy in TPAC Script Viable?I would recommend entering the GTA V scripting community with some pre-existing knowledge of the C# language. If you know C++, you'll likely get on fine with C# although some experience with it would certainly be useful. I'm sure myself and @Lenny1161 will pick the project back up soon, I know I'm more than willing to.
Let me know how you get on. Feel free to join my Discord Server (the link should be in my site signature) if you'd like to chat more about it. 👍
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thatmaxplayle reacted to Lennyy in TPAC Script Viable?It certainly is possible. @thatmaxplayle and myself have worked on such a plugin within the last year but haven't done anything as of lately. The code is still available on GitHub (I think!?). If we were to pick up that project again you might want to join in.
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thatmaxplayle got a reaction from brenden.iannetta in "LSPD First Response" was terminatedYou need to set your Plugin Timeout Threshold to 60000. This will instruct RPH to allow LSPDFR 60 seconds to load. Currently, you've got too much content installed given your computer specs for LSPDFR to load within 10 seconds.
To do this:
1. Start RPH, whilst holding down the LEFT SHIFT KEY.
2. Under General, set Plugin Timeout Threshold to 60000 (60 thousand, please do not include a comma)
3. Click SAVE AND LAUNCH.
This should fix your problem. Let me know how you get on.
As far as the reported by Section136Callouts, this was due to an API outage - meaning the server that handles all of the network requests for Section136Callouts was down whilst you were trying to play. This did not prevent you from playing, however, it just meant Section136Callouts couldn't perform an update check. The API is back up, and has been since about 10am local time on the day you reported this crash.
This is what your General page will look like if you've done this correctly.
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thatmaxplayle got a reaction from GLFJericho in "LSPD First Response" was terminatedYou need to set your Plugin Timeout Threshold to 60000. This will instruct RPH to allow LSPDFR 60 seconds to load. Currently, you've got too much content installed given your computer specs for LSPDFR to load within 10 seconds.
To do this:
1. Start RPH, whilst holding down the LEFT SHIFT KEY.
2. Under General, set Plugin Timeout Threshold to 60000 (60 thousand, please do not include a comma)
3. Click SAVE AND LAUNCH.
This should fix your problem. Let me know how you get on.
As far as the reported by Section136Callouts, this was due to an API outage - meaning the server that handles all of the network requests for Section136Callouts was down whilst you were trying to play. This did not prevent you from playing, however, it just meant Section136Callouts couldn't perform an update check. The API is back up, and has been since about 10am local time on the day you reported this crash.
This is what your General page will look like if you've done this correctly.
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thatmaxplayle got a reaction from brenden.iannetta in lspdfr crashing midgameThat is a very naive and quite frankly lazy way of doing things. I would even argue that it isn’t proper support. Either way, the fact of the matter is, you should be advising people to report matters to developers. That quite honestly is the best way to make the experience better for everyone. I’m not going to argue with you because you think that just deleting anything that appears in a log fixes issues - but I would advise you to reflect on the way you do things, hopefully integrating some better practices in the future.
Anyways, I best get to fixing all those bugs I don’t know about with (no) thanks to lazy “support representatives.”
Enjoy your day.
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thatmaxplayle reacted to nocknick in game failedI've downloaded and played for over 1 hour and haven't encountered any issues. Thank you very much.
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thatmaxplayle got a reaction from Oli1422003 in OliYou don't actually have pass any parameters to the ForceDuty command. These are merely optional parameters, that most players won't find any use for. I'll give you the rundown on what they do, to satisfy any curiosity you may have.
In short, you don't need to specify anything when passing this command. If an exception is being thrown when you execute this command, there's probably something wrong with either:
Your LSPDFR installation A plugin you have installed
If you send the RAGEPluginHook.log file located in your main GTA V folder once you've encountered this issue, to this thread, I'll be able to take a look in greater detail and let you know how you can fix this issue. If you need some help with sending a log file, let me know.
