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Leon1993

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    Hey there. I'm not sure if this is the right section to post this but it seemed the best fit. Apologies if not.

    So I found a way to avoid and get rid of texture pop-ups (when you look around too fast and things can't load in time with your camera movement, the map disappears, for example). I realized this had to do with my modded vehicles but didn't want to restrict myself to only download cars that COULD MAYBE NOT bug out my whole game. This can also solve EUP's issue of not being able to load the outfits or loading very slowly. This has to do with the same issue, Memory Overload.

    The video guide I created was a result of what @bikinichampagne suggested (link in the description). All I did was create a system that would allow people who frequently update their police fleet for LSPDFR (as it's my case) to downscale unnecessary vehicle textures in a repetitive and quick way. I mean, who needs a 4K game-stock carbine or a 4K dirt skin? To me doesn't make sense, even in FPS patrols. With this form of downscaling, I couldn't even notice differences. Little letters were still readable and HD as seen in video.

    This way you can still play with HQ models and textures... Difference is, your vehicles won't surpass the 25MB hard limit. So you get a stable gameplay without the expense of quality.
    Aim for 20MB per vehicle.

    It worked for me and the evidence is in the video itself (that's why its 22 mins long but has a time table so you can jump to the section you want). If it didn't work for you, you either aren't downscaling enough textures or your PC just cant handle it. Sorry, cant do miracles. You might wanna update your PC if he starts talking about Vietnam war stories. I guess GTA 5 will be too much sand for him and no downscaling in the world will save you from this.

    So, all the relevant details are in the video. I guess what I'm trying here is to teach people a good practice to optimize their vehicles. Also you won't need proprietary software for any of this.

    THIS WILL NOT MEAN MORE FRAMES PER SECOND. It will stabilize your game, might get rid of some stutters but this isn't a method to solve your FPS issues. Regardless, try it and luckily you can prove me wrong.

    VIDEO
     
  2. Like
    Leon1993 reacted to Sam in LSPDFR 0.4.2 - Coming Soon!   
    Hot off the release of LSPDFR 0.4 a couple of months ago, we're upping the ante with another update which brings not only sweeping improvements to the LSPDFR 0.4 API, but also some unique features which have long been requested.
     
    Originally, the plan was merely to release 0.4.2 as a quick follow-up to 0.4 and 0.4.1 - just simple fixes and changes, plus the API improvements to help developers make the most of 0.4.  Necessary changes, but not really cool enough, right?  So, with that in mind we took a little time to dig back into the archives of LSPDFR and revisit some of our old concepts and ideas.  Now, while some of these are actually in the mod - they're most likely either tucked away as 'easter eggs' or just disabled because they weren't quite right.
     
    If you're a connoisseur of traffic stops, for example, you might've noticed that occasionally the unexpected and oh so demoralizing experience of pulling over a federal agent hits you right in the feels as they arrogantly flash their shiny badge, tell you where to stick your comparatively less shiny badge, and drive off.  (If you haven't seen this before, here's a video: https://www.youtube.com/watch?v=HNOxZR2ak0M)
     
    Originally the plan was to add this as a feature for players to use, but it just didn't quite fit in with 0.3, and we had some trouble with the animation not being quite as fluid as we'd like.  That was then, though, and given that you now play as your own character both on and off duty, we thought it'd be a bit of a must-have now, so we've tidied it up and are introducing it as a player action in 0.4.2.
     

     
    With one quick glance at the shimmering shield, her problems are suddenly your problems.  (Note, a custom badge model is shown instead of the default FIB one - you will be able to define custom models to use on a per-agency basis)
     
    Now, not only does this look exceedingly awesome, but it serves a practical purpose too.  Available both on and off-duty, showing your badge will clear any wanted level and may also instill the fear of the law in nearby citizens, potentially de-escalating the otherwise unavoidable confrontations that flare when you walk around Mirror Park without the latest iFruit phone, for example!
     
    Of course, that's not all.  Continuing with the idea of adding things that are just generally cool, we know that people have wanted a ballistic shield feature in LSPDFR for quite some time.  Sure, you can spawn one with a trainer or download another mod, but it's just not quite the same is it? 
     
    We thought it'd be particularly sweet to have it at your fingertips instead, fully integrated with LSPDFR, ready to kick some butt.
     

     
    As if being Frank Tenpenny isn't cool enough...
     
    Our ballistic shield, accessed from the Interaction Menu, uses our new animation system in 0.4.2 which we think looks absolutely gorgeous.  There's also the freedom to switch between Stealth and Action mode which will vary your pose accordingly, compatibility with most weapons and the potential for future AI support.
     
    Oh yeah, did we mention you can actually arrest people at gunpoint while holding a freaking shield?!
     
    Keep your eyes open for LSPDFR 0.4.2, coming soon.
     

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