Carrythxd reacted to Albo1125 in Open-Sourcing Albo1125's Mods & 'Retirement'
As many of you will have noticed, my activity in the LSPDFR scene has decreased significantly over the past few months. There are many reasons for this, the details of which I won't bore you with. It mostly comes down to being busy with other things in my life, as well as LSPDFR becoming less interesting for me having played it for so long and the introduction of frameworks allowing modded GTA5 multiplayer environments (read: FiveM).
How times have changed since when I joined the community in 2015, from me taking an interest in learning to code in C# to having multiple plugins released on the site. It's been one heck of a journey here. I recall well the first 'mod' I uploaded for the LSPDFR community, which was called 'More Jail Points' at the time. This was first published for RAGEPluginHook 0.20. This later evolved into 'More Jail Points & Prisoner Transporter' and is now known as the all-so-familiar Arrest Manager. When I was contacted by @dbock1989, who was so enthusiastic about my More Jail Points & Prisoner Transporter plugin at the time, I couldn't quite believe it. He had been so kind as to create a variety of images related to the plugin (see below)! It frankly couldn't have been a more exciting moment at the time and, alongside other overwhelmingly positive and welcoming feedback, served as a major motivation factor for me to continue learning to code and create plugins.
Following this, I was looking to give more purpose to the LSPDFR traffic stop system. And so, Traffic Policer was born - a plugin originally intended to add a few ambient events related to traffic offences. This has now grown into one of my most feature-packed plugins to date. By this time, some YouTubers started using my plugins in their videos. Not only was this a great way for me to obtain feedback on my mods' user experience, I also watched @Zachary Houseknecht with great pleasure while my ANPR Hit AI lit many of his police vehicles on fire... An absolute howler: https://youtu.be/4D8HshZzWMQ?t=606
Some weeks on and Assorted Callouts was next in line. This was originally created out of a callout idea by @CaptainSugarFree and turned into what is now known as the Pacific Bank Heist. This took about 4 weeks of intensive development to fully complete (and am I shocked at the code quality looking back at it now... works though). As the first of its kind, the callout featured voice-overs and an intense, detailed SWAT based LSPDFR callout. I was incredibly proud for this to be featured on @Jeff Favignano's channel and I see now that the video in question has amassed over 1.9 million views... breathtaking. https://www.youtube.com/watch?v=eIXKvUyzylA
Moving on again. At this point, @FinKone had managed to get me into YouTube. After having released British Policing Script, longing for an LSPDFR experience closer to home for me, many longed a version of the plugin for international and American users to incorporate the traffic stop improvements and a court system. With that, I released LSPDFR+ by doing my first ever YouTube live stream, which was quite the experience. After this, I released Siren Mastery, PoliceSmartRadio and a variety of other tools and smaller plugins. Many hours of coding, effort, stress, giving support and obtaining feedback had been put in by this point. I was absolutely chuffed to then achieve one million downloads on my published files...
This figure has since risen to over five million.
Following some negative coverage of LSPDFR in some of the Australian media, I'm also very happy that Wired UK decided to publish an overwhelmingly positive article on the whole GTA5 police modding scene: https://www.wired.co.uk/article/gta-5-mods-lsdpfr-british-police?utm_content=buffer9ca53
After PoliceSmartRadio's release - with the infamous April FoolsRadio download giving four thousand people a perhaps frustratingly good laugh - I placed the whole modding scene lower in my priority list. As mentioned previously, this has since been pushed far further down.
Some thoughts on the community's development over time
I would describe the LSPDFR community as healthy. @Sam @LMS and all the other contributors have created something very special for all the right reasons and this is largely reflected in the attitudes of the staff & moderation team and community members. With publishing mods on a popular website like this, unfortunately, comes some drama and negativity - and while I have not always agreed with the way and speed the moderation team dealt with my reports relating to me and my work, they have done a good job overall. The few issues that I experienced were all resolved. From my experience in the plugin side of the modding scene, this continues to be the case now.
