Bergsveen
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Bergsveen reacted to FirstThirtyMinutes in LSPDFR crashes.Update Police Radio and it should go away
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Bergsveen reacted to TheGreatAutismo in LSPDFR crashes.Im having the exact same problem as you and my log is the same.
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Bergsveen reacted to Sam in LSPDFR 0.3 - "Busted!"This is the fourth part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the third installment in this series here: http://www.lcpdfr.com/forums/topic/55644-lspdfr-03-downtown-police-station/
So, from the hundreds of thousands of videos on YouTube, the near half-million million downloads of the mod itself and the the fact we keep on smashing records, like when we had 5,000 of you crazy folk online at once, we've got this really small, tiny suspicion - and I'm just going on a hunch here - but we think you guys quite like to arrest people?
If there's actually some truth to this wild guess, I'm very happy to tell you that we've got quite the new feature set for when dispensing your own brand of justice is necessary. Don't just take my word for it though, this is one of those occasions where a picture tells probably a lot more than a thousand words.
As you can see, we've implemented a beautiful new gameplay mechanic for performing certain tasks which gives you real-time visual feedback in the form of a progress bar. The cool bit is that it looks like exactly like the user interface found in the original game, too.
Now, instead of simply pointing a gun and pressing a key to arrest a suspect, you have to actually keep aim in their general direction while holding down said control. As you do this, the progress bar fills (and it does so really quickly). Now, we know a lot of people wanted to see the ability to arrest suspects on the ground, so the end result of a successful gunpoint takedown is a suspect laying flat on the floor, ready to be cuffed up. Oh yeah, we're just getting started...
As you might be able to work out, the same new gameplay mechanic is then used for giving the gift of metal bracelets to your suspect, where you actually interactively apply the cuffs; progress meter filling in time with the animation. Not only is this system really cool, but it is also truly immersive - you have complete control over the process meaning that a sudden change in heart can be realised by simply releasing the control. This new system is pretty awesome, and we can't wait for everyone to be able to try it for themselves.
Of course, all of this is a little bit mean so far. We've got people getting guns shoved in their faces as they are forced down to the ground and what not; wouldn't it also be nice to be able to serve up some justice with a friendly smile? We think it would be, so you can now arrest people without using any weapons at all through the way in which this new gameplay mechanic is now tied in with the Stop & Identify feature. When stopping pedestrians on the street, everything works as it did before: pressing E will bring up the same menu with the same options. One key difference, though, is that by merely looking at your target, then pressing and holding the same key, you can begin seamlessly cuffing them on the spot. The results can be quite spectacular.
You've probably sussed that we really like this new mechanic by now, and we hope that you like the sound of it as much as we do. To seal the deal though, you can use the same process to release suspects from handcuffs now. It's as simple as walking behind them and pressing and holding the same key used to set them down on the ground.
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Bergsveen reacted to Sam in LSPDFR 0.3 - Backup CustomizationThis is the second part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the first installment in this series here: http://www.lcpdfr.com/forums/topic/55130-lspdfr-03-announcement-first-preview/
In spirit of keeping up to date with the most hotly requested features for future versions of LSPDFR, customization of responding police units simply had to be near the top of our list.
LSPDFR 0.3 introduces an all-new Backup XML file which lets you customize, in great detail, just what kind of cops and vehicles LSPDFR should dispatch for each of the seven in-built backup types. (The eagle-eyed among you are probably thinking "but wait, there's only six types". Not anymore!)
I like planes. Now, LSPDFR likes planes too.
The power of this new XML based system is absolutely unparalleled to anything we've ever had before in LSPDFR or LCPDFR, and also allows much, much more refinement than traditional .ini configuration files seen in other modifications like ELS. Presented in the same sort of format as many of the data files in the original game itself, we hope it will be super easy to use, too.
