Reputation Activity
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Scalp reacted to Starmix in INFORMATION - Patch 1032RAGEHOOK AND SCRIPTHOOK V HAVE BOTH BEEN UPDATED! GET THEM BELOW IF YOU HAVEN'T:
ScriptHookV - http://www.dev-c.com/gtav/scripthookv
RagePluginHook - http://ragepluginhook.net/Downloads.aspx
ScriptHookV Support - lol i guess try gta 5 mods?
RagePluginHook Support - https://discord.gg/0v9TP1BOmfwZms7y
To update your mods folder to the new patch, you just need to copy these two files from update.rpf (new non mods) to /mods/update.rpf
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After nearly 3000 of you downloaded April FoolsRadio (and, dare I say, got caught out ) it's finally time for you to sit back and enjoy some additional smartness added to your game Enjoy guys!
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Download it today!
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Scalp reacted to Will in Social Club ProblemTry this: http://patches.rockstargames.com/prod/socialclub/Social-Club-v1.1.7.8-Setup.exe
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Scalp reacted to alweed in Social Club ProblemI keep getting an ERROR Code 16, which is an incomplete installation error of social club.
The only problem is I am on steam and I am on v617, I wish to stay on v617 as it is quite stable.
could anyone link me to a social club installer that won't screw my game over thats for steam?
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Scalp reacted to vladimir850 in [REQ] Script that don't allow you to hit on the head with the butt while shootingHello everyone! I think most of us face this annoying thing while u shooting with people close to you, sometimes player just stop shooting and start beating people (ur partners, cops, civilians) on the head with butt. Its so rediculous. Is there any way to block it? Maybe somebody knows the script or fix that already exist? Or maybe somebody will be able to create it ? Thanx
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Scalp reacted to Raketaz in [WIP] Bus Simulator VHope this mod is still going ahead, don't give up on it.
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Scalp reacted to Dmodder in [WIP] Bus Simulator VHey guys! I'm sorry for the long time of inactivity. I've had alot of problems with this mod cause some of the in-game natives that i use simply doesn't do what they are supposed to do. This is really sad, and i'm waiting for this to be fixed in another update of rage plugin hook.
And again sorry for being this much afk :(
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Scalp reacted to Dmodder in [WIP] Bus Simulator VDevelopment is halting atm. cause of a bug inside rage plugin hook.
Bus Simulator V
- For Grand Theft Auto V -
Introduction:
Did you ever wish that you were a bus driver... Yeah... Yeah you did, and that is now (or soon, depending on when you're reading this) possible within the big world of Grand Theft Auto V.
So... You might ask. What can you even do in such a mod? Well, you guessed it... Drive buses! How cool is that? The first thing you do when you spawn in, as the excited player you are, is getting into a vehicle and rush to the bus terminal marked with a bus icon on the map, if didn't already know where it's at. When you have arrived and parked at the terminal's parking lot (becuse if you don't park your car it might get removed. Sorry about that), it's time to get on duty, much like the way that you go on duty in the LSPDFR mod. You just go to the entrance of the terminal, and press the End key, to go on or off-duty. As simple as that! You will now spawn in as a bus driver! Yes, we are almost there. The bus of yours, will be parked just outside, and is marked with a orange/yellow icon on the map. When you enter the bus, you will be meet by a menu, where you can choose your route! Right now there are only one route, but more will problably be added. And now... To the fun part... Driving the bus around on the route. Unfortunatly I'm not able to change the display at the top of the bus to say anything else than "DOWNTOWN", but that isn't really nessesary anyways. You will figure out the rest of the mod yourself, when you play it.
Ohh.. And did i fail to mention that you can create your very own routes if you want to. Just copy the "plugins/bus simulator v/routes/downtown.xml" file, and change, add or delete more point elements in the xml file. You will figure it out. In the future there will be added a way to generate your own routes ingame.
Featues:
Drive buses on routes - Picking up people.
- Get paid for your routes.
- Time schedule. Do not come too late!
Private people can hire the bus company. Drive the airport buses More to come...