One thing I noted during the months that passed is that both experienced but particularly newer modders are now frequently treated with disdain in the scene. The modding scene has grown massively since when I first started and unfortunately, in this area, it shows. Everyone starts somewhere and the fact someone is spending their free time creating something for all of you to download, for free, has become massively underappreciated and taken for granted. Sure, a new modders' release may be full of bugs and be nowhere near as feature-rich as more developed plugins, but this takes time to solve. Had I received the negative feedback I've seen on many a new modder's release page back in 2015, you can rest assured I wouldn't have continued my development here. When providing feedback, by all means, point out the issues, but do so in a friendly, constructive manner, not in an entitled, toxic one. Have a look at the first few comments on my Arrest Manager download page to see what that is like - this was a major factor for me to consider continuing development! It is essential for the development of the LSPDFR modding community that this attitude is changed back to what it was in the 'good old days'.
With all that said, I also hope the release of LSPDFR 0.4 kicks a breath of fresh air into the now somewhat stale core LSPDFR modification. With over 2 years having passed since the latest update of the core modification, I'm sure we all agree that an update would be a very welcome step. From the various preview posts released by the development team, it looks that we all have something great to look forward to there.
'Retirement'? So does that mean you're permanently done with the LSPDFR modding scene?
No, but I won't be actively developing plugins for LSPDFR any more. To be fair, nothing's really changing much now compared to the past few months. I intend to remain as a member of the LSPDFR Testing Team and I'm sure I'll be drawn back in at some point to explore some of the new development options in the 0.4 API. I'll also stay around on my discord and occasionally the forums and I intend to continue publishing occasional videos on my Youtube channel. And yes, for those that know and enjoy it, I'm also planning to continue writing blog posts on UK road safety . If my time and motivation levels allow, I may publish some minor updates to my current mods before 0.4 is released. The fact remains, however, that I would currently classify myself as 'inactive' in the scene. With so much other stuff going on, I simply don't have the time to commit that I used to. It would be a pity to say the least to let all my work slowly deteriorate and waste away. Therefore, I've decided to publish the source code to some of my plugins to https://github.com/Albo1125/. At the very least, I would like it to be a learning resource for other ambitious plugin developers in the scene. At best, I hope other developers will take it upon themselves to improve the code where necessary (yes it is very necessary!) and create pull requests to share those improvements. These can then be merged and released, with credits obviously included for contributors.
Back when I started developing for LSPDFR, very few learning resources were available bar the great example project by @LukeD . This hasn't really changed since, despite the creation of the LSPDFR API repository by LMS (https://github.com/LMSDev/LSPDFR-API) and some posts aiming to document the LSPDFR functions by myself in the API development subforum. A noteable step was the creation of the LSPDFR Developers Discord server thanks to @Stealth22 A full post with current development resources can be found here:
I'm planning to publish the source code to a number of my plugins one-by-one to improve this and give something to the community:
Arrest Manager: https://github.com/Albo1125/Arrest-Manager Assorted Callouts: https://github.com/Albo1125/Assorted-Callouts Albo1125.Common: https://github.com/Albo1125/Albo1125-Common Traffic Policer: https://github.com/Albo1125/Traffic-Policer
By no means do I claim that any of the code I post is perfect or amazing - on the contrary, far from it. With the experience I have now from studying a BSc in Computer Science, reading through some of my old code makes me want to tear my hair out. This is only to be expected, though - most of my plugins were created as part of my learning experience of C#. Prior to this, I had no coding experience or knowledge. It's fascinating to see how the quality of my code has evolved over time by looking at my various different plugins in order of initial release date.
Wrapping up. I hope this post provides some clarification and closure for those of you wondering where on earth I've been over the past few months. It's been an absolute blast and a pleasure. To all of you who were a part of my journey here, thank you.
Carrythxd reacted to Sam in Our Community - What we stand for & How to get involved
With all the talk about LSPDFR 0.4, it's been a little while since we've provided a general update on our community. Of course, LSPDFR 0.4 is our main priority at the moment and we'll have more to say about it shortly, but we thought it important to also address and announce a couple of things regarding our community.
What our Community stands for
Before anything else, I'd like to take a moment to reflect on who we are, as people that run this website, and as a community.
