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hardsty1e

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  1. Like
    hardsty1e reacted to LtFlash in Better paramedic driving   
    5 mins ago I wrote a very simple script which limits the max speed of any spawned ambulance. Lower Vmax = shorter braking distance = fewer accidents (probably). I'll upload it here to test so you could tell me if it's work for you and then I could upload it officially to the download section. Deal?
     
    The file is attached, unpack it (*.dll) into your "Rockstar GamesGrand Theft Auto IVlcpdfrplugins" folder. Ambulances drive with Vmax = 65 kph.
  2. Like
    hardsty1e got a reaction from Francis in Better paramedic driving   
    you just contradict yourself lol, improving ai is impossible but slight improvement could work, yeahhh makes sense .
  3. Like
    Thanks for this link.  
     
    Also good stuff LukeD - I didn't get to test it yet, but I'm excited to see how removal and so forth have been going.  I've been using a rather old version so I really hope things are looking up for this one.
  4. Like
    hardsty1e reacted to LMS in API Reference   
    Sample and documentation have been updated to reflect changes made in 1.1. A simple networking example has been added to the sample.
  5. Like
    hardsty1e reacted to LMS in 1.1 released   
    Hello,

    it's time for another update. As stated >here earlier we've decided to release smaller patches but more often. This version is called 1.1 since we've proven ourselves to know the alphabet quite well by now I guess. Among various fixes (detailed changelog at the end of this posting), we also want to share some great news with you.

    After a lot of consideration we've decided to make our early netcode, we implemented during development of 1.0 but never finished, available through the API. We've also polished it a little so clients can connect automatically using our master server. Clients can still use net_connect IP[:port] to connect to servers manually in case there are issues with the automatic connection.

    What does it offer?

    Very very basic things like syncing blip creation for peds and vehicles (changes to blips except for deleting are not synced btw) and callout messages. Search areas during pursuits are also synced. I hope you aren't disappointed, this is how it is and how far we got back then and we decided it would be better to at least give you basic functionality (which you can extend!) instead of never releasing it at all. Callouts are host only.

    How does it work?

    Put simply, we establish a UDP connection between the client and server. This is completely independent of your game session, so yes, in theory you could also connect to a host's IP from another GTA game session. But we don't really encourage you to do so...

    So what to do as a host?

    If you are hosting the game, LCPDFR will recognize this automatically. Sometimes scripts are loaded in the lobby already and detection of network game might fail, so either check if you get the helpbox stating you are in a network session or simply reload scripts once in-game.

    Also make sure to forward UDP port 1337 (or whatever you set it to from the ini file) so clients can actually reach you. If you have a UPnP cabable router, LCPDFR will try to automatically forward ports for you.

    So what to do as a client?

    Join a game and see if you get a helpbox stating you are in a network game. If not, reload scripts. Once LCPDFR has detected your network session, it will try to retrieve the host's IP and port from our masterserver. If that works, you don't have to do anything, you will be connected automatically. If it fails (you will get notified), you can still use net_connect IP[:port] to connect. Note that port is optional.

    I'm an API developer, what can I do?

    I will update the GitHub repo with a basic example. Also check the new Networking class which provides access to our functions. You may have to add the LCPDFR.Networking lib to your project. For more questions, please use the dedicated API forums.
     
    Appendix

    On a final note I have to thank LukeD and ineseri for their efforts in helping me testing our networking code.
    From the early attempts of just establishing a connection to ironing out issues with the master server the two of you never hesitated to join me for a session when I asked. Thanks for that!

    Also big thanks to Cyan for finishing the master server to allow automatic connecting now.