Featues that might be comming:
Drive Express Dashhound buses from bus terminal to Paleto Bay and such. Drive buses from the airport to the terminal. Take a ride on an AI controlled bus on local routes, express routes, etc. Thanks for all the great feedback and good ideas! :D
Your ideas:
If you have a function you would like me to implement in the final release of the mod, or just an idea you think would be cool, just write a comment down below. :)
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Scalp reacted to Original Light in Happy Back to The Future Day!I know it's a bit late in the day, but today is Back to The Future day. I had to post this. Today is basically the exact day Marty McFly and Doc Brown were in 2015.
USA today released a remastered version of the newspaper article from the movie:
And they also changed the official website logo on usatoday.com to the futuristic style from the movie (top right of website).
Basically the original version in the movie was the same body of text repeating over and over, so they remastered it.
"Only the top half of the cover was remade to be featured in the movie. The bottom half of the paper was never featured in the movie and was just old content that happened to be left over from an old version of USA Today. We worked with Universal and Bob Gale to update the bottom half and add content that was relevant and cohesive as our way to finish the story and punctuate this moment."
I've waited for this day a long time, and it's finally here. It's hard to believe. Happy Back to The Future day!
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Scalp reacted to Sam in LSPDFR 0.3 - Downtown Police StationThis is the third part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the second installment in this series here: http://www.lcpdfr.com/forums/topic/55363-lspdfr-03-backup-customization
Perhaps one of the hottest talking points about LSPDFR, even way before the modification was released, was the question of if and how LSPDFR would make use of the new police station interior in Downtown Los Santos. Indeed, while we attempted to incorporate the interior into the earliest versions of the mod - we were only really scratching the surface as to the potential it holds. Back then, there was also no way of unlocking the expanded version of the interior featuring the locker room, briefing room and downstairs areas, which always acted as a further limit to any plans we had for it.
The exciting news is that with LSPDFR 0.3, the entire interior is unlocked and open for exploration, and this is where the fun really begins. We've made a big effort to make the station come alive, much like we did the lawyers office in LCPDFR, but on a much larger scale. Now, while to go into great detail about all of the new scenes and scenarios in the station would be telling, you can take a look at a couple of the screenshots provided to get a mere taste of the sights and sounds of the Downtown Police Station.
The cool stuff we've put in with the Downtown Police Station doesn't end there, though. To allow for maximum immersion, you can now actually walk into the locker room and directly go on duty from inside, without any loading screens. By simply approaching the lockers and hitting a key, the camera will seamlessly transition to give a view of the player, with the familiar character selection menu appearing shortly after.
Continuing with this theme, LSPDFR 0.3 also introduces a great deal of new functionality for dealing with arrested perps. We'll cover most of this in the next installment of this series, but for now be safe in the knowledge that 0.3 lets you actually walk inside and drop-off your prisoners directly inside the cells. Plus, for those of you looking for the authentic southern Californian law enforcement experience, you can quite literally throw your prisoners down the stairs on the way there!
Of course, on the topic of arresting people, there's so much more that we could show you, but that'd maybe be a little too much awesomeness to take in for one day. Instead, stay tuned for the next part of this update series - you won't want to miss it!
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Scalp reacted to Sam in LSPDFR 0.3 Announcement + First PreviewAfter a short break from the non-stop development of the first couple of versions of LSPDFR, we're really excited to officially announce the next installment in the series - LSPDFR 0.3. As you might have come to expect, LSPDFR 0.3 takes strongly after its predecessors, introducing a big bunch of groundbreaking new features and gameplay.
With actually only a few weeks of development, it is amazing how far this next version of LSPDFR has come, and the extent of fresh, new content and possibilities that it offers.
You asked, we listened. Arresting suspects has been drastically improved, especially with the brand new addition of interactive cuffing - no guns required!
With 0.3, we've taken the time to rebuild some of the core mechanics of the modification, particularly as it comes to arresting suspects. With a brand new interactive system, you can now easily and seamlessly place stopped suspects in handcuffs. The animations for this are incredibly fluid, as is the way in which the process works, with interactivity being a key component. In 0.3, when you arrest someone, there's a very tangible feeling of control - a massive improvement from earlier versions where, due to a reliance on normal playback, it could often feel as though you had been taken out of the game as you waited for an animation to finish.