LCPDFR was founded, back in 2009, simply because I thought it'd be a fun thing to do. To play as the police in GTA IV. It was an idea, ambitious for its time, and nothing more. I worked on LCPDFR because it was fun, I published it because I thought others might also enjoy it. LCPDFR has come a long way since then, it has evolved from one person's topic on a forum, to its own website, to its own forum, to its own community. We've spanned two games, our reach has grown massively, our community is approaching 300,000 registered members. The amount of work that goes into developing LSPDFR alone is staggering - the time that we've spent on it is measured not in days, weeks or months, but years. Likewise, the effort required to keep our website online is vastly underestimated - in the past month we've served around 30 terabytes of download traffic alone, and have done all of this despite persistent, targeted denial of service and hacking attacks against us. To put this in context, if you were to serve 30 terabytes of data through Amazon Web Services, it'd cost you $3,000 a month - and that's just one month of download traffic.
Why do we do this? Because it's fun. We love developing our community, we love developing our mod, and we love that other people - complete strangers, from all over the world, from countries you've probably never heard of, from all walks of life... we love that they love LSPDFR. Our community has achieved incredible things: we've created an entire gaming phenomenon and we've developed things that nobody ever thought would be possible. Our members have done more than simply play games or make mods: we've fought hand-in-hand against corporate giants (and won), we've transformed peoples' entire lives by sparking new careers and we've been covered everywhere from massive YouTube channels to mainstream media publications. Heck, we've even triggered out of touch government ministers in Australia.
That's not the whole story, though. Sometimes we are the story. Sometimes we make mistakes. We've had catastrophes, like the time where we had a hyped countdown on the website only to reveal a private testing version of LCPDFR that nobody could access. Our first ever livestream had to be rescued by Steve and Jeff after it started with Prophet driving a train around Los Santos and infamously stating "this is not the preview for LSPDFR 0.3" while our community manager could do nothing but watch helplessly after being accidentally disconnected. We've messed up releases, we've announced things too quickly, and sometimes we've not announced things at all.
Yet, despite all of this. Nine years later, we're still here. We're still making mods, we're still developing this community, and we've stuck true to our principles the entire time:
Our community is open to all. We treat members equally regardless of their status. Everything is completely free of charge, with no catches.
Why? It's not about fame, it's not about money, it's not about status. It's about love. We love LCPDFR, we love LSPDFR, and we love our community. We don't think that modding should be hidden in private Discord servers. We don't think that modding should be something people pay for. We don't think that modding should be an ego boost.
We just think that modding should be fun. It should be open, and it should be free. That's what we stand for, and that's what we do.
How you can get involved
Last year, we opened up applications to join our Community Team for the first time. This resulted in a couple of new faces joining our moderation team and upon reflection, we think it's a good change in approach from previously handpicking staff members ourselves. We've decided to open these applications again, and would invite anyone who is interested in volunteering some of their free time to moderating our community to apply by following the link below. Our volunteer Community Moderators are a vital part of everything that we do, and it wouldn't be possible to maintain the community without them.
To find out more and to submit an application, please visit: http://lcpd.fr/staffapp
Carrythxd reacted to Gump in Gump's WIP thread lmao
I can't believe I've been modeling this long and never done one of these! I will be showing what I am working on or possibly may work on here! I will be posting pretty frequently here.
Okay. First up! It's a Grapeseed PD Charger.....Not really sure where I want to go with this one. I want little lighting though. We shall see.
Next, we have a McIntosh,Alabama Dodge Charger lol
Next, is a Border Patrol Tahoe...This is pretty much done excluding a few details.
Next is a 2013 Citronelle,Alabama PD Tahoe
Next is a Walker County,GA Sheriff Spec Ops Dodge Charger. This one is done...Just got to decide if I want to keep the white in the lightbar or not.
and finally a 2009 Dodge Charger. Been tinkering with it for a while.Not sure what I want to do with it..Probably going to remain a slicktop.
Carrythxd reacted to c13 in LSPDFR 0.4 - Ambience
I was playing last night and I got in pursuit of a suspect who was flying over route 1 and eventually on the Pacific coastal highway. Due to heavier traffic, I fell back a bit and was responding behind two other units. It gave a sense of realism where I wasn't always the first one to a call, where I am always reacting to what was going on and having to call backup myself. It was one of my favorite moments in a while.