Kind regards,
Max
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thatmaxplayle reacted to Rich in LSPDFR 0.4.9 - Updated for "The Contract"Perhaps you should learn programming in order to write and maintain your own software, for free, to play your game a few days sooner.
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thatmaxplayle got a reaction from Yasd in game failed@OfficerChris1 I've just uploaded an update to Section136Callouts which should address this bug. Thank you for being in the minority of people who actually alert the developers, rather than just prompting pack removal. 🙂
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thatmaxplayle reacted to Charlie686 in lspdfr crashing midgameOh of course you do! 😂Only kidding.
I think we should both go to sleep (in your new apt.841 🤣) and hand this thread over to NRS who god forbid isn't overwhelmed with the notifications.
As you rightfully said, I am glad some middle ground was met & the conversation remained constructive.
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thatmaxplayle got a reaction from Charlie686 in lspdfr crashing midgameCharlie, you know how many hours I spent trying to get those to work. Those were painful times. I learned many lessons from them, haha 😂
To be fair, I do still blame RAGE (not RPH, the actual engine itself) for a lot of those issues. The engine wasn't designed to do a lot of what I was trying to get it to do, so that I guess was part of the problem.
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thatmaxplayle got a reaction from Mrsuperx13 in lspdfr crashing midgameI appreciate you being supportive of my point, here. Again, it's not a personal matter asuch, but I can only suggest things that could potentially make the experience better for everyone. I can assure you, if my plugin were added in the times of Section136Callouts - Ambient Events, then I can say I definitely don't blame you - that was not my proudest move, and although I couldn't reproduce any of the hard crashing that was reported to me, I for sure know it was causing issues. That "functionality" has since proudly been removed.
I do understand your perspective on this - and am glad there are people to guide inexperienced users on 'fixing crashes'. Again, I'm sure our opinions differ on whether removing a plugin is actually fixing anything (rather than just suppressing the problem) but with that said, I am glad we could find some middle ground on the matter.
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thatmaxplayle got a reaction from Charlie686 in lspdfr crashing midgameI really do hope one day you realize why what you are doing isn't the best way of doing things. Ultimately, this isn't personal. Whether this is my plugin - or another one - there is no better way to help everyone than to report issues relating to a plugin to its developer. It's a simple fact of software development, and it's one you're choosing to ignore.
I would definitely argue that it is easier to ask someone to contact the developer, or their team, for specialized support if you think there is a bug in a plugin, than it is to spend time troubleshooting code you don't have access to - let alone just being silly about things and immediately asking them to delete something. Think about how many people you are indirectly giving support to, by preventing issues from arising in the future? I'm not trying to be an asshole about this, but what I am saying does make sense.
That one time that you ask somebody to report something, and they do - will fix an issue with that plugin. You will then never encounter someone with that issue again, or if you do - all you have to tell them to do is update!
Good relations between developers and players, matters - and is the way to secure the best experience for everyone. I think you know this, deep down - but I am most likely correct in saying you won't admit it.
Anyhow, that's that. To avoid derailing this thread anymore than it has been, I politely ask that you direct any further replies to my inbox on the site.
Kind regards,
Max
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thatmaxplayle got a reaction from Charlie686 in lspdfr crashing midgameI know that all too well 😂
Members of the community have to accept that *stuff does crash sometimes*
No matter how much error handling you have (now to say that you had none was certainly not my intention - so I apologise if it came across that way) it will sometimes still fail, and that’s a byproduct of modding a game that wasn’t designed for modding, to put it simply.
With regards to your rather empty statement about my plugin, @mrsuperx13 - if you were that good at support, you’d either be sending people with issues with 136 my way, or sending the logs to me yourself. It’s that simple. Who better to support a product (not even specifically in the GTA community) than the person/people who made it? You are trying to fight a point that just isn’t there I’m afraid.
I would agree with this statement. No error handling is perfect, and 💩 crashes sometimes. I do feel like there’s room in this community for that to become more acceptable.
After all, we’re playing or developing mods for a game that is definitely not supposed to be modded. Hey ho!