The Vapid Police Interceptor makes its LSPDFR debut in 0.3. Well, with our entirely new and seriously powerful XML based backup unit customization, so does every other vehicle (and ped) in your game too!
We'll be sharing more about the features and changes in LSPDFR 0.3 over the next week or so, as we take a more in-depth look at what 0.3 brings to the table, including the full Downtown Police Station interior, amazingly improved interaction with suspects, and much more!
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Scalp reacted to Sam in LSPD First Response 0.2a UpdateWe've released a small update to LSPD First Response 0.2, including a number of fixes to reported issues. Ever since the release of LSPDFR 0.2, we've been working to identify the most serious problems and glitches, and hope to have fixed all of these with this new update, LSPDFR 0.2a. Among the fixes and changes included in this update are the debut of non-lethal stun guns, easier arresting and better first person view compatibility.
Also included are a couple of new LSPDFR API functions for developers, including the ability to play audio over the new police radio that we introduced in 0.2, and better access to pedestrian persona data.
You can find LSPDFR 0.2a, along with a full list of changes, on the LSPDFR download page.
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Scalp reacted to Sam in LSPDFR 0.2 Delay Update - 13 JulyI hate you now.
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Scalp reacted to BrianMac2JZ in LSPDFR 0.2 Delay Update - 13 JulyLater Today YES! Thank's Sam and all the team for all the hard work and working around the issues with the new update.
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Scalp reacted to Sam in LSPDFR 0.2 Delay Update - 13 JulyTo follow on from the previous update I posted yesterday, we're still hard at work preparing LSPDFR 0.2 for release. At this time, it would appear that all issues caused by the latest update to GTA V have been resolved. Indeed, I spoke of the problem and its solution in more detail in the previous update regarding 0.2.
Unfortunately we're still experiencing issues with LSPDFR 0.2 which appear to be unrelated to the recent update and more of a problem with the modification itself. These are in the form of script crashes that some, but not all, have encountered during pursuit testing and this is something we've been looking in to. Unfortunately this seems to be quite a tricky problem to find as different users are experiencing different results. Nonetheless, I'm hopeful that we'll find the problem and resolve it relatively soon.
While LMS has been hard at work debugging most of our issues (both the ones caused by Rockstar's protections and ones of our own making), I've taken advantage of the extra time to add more polish to LSPDFR 0.2, and even introduce a new feature which I know will be very popular. To complement the police computer in a vehicle, here's a sneak peek of the equivalent system on foot:
Bear with us as we work this out. I guarantee you that LSPDFR 0.2 won't disappoint.
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Scalp reacted to Sam in LSPDFR 0.2 Update - 12 JulyFirst up, we're all sorry for the problems we encountered with the release last night. Unfortunately, there was a game breaking performance issue which was found only a few hours before we intended to release and this has required some time to investigate.
The good news is that we've done our best to mitigate this problem, related to the way in which Rockstar has started to introduce anti-modding protections. For those of you interested in the technical detail, here's a snippet of a performance test ran by Alexander Blade and LMS:
Performance difference between GTA V version 372 and 393 Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook: 372: ~582ms (RPH: ~585ms) 393: ~2480ms (RPH: ~2490ms) Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.In short, on the previous patch (372), it took 585 milliseconds for the function to be executed 1000 times. On the newest patch (393), it took 2490 milliseconds, which is roughly 2.5 seconds, to be executed 1000 times. This means that this particular function takes five times longer to execute on the latest patch than it did previously. LSPDFR 0.2 and 0.1 call this function a lot, mainly to stop other police officers from killing suspects, as we force them to be unarmed when appropriate by using it. As such, during a pursuit with even a couple of units, performance takes a hit.