After talking to others, a common issue we have is a sense of being alone on shift. I feel like I have a solution that can mitigate it, and should be fairly simple to implement.
Back in LCPDFR, there was a kind of hidden feature where if you set a waypoint, you could call for backup and a unit would spawn next to you then respond to the waypoint alongside you. Such a feature could easily be implemented, and with features that didn't exist before like code 2 backup, it will give a sense of an actual department responding instead of a lone player who shows up first and reacts to everything. A nice feature would also be the ability to have backup stick around until dismissed, like in OnScene backup.
Carrythxd reacted to Sam in LSPDFR 0.4 - Ambience
I think Rockstar are pretty happy with the direction that they took the game in. I remember a conversation with @Requies where she explained to me that originally GTA Online was meant to be based around cops and gangs, which was the first time that I'd heard that. A couple of leaks and some leftovers in the game all but confirm this - it's obvious they decided to go a different direction with it instead and focus on races, expensive cars, etc. It was presumably a good decision, because they're making a lot of money from it. Who knows what the future will bring though.
It's possible, but it won't be in LSPDFR as it requires custom character models to be used. LSPDFR is meant to always work with the original game. Cop Holster already does a good job at this stuff and is an optional thing that people can choose to have. They would probably be able to do it for the radio too.
Frame rate issues generally aren't caused by LSPDFR itself, but by other mods. I think we fixed the backup u-turn issue as much as is possible, you can read more about pursuit changes here: https://www.lcpdfr.com/forums/topic/85236-lspdfr-04-pursuits-intervention/
Carrythxd reacted to 11john11 in LSPDFR 0.4 - Ambience
this all sounds freaking awesome!
looking forward to using the handheld radio animation, would it be possible to make lspdfr automatically remove the radio from the belt while the animation is used?
(if the ped supports toggleable radios, the peds from custos great total cop overhaul mod feature the radio as a individual component, which could technically be disabled by a script iirc)
kinda like the cop holster plugin, which removes the pistol from the holster when the weapon is used by the player.
Carrythxd reacted to Sam in LSPDFR 0.4 - Ambience
This is the fifth and final part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years. Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail.
Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world. Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay.
In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently. As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right. You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all. Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic. Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun.
Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer.
These adjustments to the game's core apply in a number of other cases too, of course. We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure. Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it. All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge.
And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints. Our changes are at a much lower level and offer us a higher degree of control on a per-character basis. This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols.
New Interaction Menu
Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4. Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist. Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood.
Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones.
The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion.
Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all). Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example.
New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc.
Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4. Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different.
Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers. It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light. If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest.
The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod.
In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops. Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these. Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game.
In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example. In LSPDFR 0.4, as a result of some research by @LMS, we've now been able to implement the same system, but for NPCs instead. This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations. Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol.
Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation.
Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0.
Thanks for reading the preview. We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.
Carrythxd reacted to Sam in LSPDFR 0.4 - Pursuits & Intervention
This is the fourth part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
It's probably the most critical component of the mod, so it follows that with any new version of LSPDFR, you can be pretty confident that the underlying systems which enable police pursuit gameplay will be updated. LSPDFR 0.4 is, of course, no different in this regard, and following on with the general theme of 0.4's development (which is more less pulling everything out and ripping it to pieces), we've taken the opportunity to revamp much of the pursuit gameplay in the mod.
As an aside, we had hoped to publish this preview at an earlier date but unfortunately due to both @LMS and myself being away from home, on various different continents in the past month or so this was a little difficult. Nonetheless, we hope that you enjoy this preview and that it nicely illustrates just a couple of the changes that we've made to pursuits, as alluded to in our last post about AI improvements.
Pursuit Interaction Menu
Since LSPDFR 0.3, we've had an Interaction Menu, à la GTA Online, which has, as you would expect, facilitated interaction between you as a player and your character and their job as a cop. While this is cool and all, there's definitely a number of areas where the interaction in LSPDFR falls a little short, with pursuits being perhaps the most obvious.