    Change log


    API
    Added SetPursuitTactics and SetPursuitHelicopterTactics Added GetArrestedPeds to get all peds the player is currently taking care of LVehicle: Added SirenMuted CheckpointControl
    Added back QAM entries (sorry!) Pullover
    Fixed stats glitch (thanks to EvilJackCarver for reporting) Networking
    Basic network engine syncing blips (no attributes), callout messages and search areas. Better detection of network players Misc
    A few crash fixes Reduced obfuscation level to please AV software
  6. Like
    hardsty1e reacted to LMS in Hidden features in LCPDFR   
    Fixing Rockstar's laziness!
  7. Like
    hardsty1e got a reaction from FinKone in Stop Sticks Mod (REL)   
    if you wanted to make it rope like then have a look at JulioNIB's ghost rider mod. he has some nice physics for his chain weapon.
    his blog explains about how he does it . http://gtaxscripting.blogspot.com/2013/02/script-ghost-rider-my-second-script.html
     

     
    JulioNIB has alot of good tutorials that might be useful to you and came across this tut about creating WDR object & adding collision to them.
    http://gtaxscripting.blogspot.com/2014/11/tut-gta-iv-wdr-object-with-custom-name.html
     
    gl
  8. Like
    hardsty1e reacted to LtFlash in Small programming questions - API   
    For all of those who would ever want to display an image from the level of LCPD:FR plugin:
    you need to use GTA.Forms.Imagebox as a Control of GTA.Forms.Form. Setting the Transparency property of the main form to 100 and it's TitleSize to 0 will make your image the only visible object except of a mouse cursor (which can be used to Close() the form by imagebox_Click event). Happy programming!
     
     
  9. Like
    hardsty1e got a reaction from superdudes in Coding - In Game Messages   
    Native.Function.Call("DRAW_CURVED_WINDOW", 0.1, 0.11, 0.2, 0.25, 200)  (can't change window color only its size and offsets use "DRAW_RECT" instead)
    Native.Function.Call("DRAW_RECT", 0.5000, 0.5000, 1.0000, 1.0000, 0, 0, 0, 167)
    Native.Function.Call("PRINT_STRING_WITH_LITERAL_STRING_NOW, "string", text, 5000, true)
    void Text() { Function.Call("SET_TEXT_FONT", 1); Function.Call("SET_TEXT_BACKGROUND", 0); Function.Call("SET_TEXT_SCALE", 0.35, 0.65); Function.Call("SET_TEXT_COLOUR", 255, 0, 0, 255); Function.Call("SET_TEXT_EDGE", 1, 0, 0, 0, 0); Function.Call("SET_TEXT_RIGHT_JUSTIFY", 0); Function.Call("SET_TEXT_DROPSHADOW", 0, 255, 255, 255, 255); } no need for lcpdfr advanced api
     
    http://gtaxscripting.blogspot.com/2013/07/tut-drawing-shapes-and-text-on-screen.html
  10. Like
    hardsty1e got a reaction from LtFlash in Coding - In Game Messages   
    Native.Function.Call("DRAW_CURVED_WINDOW", 0.1, 0.11, 0.2, 0.25, 200)  (can't change window color only its size and offsets use "DRAW_RECT" instead)
    Native.Function.Call("DRAW_RECT", 0.5000, 0.5000, 1.0000, 1.0000, 0, 0, 0, 167)
    Native.Function.Call("PRINT_STRING_WITH_LITERAL_STRING_NOW, "string", text, 5000, true)
    void Text() { Function.Call("SET_TEXT_FONT", 1); Function.Call("SET_TEXT_BACKGROUND", 0); Function.Call("SET_TEXT_SCALE", 0.35, 0.65); Function.Call("SET_TEXT_COLOUR", 255, 0, 0, 255); Function.Call("SET_TEXT_EDGE", 1, 0, 0, 0, 0); Function.Call("SET_TEXT_RIGHT_JUSTIFY", 0); Function.Call("SET_TEXT_DROPSHADOW", 0, 255, 255, 255, 255); } no need for lcpdfr advanced api
     
    http://gtaxscripting.blogspot.com/2013/07/tut-drawing-shapes-and-text-on-screen.html
  11. Like
    hardsty1e reacted to alexslx in LCPD Device - Make your own app! (0.0.2.0 BETA)   
    LCPD Device

    Developer API Preview
     LCPD Device is a very customizable device interface for scripting inside of the GTA IV game. Instead of remembering a large number of hotkeys, you can use it as a graphical interface to interact with your scripts on GTAIV. Better yet, LCPD Device has been build in order to allow 3rd party developers to create new applications for it and extends its functionalities.