With the problem identified, we've managed to come up with an alternative way of doing things that doesn't have such a dreadful impact on performance. This version is currently undergoing testing, and we hope to be in a position to release 0.2 as soon as possible. Note that I won't commit to a date, as it is possible we run into further issues, and we'd like to avoid a situation similar to last night's, but there is still the possibility that we can release today, and we'll keep you updated as to our progress.
Sam.
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Hi all, today I'd like to announce the mod I've been working on over the past few days.
More Control V is a plugin that opens up control of some of the finer details in GTA V, giving you a better playing experience.
The plugin aims to make subtle changes to the base game's functionality, from the simple control to the ambient extras.
Every aspect of the plugin will be customizeable via a configuration file, don't like a particular feature? Switch it off! No more accepting your fate with on-by-default features that you can't change or adapt to your own liking. Play the game the way you want to play it.
Features
Currently the mod is in early development, with only a few features. However below are the features that are in the plugin already along with some planned ideas.
• Vehicle Fast Exit is an ability that allows the player to exit the vehicle with relative speed. In a shootout with gang members or cops? Double tap F and you will exit your vehicle and leave the door wide open. Talk about making quick cover for yourself? But that's not all, exiting the vehicle like this will also leave the engine running, for if the situation gets tricky and you need a swift exit. Simply dive right back in and speed off.
• Full Vehicle Lock Control is something we need. GTA V carjackings are common and widespread, be sure your car will be there for you when you get back by locking it. But it doesn't stop there, we're not set in the stone ages, and lots of modern cars come with automatic locking doors. Get above 20mph and the doors will lock themselves, keeping you safe inside! But don't worry, you won't be locked out if you fast exit, this will unlock the vehicle by default so you can still make a quick and safe getaway.
• Automatic Brake Lights are an ambient feature. Sat at a set of traffic lights or simply just sitting stationary, the brake lights will automatically come on and stay on until you start moving again.
• Seatbelts are a vital part to every car, they prevent you from being turned into soup at 100mph. So it is a necessary part of the mod. Seatbelts will be applied automatically when you enter a car (don't expect to have your life saved on a motorbike though).
• Indicators! Bit**! A common phrase I find myself shouting IRL. Well to avoid having the residents of Los Santos shouting it at you, fully functional indicators are now included in the mod, just don't forget Mirror, Signal, THEN maneuver.
The list is not exhaustive, as time goes by more features will be added to this plugin to give you more control.
If you have ideas, feel free to post them below and I'll have a read of them.
Your Ideas
Below is a list of ideas that I have read, be sure to check through this list before submitting more ideas!
• Seatbelts
• Full light control (indicators, hazard lights etc)
• Trunk storage for ammo, guns, snacks etc
• Ability to surrender to police manually
• Cruise Control
• Ability to roll down/up windows
• IV Style Engine control
• Prevent steering auto adjusting on vehicle exit
• Ability to flash high beams
Known Bugs and FAQ's
0.4.4a
• Controller support when a controller is not plugged in potentially causes FPS loss, unconfirmed.
Download
http://www.lcpdfr.com/files/file/7873-morecontrolv/
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Scalp reacted to Iconography in Signature Guideline FixesDue to a group configuration issue, roughly 25% of members had unlimited signature restrictions - significantly clogging up many threads. This has since been resolved, and now applies to all members as it was originally intended. These are the current signature guidelines:
Max of 1 image, up to 500x150px Max of 5 text lines (a full line break counts as two lines, use Shift+Enter for a normal "1-line" break) Max of 5 URL links -
Scalp reacted to Sam in LSPDFR 0.2 - Stun Guns & MoreThis is the final part of our LSPDFR 0.2 preview series. For more information about the changes we're making with 0.2, take a look at the previous installments in this series, found here:: http://www.lcpdfr.com/forums/forum/880-news-updates/
LSPDFR 0.2 not only goes some way in addressing a lot of the feedback we received as far as features were concerned, but it also includes a large number of fixes for issues reported to us. A full list of these fixes will be published with the release, although among the things we sorted out are many of the frustrations people had with arresting, as well as traffic stop suspects reversing into players and the problems with detecting vehicles for traffic stops.