In LCPDFR for GTA IV, there were a couple of toggles available during pursuits - notably the option to force or disable the usage of lethal force. With 0.4, however, we think we've far surpassed that by introducing a handful of new options which definitely provide more control than ever.
The Pursuit Interaction Menu in LSPDFR 0.4 offers advanced controls for the current pursuit, as well as the ability to disengage.
The cool thing about the new Interaction options for Pursuits is that it ties in nicely with the new customization options introduced in 0.4, and covered earlier in our previews. So, not only can you define and configure law enforcement agencies to your liking, but you can also carry this through to pursuits too by designating a specific agency to handle the chase. If, for example, a pursuit that starts in Los Santos crosses multiple jurisdictions then it's entirely probable that you'll end up with a number of agencies joining, which depending on the circumstances and/or your own preferences, might not be so desirable. With the new Interaction options, you could simply specify that the initiating agency (i.e. the LSPD in this case) handles the pursuit, leaving the other agencies to mind their own business.
Similarly, there's a lot of other practical usefulness be found in these options: we've brought back the ability to force on/off the usage of lethal force against pursuit suspects, and there's also the ability to enable or disable pursuit intervention tactics (more on these below).
And of course, for those in search of the ultimate exercise in boredom (I mean, err, realism), then you might find that setting a pursuit into Tracking Mode - where ground units will hang back and follow from a distance, leaving your small air force of helicopters following above to do all the work in true Angeleno fashion - makes you feel so much more at home.
Pursuit Intervention Techniques
As alluded to above, LSPDFR 0.4 also introduces a number of changes to the artificial intelligence in pursuits. Currently, the main tactic employed by NPCs in GTA V during pursuits is to rather aimlessly ram into the back of the suspect vehicle in the unrealistic belief that this is actually going to help end the pursuit. Of course, this usually just results in the cop crashing into oblivion, and it looks really, really dumb too.
So, naturally, one of the coolest new additions to LSPDFR 0.4 is the implementation of a working PIT maneuver:
Demonstration of NPC officers bringing a pursuit to a safe conclusion through successful usage of the new PIT maneuver in LSPDFR 0.4
YouTube version: https://www.youtube.com/watch?v=TiFFFho3hd0
As cool as this is, we know that NPCs performing PITs may not be to everyone's taste, and that it may not be suitable in every circumstance, so these can easily be enabled or disabled on-the-fly, during a pursuit, through the Interaction menu by changing the Tactics option. If pursuit Tactics are disabled, pursuing NPCs will not attempt PIT maneuvers, and they will also shy away from most other advanced tactics, like blocking.
A closer look at the termination of the pursuit, with the suspects surrendering, after a successful usage of the PIT maneuver.
Throughout the history of our two mods, air support has always been a touchy subject. For those of you who played LCPDFR, you will likely still carry with you many terrifying memories of those white and blue flying death machines. In previous versions of LSPDFR, things generally weren't that much better either - especially when your pilot decides, in a moment of wisdom, that flying through the bridge, rather than over it, is the best course of action.
With 0.4, we've taken the time to address some of the most frustrating issues with air support, with a particular focus on dramatically increasing both the usefulness, and lifespan, of our helicopters. Specifically, you'll notice that helicopters in LSPDFR now fly at a much more realistic height and will properly increase or decrease their altitude as the situation requires, such as when a pursuit is passing through a heavily built up area. They're also far more competent at actually keeping up with the suspects they are pursuing and will do so with a degree of intelligence, rather than just trying to fly directly above them.
A watchful LSPD air support unit circles overhead, tracking as a suspect attempts to flee on foot.
Furthermore, we've built in special modes for our air units, giving them the ability not only to follow suspects, but also to conduct searches over wide areas - something which is especially useful when ground units have lost visual, or are attempting to locate a target.
In addition, our helicopters are also responsive to changes in the conditions of pursuits they follow - such as if a suspect is in a vehicle or not - and will adapt accordingly. When tracking a suspect on foot, air units won't simply hover above them but will engage in a more realistic flying pattern where the aircraft seeks to maintain continuous movement, while operating varying angles to compensate for possible obstructions like buildings.