With this new feature, you can precisely choose:
The vehicles that respond for each backup type (and you can have as many as you like). + Vehicle liveries (on a per-vehicle basis) + Minimum and maximum number of occupants (again, for each vehicle) The peds that respond for each type (again, as many as you please).+ Ped component models (for each ped) On top of this, you can do the above customization for each of the four distinct areas within the game:
Blaine County North Yankton Los Santos Los Santos County That's right, this means you can now finally have different units operating all four different areas. Plus, if you're feeling particularly adventurous you could actually think of each of these areas as being a different entity entirely with their own state, local, SWAT and air units. There's really very little in terms of limits as to what you can do with this exciting new system.
Oh yeah, it doesn't even end there either. With 0.3, an all-new unit type has been added which, for the first time, lets you call for emergency medical services.
Furthermore, unlike the regular medics in the game, medical units dispatched by LSPDFR will actually attempt to treat injured pedestrians.
Just one more thing... As if completely configurable backup units and the new medics weren't enough, we also managed to make a few improvements to the way in which units arrive at backup requests. This means you can have scenes that look almost like they're straight out of a cop movie, without the trainer.
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Bergsveen 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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Bergsveen 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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Bergsveen reacted to Kyvill in Sandy Shores police station bugi second this, theres also no interaction button available to go on or off duty
awesome mod tho!
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Bergsveen reacted to Sam in The Final Countdown - LSPDFR Trailer 2The second and final trailer for the highly anticipated sequel to LCPDFR has just been released, showcasing a number of features which have made it into the first public release of LSPDFR, including traffic stops, arrests, pursuits and of course, drinking coffee!
Although feedback to the debut trailer for LSPDFR was, for the most part, quite overwhelmingly positive, we did understand the disappointment shown by some at the perceived lack of features. Of course, our main priority then was to break our silence on LSPDFR and treat everyone to a very early preview. Now, with many tireless days and nights of development under our belts, we present a more in-depth taste of things to come.
Stay tuned for more updates on LSPDFR as development comes to an end and the first public release fast approaches.
There's also an alternative Vimeo version available for anyone having issues with YouTube: https://vimeo.com/129257919
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Bergsveen reacted to c13 in LSPDFR Announcement + PreviewIt's a behind the scenes video of how we staged everything with the trainer. Happy late April Fools!
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Bergsveen reacted to Sam in LSPDFR Announcement + Preview
I have already found and tested this animation - it is pretty cool indeed and you can bet that it will feature.
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Bergsveen reacted to Steele1925 in LSPDFR Announcement + PreviewWell here's one thing I can confirm.... You guys are awesome!!! Keep up the great work, take your time, and most of all have fun while you do what you do.... Danke
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Bergsveen reacted to LukeD in LCPDFR Common Errors and Quick FixesHello LCPDFR users, and welcome to my quick fixes and common errors guide on how to get your LCPDFR up and running. The guide will contain help on how to correctly use the diagnostics tool with version 1.0b as well as some of the more trivial errors which occur and how to fix them, so let’s get started. Below you will find a contents table of “Chapters” in this guide, each chapter can be found by it's title, the content of that chapter will be in a spoiler tag.
So without further adieu...
Common Errors and Quick Fixes for LCPDFR
Chapter 1 - How to use the Diagnostics Tool (1.0b +)
Chapter 2 - Common Errors and Quick Fixes
Chapter 3 - Downloads and Extras
Chapter 4 - The Best Way to Get Support
Chapter 5 - Appendix, Credits and a Thank You
My final Words
To begin with it is probably best to start with Chapter 1, skipping to chapters is possible if you're in a hurry to get it working again but you might miss out useful information from a previous chapter. Seriously it is worth the read if it helps you fix your game.
I highly recommend everyone reads chapter 4 at the very least. It will explain the best way to get support on the forum should this guide not work for you. If people could use this format it would be great as it means I and other forum members can quickly read through your problems and help you out.
Note: If you need support, create yourself a new thread rather than spam this with "help me please" messages, I will respond to a new thread more.
Thanks :)
Changelog
23/03/2014 - Updated to include the "Error in module dsound.dll" fix, chapter 2