Aside from these fixes and the features we've already covered, there's still more to talk about. One of the big things that we saw people wanted was the return of the stun gun. Thankfully, with the inclusion of a stun gun in the game, this was quite an easy task unlike in LCPDFR. LSPDFR 0.2 introduces support for both the player and all AI officers to use stun guns. The AI support has been somewhat improved since LCPDFR 1.1, with more fluid animations and better mechanics in general thanks to the stun gun already being present in the game. Players are also now given a stun gun when going on duty, and we've been experimenting with AI configuration flags to make suspects tougher, so that they don't die after one hit - currently this works for all callout spawned criminals, and we hope to expand it universally.
Stun guns make their return in LSPDFR 0.2, with player and enhanced AI support. Shown is an AI officer drawing his.
One of the other main things that we've been experimenting with in 0.2 is audio. GTA V comes with a massive amount of police related audio which is fantastic, and we're looking to take advantage of this as much as we can. For 0.2, we've introduced a basic version of the Police Scanner seen in LCPDFR 1.1, with a couple of key differences:
The weird clicking noises between sounds have been drastically reduced. More variations of audio lines are present. You will now hear other officers talk on the radio too. Of course, this is still very much an experimental system and we'll be looking to make extensions and improvements in future versions.
As this is the final installment in this update series, instead of promising another article the next day, we'll promise something else: LSPDFR 0.2 - coming very, very soon.
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Scalp reacted to Sam in LSPDFR 0.2 Announcement + First PreviewFollowing on from the massive debut of LSPDFR on GTA V a mere two weeks ago, we're proud to announce the next installment in the series - LSPDFR 0.2 - featuring not only numerous enhancements and fixes, but also some highly requested features.
Indeed, while originally versioned as 0.1.1, the number of changes introduced in 0.2 seemed too significant to be represented by only a minor increment. LSPDFR 0.2 goes some way in adressing much of the feedback after the first public release and is our first response, pun most definitely intended, to thousands of the comments we've received since then through the forums, YouTube and social media.
From the electroshocking glory of stun guns, to a blast from the past with the LCPDFR style search areas and pursuit blipping, LSPDFR 0.2 packs a serious punch and is a major improvement from our first offering.
Asking for ID in traffic stops - one of the many suggestions that have made their way into LSPDFR 0.2.
For those of you familiar with LCPDFR 1.1, the lack of search areas and blips in LSPDFR pursuits might have been confusing. Fear no more, however, as we've reintroduced the system with much the same aesthetic style as that of before. There are, however, some notable improvements including the way in which each unit in the pursuit is now being uniquely marked on the game's map. This means that the legend at the side of the map can be used to highlight each different type of police vehicle currently involved.
We'll have more to share regarding the features in LSPDFR 0.2 tomorrow, when we'll move away from the pursuits and action sequences, and take a look at how 0.2 brings about better support of routine police work - something I know a lot of people are looking for.
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Scalp reacted to Sam in LSPDFR Future DevelopmentOverview
With all the discussion about the features in LSPDFR being a hot topic right now, I'd like to take the time to provide some information on the current state of script modifications in GTA V and what our plans for future versions of LSPDFR are.
A lot of people have expressed their desire for things like stop and frisk, more detail on traffic stops, etc. which we introduced in LCPDFR to be added to LSPDFR. Yes, these are pretty important features, but they are also ones which we're just not quite ready to implement in the mod due to the current state of script development for GTA V and some limitations in the game itself. Let me make it quite clear that nobody is saying that these limitations will never be resolved - it is highly likely that they will be, however this is unfortunately a process that takes time. Perhaps now would be a good time to remind everyone that the game was released two months ago.
If we compare the first version of LSPDFR to the first version of LCPDFR, the huge amount of differences between the two is immediately clear, with just a few below:
No pursuits No callouts No suspect transporation No AI management No ambient features And it crashed every 5 minutes The first version of LSPDFR was never going to be LCPDFR 1.0. There was an almost two year gap between the LCPDFR 0.95 series and the first release of LCPDFR 1.0. Additionally, LCPDFR 1.0 was also developed a whopping four years after the release of the game - when almost every scripting function for GTA IV was documented and when nearly anything in the game could be modified. Furthermore, we had amazing developments in scripting like AdvancedHook, allowing us the possibility to access the game's internal memory, giving birth to features like helicopter searchlights and muted sirens. Despite there being two months since release, these are features that are both in LSPDFR 0.1.