Not a helicopter, but just in case you were wondering what happened to the guy pictured above...
This, though, definitely is a helicopter. It's also not flying at street level!
As always, stay tuned for more news about LSPDFR 0.4 as we progress towards its completion.
Carrythxd reacted to t0y in The San Andreas Project
Including: @t0y @OfficerWalters @DriX Designs @IndianaisMyState @TrentMU @Maurice97 @BradM and @acepilot2k7 more to be added.
Welcome to the modification/showroom thread of the San Andreas Project. This is a huge project that the Attractive Studios team has come up with and we hope to execute as we are planning. This idea includes a complete overhaul of Liveries, Models, and Peds for the San Andreas emergency services. Basically it will include 5-6 emergency service departments (extra details about each one below) Peds to go along with them, and custom lore friendly liveries for all of them as well. The model number will most likely come out to 30 or above, so it is to be used along side RDE. Or with a mix and match.
t0y - Modeler
OfficerWalters - Modeler
Drix - Modeler
Indiana - Modeler
Maurice - Modeler
Trent - Livery Designer, Modeler
Brad - Livery Designer
Acepilot2k7 - Youtuber
Slendis - Screenshoter, Livery Designer, Tester
More to be announced soon.
WE ARE RECRUITING!
Attractive Studios is currently recruiting designers from all parts of LSPDFR to help us either with the San Andres Project or otherwise. You must have several released files, and be relatively active and you must have Discord. Age is not a factor in recruiting, but if ur really young and immature obviously you won't be accepted :) - We are in need of PED modelers/textur-ers and more modelers you can PM me if you are interested, or join our discord linked below.
Los Santos Police Department (LSPD)
Blaine County Sheriff's Office (BCSO)
San Andreas State Police (SASP)
San Andreas Parks Service (SAPS)
Lightbar: (Liberty I, R/B)
San Andreas Corrections Departments (SACD)
Los Santos Fire Department: (LSFD)
How can you contribute?
We would love to have help with this massive project. If you want to help but dont know anything about modeling or texture designing feel free to comment below and give us your opinions, and suggestions about what we should add or remove or edit! If you do have experience in modeling and livery designing you can PM us or come on our discord to talk about joining and helping out with this.
Q: What makes this different from the tons of model packs and uniform packs out there already? What makes the SAP special?
A: Well most packs and modelers have some small packs out there 5-6 vehicles maybe more, without uniforms, and with the same vehicles used in every other pack. We are planning on making almost 10 cars for each major department, and using some private or unreleased models meaning the model bases will be unique to us, and you will have enough LSPD, BCSO, and SASP cars to fill your slots with major variety. We also will (hopefully) having matching uniforms, which means you won't need to use the same uniforms as always. We also are, also hopefully good modelers and are planning on spending a large amount of time on this pack so it will be the highest quality possible with major effort.
Q: When, and how are you planning on releasing the San Andreas Project?
A: Currently we have no ETA on release, but that will of course be updated, and reupdated as time goes on and we run into issues, or find new things to add. Every week on Sunday we will update you on this thread, and in our Gallery with images of what we've done, giving you new information on the packs we are working on and once we get closer to release we will give you our planned release date. In terms of how, it will most likely be released in one of a few ways. We may release it by department, and by part. So "SAP Part 1: LSPD" released by the supervisor or a leader, or it will be released in "The San Andreas Project" with, upon hitting download will have several different files to choose from each one being a specific department. Because of the huge amount of cars this file will probably be a massive size so it may need to be uploaded to mediafire, and we will just link it in a download.
If you have any questions feel free to respond below!
Our Discord: https://discord.gg/7QAkjMc
Our Twitter: https://twitter.com/AttractiveGTAV
Or you can PM any of our leaders for more information! @t0y @OfficerWalters
Follow this thread and our gallery for updates!
Carrythxd reacted to Giordano in Recommended handlingIds for your police vehicles
So you downloaded a fancy 2015 Tahoe and installed it in the police3 slot, only to find that it rolls more than your eyes when your boss is talking to you. Does your Silverado not drive like a truck should? or maybe your '15 Charger doesn't feel right. There are a lot of options to choose from when deciding which handlingid you want to use for your car. I've compiled a list of what I use for handling lines, and thus far, all have worked just fine. For some of them, such as the Silverado and Expedition, someone else might of found a better handling, and if that's the case, please comment below letting me know what you're using and I'll give it a shot.
Some people like to edit the handling.meta. This is not a requirement, the handlingid is all you need to touch if you just want the basics. Handling.meta is there for those who know a bit about modding and want to refine the handling lines to feel realistic.
For those that might be confused on what the handlingid is, it's one of the top lines in the vehicles.meta.
Here's an example:
All of these will be for police vehicles, I will not be covering modded civilian cars. Also note that this topic really only applies to those who have modded their police fleet.
If 09-10 version, police2
If 2013+ version, buffalo2
Taurus, Caprice and Impala
police3 fugitive (this will make the vehicle feel heavier)
bison (sadler works if you want the truck to feel a little heavier)
tailgater (There is most likely a very better choice out there, I'm just not sure which would work)
Carrythxd reacted to PNWParksFan in [REL] Real Police Tape Mod
With the recent addition of cloth physics editing to zmodeler3, I decided it was time to make a mod that I've always wanted for GTA V... a police tape mod! This is still in development and needs a bit more work before it'll be ready for release, but I think it's working well enough now to share it with the world. Check out the video below to get a quick look at how the mod works, then scroll down for some more info:
How do you use it?
Press a key combo to activate police tape placement mode. You can then aim and click (same as using a weapon) to attach tape to props and world objects, such as fences, telephone poles, walls, street lights, mail boxes, etc. You can also spawn barriers/cones using the mod, and the tape will automatically attach to the barrier/cone.
Does it actually stop peds?
Yes! Ambient peds are blocked from crossing any police line you set up. Once you remove the police line, peds will be allowed to walk through again. Peds with navigation tasks (such as police backup, peds you've ordered to follow you, bodyguards/partners, etc.) may go through the tape sometimes.
Does it stop cars, too?
Yes. It uses several methods to prevent cars from going through, including preventing some ambient traffic from going through that area, and if any vehicles do make it through, they will be stopped before they can cross the line. The traffic control isn't perfect still, and that's one of the things I'm continuing to work on. Additionally, emergency vehicles are always allowed to pass through the police line.
How do you remove tape?
Right now, with a console command. I'm working on adding an RNUI menu that will allow you to manage all active tape strands.
Will there be an API?
Yes, that is something else I'm still working on. Developers will be able to use police tape in scenes for callouts, etc.
Does it require any other mods?
Only RPH. It runs as a stand-alone RPH plugin.
When will it be released?
I don't know yet, but sometime relatively soon. Probably before Coastal Callouts. You can get early access through the Parks Benefactor Program if you're so inclined.
The tape seems to bend/blow in the wind/droop through the ground a lot...
Yeah, I know. There's limitations to what's possible with cloth physics right now. The zmodeler3 devs are still researching cloth data formats, and I'm still experimenting with the various parameters. I don't know if it'll be possible to eliminate this issue, but it is definitely mitigated by using shorter strands (i.e. placing cones more frequently).
Is it hard to install?
I don't know, how good are you at installing mods? The tape requires installing a simple DLC. I might make an OIV installer for it before public release, we'll see.
Can you put text on the tape?
You're welcome to edit the tape texture. But in my testing, I found that text looks really weird and distorted, due to how rendering of cloth material works in the game.
Can I beta test it for you or use it in my YouTube videos?
Beta testing and video use is available to members of the Parks Benefactor Program. Please don't send me unsolicited PMs asking for beta access, especially if I don't know you.
Carrythxd reacted to 0taku in 2017 Pierce Arrow XT (W.I.P)
So I wanted to convert a Pierce Firetruck to GTA for some future projects. After not find one to convert, I though about making one myself, and by god is it looking good. here are some screens so far. BTW EVERYTHING has been scratch made by me in ZMod, Yes that's right Zmod. It will also have a working water cannon
I have no release date currently but I do plane to make an ELS and maybe a Non-ELS