    Features
    Allow installation of custom device skins. Allow installation of custom applications. Toggle key configurable by its ini file. Notification system allow apps to show you information when the device is hidden. Requirements The latest version of GTA IV or EFLC. GTAIV - 1.0.7.0. EFLC - 1.1.2.0. ScriptHookDotNetDownload Page .NET Framework 4.5Download Page InstallationIn order to start using the LCPD Device, you just need to follow the simple steps below:
    Download the "LCPD Device X.X.X.X" from Downloads Section (Link below).
    Copy all contents from the package to the folder "scripts" inside of your main GTAIV or EFLC folder (eg. D:GamesGrand Theft Auto IVGTAIVscripts). Look over our Wiki Pages for more information. Installing 3rd party componentsInstalling third party components is a very easy task, you need go to the "LCPDDevice" folder inside of your "scripts" folder (eg. D:GamesGrand Theft Auto IVGTAIVscriptsLCPDDevice). Therefore, you will see the following structure:
    apps: Here you can install, enable or disable third party applications. In order to install new apps, just copy the app folder to this folder. data: Here you can find all default collections for GTA infos such as cars, weapons and places. logs: Here you can find all logs created by installed applications. skin: Here you can find all installed skins. In order to install a new skin, just copy the skin folder to this folder and change the selected skin parameter on the main "config.ini" found on the "LCPDDevice" directory. lang: Here you can find all language strings displayed in game by the main application. Installed applications can use these strings or read their version of strings. Screenshots


    Developers API
    The main idea behind the LCPD Device has to create a easier way to display a graphical user interface for GTAIV scripts. Therefore, LCPD Device has extended some default functionalities from the ScriptHookDotNet and warped them in a easier way to use. For example, LCPD Device allows to your application load the screen layout from a XML file, allowing a quick edit for your needs.
    Therefore, to build an application to be used within LCPD Device, there is a documentation file and an example project (view links below). In addition, there will be new API available in the next versions to come, based on both user and developer feedbacks.


    PLEASE: I really would like to receive some feedback from other developers in order to create a good API (within the GTA limitations, of course) that allow you create new apps for it.
    Wiki Pages API Documentation Samples repository Copyright Notice
    Do not copy this script over any modding web site. If you want this mod to be displayed on your website, contact me for uploading so I can track and always keep them updated. Breaking this rule, will imply on a DCMA Takedown request to the website host company, and they always follow it. THE PROGRAM IS DISTRIBUTED IN THE HOPE THAT IT WILL BE USEFUL, BUT WITHOUT ANY WARRANTY. IT IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
  12. Like
    hardsty1e reacted to alexslx in Tactical Enforcing Callout [SRC Only]   
    Hello,

    I would like to share with those who have interested in continuing this script as I do not have plans to continue this. This project has used to get me into GTA IV modding, specially with SHDN and LCPDFR.

    This callout has been created in order to allow patrols to get involved into escorting missions. There will be three types of missions: Bank Transport (Escorting a security car), VIP Transport (Escorting an important person), and Prisoner Transporter (Escorting a prisoner to or from prision).

    I've almost finished the AI logic for the transporting units (they will behave in different ways if they get attacked or the way is blocked) and some part of the attackers, but it need a little of polishing in the attackers part. The uploaded part is just the BankTransport, but doing the other three just consist on changing models, destinations and that stuff.

    @Developers
    Feel free to copy and/or modify and include this into yours callout releases (a little mention would be appreciated, but it is up to you). I really would appreciate to see something similar into The Wasteland or Callouts+ :)

    I hope it help anyone.

    PS: I hope I'm posting this in the correct section.

    Regards,
  13. Like
    hardsty1e reacted to AlconH in It's time for me to leave LCPDFR...   
    I am sad that it has come to this, but I feel as though it is my time to leave this community. I've met many friends here and felt it would be easier to announce my departure in a forum topic instead of messaging members individually.
     
    It has been clear that this community has taken a massive nose-dive recently in terms of moral standards and I feel as though the community team are no longer the caring and welcoming humans that they once were when I joined, and the community is now full of immaturity and hate.
     
    I've been here for just over 3 years now and I've had a real good time and as I've mentioned met some real nice people, but it irritates me to the core to see people treating each other this way. I'm not sure what is to blame, whether it's the constant stream of young children, or the community team who lack any sign of care. Maybe it's the lack of leadership or sense of direction within the community.
     
    What is a real shame is how the community team seems to change the members who join them. They become controlling and power crazy, I get the impression that they feel they are superior on every level and in my opinion that is not what a community is about. The respect that was once in this community has completely gone and that is why I feel the way I do.
     
    Over the past year or so, I've seen a concerning level of bullying and abuse within this community, even some of it from the community team members themselves. I've seen many of my friends forced out of this community by the staff and members here, and it's a real wonder why I have waited this long to leave.
     
    Anyway, it's 4AM, I'm tired and I apologise if any of the above makes little or no sense. I wish everyone the best of luck, especially my friends.
     
    Thanks for the good times.
    - Tom H.
  14. Like
    It's a forum...
  15. Like
    Holy shit, FUCK NO! I am a true believer that by NOT watching or claiming any knowledge of, or fondness for that CRAP ensures that I will retain my MAN card. Call me old school or whatever, I can not recognize being a "brony" as anything MANLY.

    Just my opinion.....Shit, I even had to google what "brony" even was....I have serious concerns for this site right now!
  16. Like
    hardsty1e reacted to Deactivated Member in Bronies post here! - First LCPDFR brony/MLP discussion thread   
    No.

  17. Like
    I hate My Little Pony with a passion.
  18. Like
    hardsty1e reacted to GreenAid in Selfie Mod/Script?   
    Today's society is stupid.
  19. Like
    hardsty1e reacted to Carrythxd in Selfie Mod/Script?   
  20. Like
    hardsty1e got a reaction from 1MIKE1 in upgrade health and fire   
    oh hippiecommunist had something similar in his mod pack, so it's possible. also someone found out how to make custom animations now ;).
     
    d_Crawl.CS - makes peds crawl and die when have very low health (might cause some lags, optionary use)
  21. Like
    Hey guys,

    I don't know how many of you know about Large Address Aware - it's an application thanks to which programs can use more than 2 gigs of memory on x64 systems. Quote from original topic on techpowerup.com:

    So, how does this apply to GTA IV, you ask?

    Wonderfully!

    After applying the LAA flag to GTAIV.exe, my game is much more stable. It might be just a placebo effect, but it feel smoother, textures pop up faster and it crashes less (from 15 mins. to about 30 - 45).

    Link to the application and instructions how to use it are here - http://www.techpowerup.com/forums/showthread.php?t=112556.

    It also works with other games!

    Just remember, you must have x64 Windows to use it.

    Try it out and let me know if it worked for you!
  22. Like
    hardsty1e reacted to unr3al in Max Payne 3 Review   
    Max Payne 3 was one of the games I had most looked forward to in 2012. The first two games were wonderful works of art in all aspects, and many fans, myself included had been dying for a third installment of the series. However, my life had its priorities in 2012, and unfortunately Max Payne 3 was not among the top ones. I purchased the game via the STEAM sale at the end of 2013 in hopes I could relive some of the wonderful days I spent playing through a story about a character many shooter fans knew and loved.   But before I talk about Max Payne 3, I want to talk a little bit about the company I bought it from; STEAM.     STEAM is a magnificent idea. Introduced in 2003, it serves as a digital distribution platform for games and other software, a means of chat and voice communication and a multiplayer hub. STEAM itself faced heavy criticism upon release, much like Origin is facing now, however over time it proved itself to be a clever piece of software, and it now beloved by millions, due in no small part to built in anti-cheat measures and events such as their holiday sales. Which leads me to my gripe with STEAM.   I had purchased the game, only to find out that there were not enough serial keys available for the game. Okay, I get that. The Christmas holiday sale has got to be the biggest one all year, and nobody could have anticipated the exact number of people who would purchase a copy within the same time frame. No big deal. So I submitted a support ticket to STEAM, only to get back a generic reply saying they will give us keys when they arrive, followed with a link to the news section of the STEAM website. The ticket was closed. Worse yet, STEAM has absolutely no phone support. E-ticket only. I re-opened it, and asked for an ETA since it had been 6 days without me being able to play the game. The ticket was, again; closed without saying anything.   This enraged me. I took to the STEAM forums for another solution, whilst penning an angry reply to the ticket I had just re-opened for the 2nd time. As I wrote in that I demanded my money back (which more than likely wouldn't have happened), I found out that this issue had been going on since October, long before the Christmas holiday sale and both STEAM and Rockstar games were well aware of this and had no solution in place. Luckily, another post I found was by an average gamer, who had a slightly complicated, but viable solution for the problem. He said that despite what STEAM reps may say, they don't order keys by themselves, that, rather, the game is sold with the key already in it. And you can access this by creating a text file inside the game directory, launching the game without using the STEAM link, and then with STEAM open, use the 'Show CD Key' button which you can then enter in manually to make the game function.   After I tested this and confirmed that it worked, I yet again wrote back angrily to STEAM, informing them of how unhappy I was with their lack of customer service and linked them the forum thread, buried underneath dozens of other topics about the same problem so they could better serve other customers in the future (also known as doing their job). So, about a week after I had initially purchased the game, I was finally able to play it and beat it so I could sit here and write this article for you all. Now that I got all of that out of my system, back to Max Payne 3.   Story:   Max has lived a really hard life. How he has managed to cope with getting up in the morning is beyond me. I don't think I'd have the strength to deal with what had happened to him. In the first game, he had been working undercover as a D.E.A. agent in New York, when his wife and infant daughter had just been murdered by a couple of junkies on a synthetic drug called 'V'. It turned out that this drug was actually manufactured by a seemingly legitimate corporation, which had ties with government officials and corrupt police officers who wanted him dead. Max fought his way through hell and back to discover the truth and take revenge on those who ruined his life.   In the second game, after retiring from the D.E.A., he had returned to his old detective job at the N.Y.P.D. looking to initially solve what was supposed to be a fishy murder case. This turned out to yet again be a much larger even that swallowed him up, and forced him to work his way through New Yorks scariest areas fighting mobsters and taking out hired guns all the way until he found that a personal friend and supposedly ex-Russian Mob boss had betrayed him. Max put an end to it in a way only he could, by taking his enemies out in action-movie fashion and solving the case all at once, though not without having yet another woman close to him taken away by a gun shot.   In Max Payne 3, you fast forward ahead by what seems like either a few months or possibly a few years. Max is still obviously deeply depressed by his past troubles and is attempting to escape them by going after a "fresh start" in another country (Brazil), working as a body guard instead of a member of law enforcement. While how he originally got to Sao Palo is a mystery at the beginning of the game, things quickly start to become clear as you play through the game's current events and periodic flash backs which explain the back story better than I could ever write it. The bottom line is that Max hasn't escaped his troubles. He merely brought them with him to a place with palm trees and sunshine.   The story is most likely the greatest thing about any Max Payne  game. It is told in a film noir fashion, narrated by Max's deep voice laced with dark sarcasm about the events unfolding around him. Visually, in the last two games this involved using comic strips for lengthy dialogue, as you'd see in a graphic novel. As opposed to cut scenes. The style was unique, and I (along with millions of others) loved it. Max Payne 3 does away with this, but replaces it with stylized cut scenes with rapid camera-cut stills and important phrases in the dialogue highlighted on screen. As I've said in previous reviews, I think the mark of a great game, or for that matter any great movie, TV show or book is when the person penning the story can make you feel emotion for the lead character. Max Payne games have always done this, and Max Payne 3 is no exception. I found myself constantly saying to myself: "Poor Max." He deserves a break. When he's angry, I'm angry. When he's sad, I feel bad for him, when he makes a dark wisecrack, I have a slight chuckle along with him. The story in this game is the best I've played through in a long time.   Score: 10/10   Graphics:   This game had been in development for years and years, with many people either doubting its existence in the first place, and other thinking it may be vaporware that will die off eventually and never be released. But like S.T.A.L.K.E.R. and Duke Nukem Forever before it, Max Payne 3 rose out of the chaos that is game development limbo and made a spectacular release in 2012 that raised the bar for 3rd person action games. From what I had read, Max Payne 3 had ended up with its graphics engine being re-done completely due to its age by the time the game was near completion from a story, voicing and playing standpoint. As such, the game uses the same engine that Grand Theft Auto V does. Due to this, the graphics, while not spectacular, are modern, and don't let you down visually compared to other games with similar development troubles. Max Payne 3 has phenomenal character modeling, and lifelike, well through out environments. The art design is fantastic. Tropical sunsets, ragged, downtrodden slums, accurate clothing style on the civilians and bad guys alike. The textures however, and lack of blood, not so much.     "The game itself is extremely violent, more so than previous Max Payne games even."   The game itself is extremely violent, more so than previous Max Payne games even. Bullet holes and exit wounds will go through enemies faces, blood splatter is present and you'll even see physical dismemberment in some scenarios. It earns its 'M for Mature' rating in spades. This is nearly on par with 'Solider of Fortune' violence. If we're going for realistic gore, I don't feel as though there's enough blood when a sniper's bullet takes someones face off, and you don't see any bruising when a bullet penetrates bare skin on any of the enemies. Only Max himself. He's certainly the most important character, but some simple texture changes could have made that happen. The textures on the environments themselves are hit or miss too. This is really where the age of the game engine shows the most. That all being said, the frame rate was very good, even at 16X FSAA. I don't play any other games  with that FSAA level in multiplayer due to lack of FPS stability, but Max Payne can handle it. This will come as good news for people who are looking forward to a GTA V PC release, but aren't sure if their computer will handle it properly or not.   Score 8/10   Sound:   I expected to immediately hear the classic theme of Max Payne 1 & 2 as soon as the game loaded in, and to have it in every cut scene. I was pleasantly surprised to see that this was not the case. You'll hear plenty of ambient tropical music since this is set in South America, but for soundtrack music you'll have a lot of pulse pounding electronic music, mixed with variants of the Max Payne 2 theme every once in a blue moon. The developers gave proper attention to the music which means a lot to me. Whoever they hired to compose the soundtrack knows what they're doing.     "Public transportation isn't dead. Just these goons in the combat gear."   Max's dialogue is brilliant as always, and the supporting protagonists never really sound "stupid" unless they're intended to for storyline reasons. Enemy AI voicing is almost entirely in Portugese (as this is Brazil) so I can't understand most of it since I only speak some Spanish, which is a little different, and there are no subtitles in most cases. But I suspect they are mostly saying the same few phrases as usual. Luckily you won't notice it due to the constant threat of being killed by flanking enemies. The classic "bullet time" sounds are back, are the weapon fire rings out at about the same volume and punch as in Max Payne 1 & 2. They have done away with many of the weapons from those games, and have replaced them with more military grade hardware instead... apart from the odd pistol with a plastic bottle as a silencer you'll be using.     "Military grade hardware... apart from the odd pistol with a plastic bottle as a silencer you'll be using."   Score 8/10   Gameplay & Lasting Appeal:   Max Payne's formula hasn't changed a whole lot. You have a third person view, you dive around corners and behind cover while slo-mo killing your opponents, chomp on painkillers to keep yourself going, and try not to get jumped by too many people at once. And that's okay, because many Max Payne fans likely aren't too hardcore, meaning that they haven't touched the games in years and will likely miss the old combat. They have made some changes to the game though which I welcome such as a new cover system, very similar to that in... you guessed it, Grand Theft Auto. This is coupled with doing away with the 'jump' command, opting for a button to leap over objects instead. They have also introduced basic mele takedowns, similar to those you'd find in Hitman: Absolution or Deus Ex: Human Revolution which I'm happy to see. This allows you to get "free weapons" if you're running low on ammo (provided you can get close to someone without being seen and then shot to death) and makes for a cool, quick cut scene. The art design of the cutscenes have gone to more of a fast, cutty movie effect, like you'd see in films like 'Man on Fire', as opposed to the old comic strip method found in the first two games.     "A movie effect like you'd see in films like 'Man on Fire'.   The most important thing that has been altered however, is what a Max Payne product IS. Max Payne, very similar to a game such as Elder Scrolls, has always been a single player, story driven experience. Multiplayer was avoided due to both net coding reasons and the balance of Max Payne "abilities". Somehow, the developers came to an agreement that worked for them and we now have a third person shooter that's NOT Gears of War that people might play the hell out of until the next Max Payne is out. I however, am not one of those people.   Max Payne 3, like many modern console shooters (and all recent Rockstar games that I can remember) operates off of shared public servers and a "smart" matchmaking system. No dedicated servers here. This relies on having a decent amount of people online at once, and the number of folks playing this year is most definitely down from last year, and that trend will continue as time goes on and new games come out. What really bothers me the most about Max Payne 3's multiplayer though is the balance. Max Payne 3, like most other modern shooters, unfortunately has a big fat leveling system. And in the case of Max Payne 3, this has huge repercussions for new players. This means that a level 60 player who has a rocket launcher can run around the map one-shotting people repeatedly while a level 2 player has to make due with an old fashioned AK-47 and a revolver at a distance. Head shots are NOT lethal in many cases and the weapons lack proper punch. Even if an old AK-47 is horribly inaccurate compared to a more composed rifle like an M4A1 carbine, the bullets are huge and can take you down very quickly, especially with body armor only fit against hand guns. Only a few shots should do the trick, especially when aiming down the sights.     "This means that a level 60 player who has a rocket launcher can run around the map one-shotting people repeatedly while a level 2 player has to make due with an old fashioned AK-47 and a revolver at a distance."   Instead, in this game, people with rocket launchers and dual uzi setups run around the roof tops or scaffolding on the sides of the map, fast firing or one-shotting people from above. In my first two games alone, my average life span was 20 seconds (which is an actual metric the game shows you after the round is over). I scored no kills at all the first game, and went 5 - 19 in my second game. My team also lost on both occasions by at least double the score. In games such as Battlefield 3 or 4, my average kill/death ratio is nearly 2 to 1 (meaning an average score would be 40 kills and 20 deaths after a full round) and my win/loss was in the top 1% of the world across all platforms.   I am aware that with only a hand full of games under my belt, it's not fair of me to say that the multiplayer sucks. And it's not. And I don't even think it sucks. I think it's a good idea for Rockstar to continue with multiplayer in future Max Payne games, and that the formula is correctly laid out, but it needs some modifying before it's just right. The biggest problems here are the inaccuracy of starter weapons, the extremely steep leveling procedure (it would take months for an average person to reach a high rank) and equally steep learning curve. Despite sharing the same game engine as Grand Theft Auto, Max Payne 3 doesn't play like it. The single player replays would be the only thing keeping me coming back.     "They have also introduced basic mele takedowns, similar to those you'd find in Hitman: Absolution or Deus Ex: Human Revolution."   Score 7/10   Overall 8.2/10   The good:   -Classic 3rd person action as only a Max Payne game can deliver. -Brilliant story writing and voice acting to match. -Wonderful environmental design. -Great soundtrack. -An attempt at multiplayer to try and keep the game's lifespan stretched out long enough to keep people happy until a 4th game comes out.   The bad:   -Repetitive gameplay with linear levels. -Dated graphics. -Took too long to come out for what you actually get. -Bad support from Rockstar/STEAM for any troubles you may run into since they're busy dealing with their botched GTA V multiplayer. -Botched multiplayer here too.   ***Note: All screenshots taken by me, max settings, 1080p.***
  23. Like
    hardsty1e reacted to NYPDDetectiveODonnell in Do You Still Want To Be A Cop?   
    police officers are overrated . Become a soldier they are the real heroes. 
  24. Like
    hardsty1e reacted to Slimory in Whats Your Opinion On Marijuana?   
    I used to smoke it, than I quit, I personally don't see a problem with it, it's just weed, I was actually talking about this yesterday with a cop, she said it is addictive.. I told her she is on crack..
  25. Like
    hardsty1e reacted to RoegonTV in Knowing your rights.   
    There is this thing called the Black Market. People will always buy things even if they are illegal. Weed, is illegal, and a shit ton of people still buy it, same as cocaine. Just because something is illegal that does NOT mean people will not buy it.

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