What about stop and frisk, etc.?
Of course, one of the things that the first version of LCPDFR did include was the ability to search suspects. This was done by going up to literally anyone and pressing ALT + F, which in case you had by some miracle aligned everything properly, would result in the player patting down thin air. Nicely though, this animation was something we had to work with in GTA IV. In GTA V, as far as we know yet (and we've looked over a list containing more than 35,000 animations), there is no such thing.
Beyond this, we've been asked why it is simply not able to stop pedestrians yet, or why you have to aim at a suspect to arrest them. The answer is simply that because of technical limitations caused by the game being only two months old, we don't have access to the internal pool containing all of the game's pedestrians. At the moment, we can only detect certain ones (e.g. ones the player has aimed at, or ones that are spawned by mods), which makes coding what you might think to be 'simple' features, actually quite hard.
On a related note, because of this, we don't have access to every police officer in the game either, meaning we can't manage every cop like we did in GTA IV. Although it should be noted that we only started managing every cop in the game in LCPDFR 1.0, which again, was four years after the game was released.
So, what does this mean for future development?
We'll do what we can with what we have. Indeed, as time goes by, more progress will be made. There have been all sorts of features requested, like using the police station interior found in GTA: Online during the Prison Break Heist for booking suspects, etc. This has always been a planned feature of LSPDFR ever since I first saw the interior. Using the interior is entirely different thing, however, as it is simply not loaded outside of Online. There is literally no way to load the interior through native script function invocation - it would require modifications to GTA V's memory, and despite trying for two weeks to do this, we were unsuccessful.
The most important thing to take away from LSPDFR at this stage is how far we've come in under two months of development of the modification. We've introduced beautiful new cinematics, we've drastically improved usability by limiting the number of functions bound to keys and implementing more intuitive ways of doing things. You don't need to remember four different keys for backup anymore, you don't need to hope that the unit you request will come to you instead of a pursuit, and you have more choice over backup units than ever before. Likewise, we've added our own custom pursuit AI, literally written from scratch, to stop the LSPD from decimating your suspects. Not only that, but we've finely tuned this through weeks of development to the point where you can have one hundred units in a pursuit, and not drop below 30 fps on capable systems.
Of course, if that wasn't enough, the first release of LSPDFR is more stable than any previous release of LCPDFR.
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Scalp reacted to Gunner 9213 in Fallout 4 TeaserSo I was on twitter, Their twitter layout had changed to the typical "please stand by" from fallout 3 along with the ESRB rating of RP (Rating Pending). I also saw a post from Bethesda Softworks (Elderscrolls, Fallout ECT...)
It had a link which took you to: http://fallout.bethsoft.com/
and a hashtag: #PleaseStandBy
This along with the other teases (the voice actor of 3dog, them going to thier first E3) its something big, and well....
Lets just say I am on the HYPE Train!
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Hey guys. Got started on making a mod... didn't really know what I was making at first but just wanted to learn the new APIs...
The result is something I figured I would share, this was about after 5 hours of coding and so forth - I'm still trying to get used to the RageHook in itself. Either way, enjoy the sneak-peak of LS PARAMEDIC. I'll be trying to keep this thread updated, but feel free to track it on YouTube.
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Scalp reacted to gangrenn in [WIP] Rescue Mod V (FD, EMS, LifeGuard)One mod, three jobs, One goal: saving lives (and more fun).
Rescue Mod V, allow you to play as a FireFighter, paramedic or a Life guard. From air to ground responses, sea or Mountains, this mod will take you everywhere !
Features: Advanced control when treating a patient ; Reduced amount of keys to remember, and easier to use ; Air and ground units; Unique callout locations ; Many Fire Stations, Hospitals, etc. available ; Plenty more cool features to discover ;
Video preview: