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TAR4C

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Reputation Activity

  1. Like
    TAR4C got a reaction from zombieguy in Performance Issues   
    Calm down 😄
     
    The only thing we can do is to give the devs as much information as we can.
  2. Like
    TAR4C got a reaction from zombieguy in Performance Issues   
    Done.
     
    DID NOT give my any improvements 😞
     
    When I deactivate the Extra Graphic Options it's getting 50 to 60 fps. But without the mod I can play with these options just fine above 60.

    How is it even possible that only some few people have this problem.
  3. Like
    TAR4C reacted to LMS in v0.4 - So how is your FPS?   
    You can take a look at this thread where I have given some advice: https://www.lcpdfr.com/forums/topic/89730-performance-issues/
  4. Like
    for driving controller but on foot or for controls keyboard + mouse
  5. Like
    TAR4C reacted to ineseri in Prisoner Transport Issue   
    This is correct - Suspects needs to be placed on the ground, on their knees, for transport to work.
  6. Like
    TAR4C reacted to Mags in Prisoner Transport Issue   
    I am pretty sure that you have to have the perp in the kneeling position in order to call for a transport.
  7. Like
    TAR4C got a reaction from teenspirit7 in [Feedback] Pursuit Backup Spawn Locations   
    Okay. I don't want to be rude here and I know how much work has gone into the update... but after playing some more hours I am now ready to say that the new backup system is messing up the whole mod. I am not sure if there are some problems with plugins I use (only PoliceRadio and some callouts) but always when I get a pursuit all units in the area join. After the suspect is down there sitll come units to the scene and crash into our cars. It's like the game throws with police vehicles at me. There are too many units involved in a pursuit from the start and the ambient cops joining is total overkill. 
    Also: Whenever I do a backup call I can now say for sure that police vehicles spawn within 20m of the suspect already on scene some seconds after I pressed the button. It feels like cheating.
    Before 0.3 I had a really immersive game here...now I think it feels like 0.1 again. I'm sorry to say that but thats what I am observing here.
    (Oh and btw: The reason the vehicles are not already exploded or trashed in this picture is that I use a RageHook Plugin for invincible police cars)
     

  8. Like
    TAR4C got a reaction from DannyDorito in [Feedback] Pursuit Backup Spawn Locations   
    Simple observation from me:
    I think Backup units for Pursuits spawn too close to the suspect. That makes it too easy for the units to catch up + its breaks immersion for the player.
  9. Like
    TAR4C reacted to The Loot in [Feedback] Pursuit Backup Spawn Locations   
    I actually changed my whole style for pursuits, I'll call in an air unit to keep an eye on the suspect, and then I just let ambient cops join in when they're around. I still end up with at least a half dozen LSPD, LSSD, and SAHP units if a chase goes from the city out on one of the freeways, all without ever using the backup menu.
     
    As for spawning, they at least need to spawn outside the pursuit radius, Inside that and they'll usually nail the suspect almost immediately.
  10. Like
    TAR4C got a reaction from teenspirit7 in [Feedback] Pursuit Backup Spawn Locations   
    Simple observation from me:
    I think Backup units for Pursuits spawn too close to the suspect. That makes it too easy for the units to catch up + its breaks immersion for the player.
  11. Like
    TAR4C got a reaction from teenspirit7 in [Feedback] Pursuit Backup Spawn Locations   
    I played for several hours last night and today. Backup is always spawning either in front of the suspect I chase, to cut their way off, or (when I am further away) almost directly on its position. I don't know why that is the case. When I order more than around 5  backup units it starts to spread a little bit but the units are very quick at the position they need to be.
    I think the previous version of the spawning system was much more realistic...though I think it's just a bug at the moment and I can definetly see your AI improvements!
    I hope that gets addressed because after that we have a very solid system here :)
  12. Like
    TAR4C got a reaction from Andartu in [Feedback] Pursuit Backup Spawn Locations   
    I played for several hours last night and today. Backup is always spawning either in front of the suspect I chase, to cut their way off, or (when I am further away) almost directly on its position. I don't know why that is the case. When I order more than around 5  backup units it starts to spread a little bit but the units are very quick at the position they need to be.
    I think the previous version of the spawning system was much more realistic...though I think it's just a bug at the moment and I can definetly see your AI improvements!
    I hope that gets addressed because after that we have a very solid system here :)
  13. Like
    TAR4C got a reaction from liberto in Hand on holster   
    I hate it to need to hold a key in order to put my hand on the holster...cant we just press it? Why not putting the hand on the holster whenever we pick the pistol and only drawing it when we aim?
  14. Like
    TAR4C got a reaction from Deactivated Member in LSPD First Response 0.2a Update   
    I wonder how far we are away from 0.3
  15. Like
    TAR4C got a reaction from vynlthrash in The dark backalleys of GTA. (Suggestion)   
    First: I love this mod. I love 0.2. I love the features and it almost never crashes on me!
    Now about my suggestions: The world of GTA is a big place filled with so much detail. Behind every house there is some thing to discover..whether its a backalley, a dark garage or a simple garden filled with people talking and drinkin' some booze. Basically, the GTA world is a really big playground that LSPD:FR can use. You guys have the scenery to build almost everything and I hope that RageHook and GTAV will deliver some new possebilities to you. 
    When I thought about that, driving through a dark backalley with another police car in front of me, that police car made something that made this idea trigger. An officer pulled out his flashlight, and searched the dark
    alley and its surrounding for suspicious activity. I was seeing the flashlight in his hand and how the light searched around...I thought to myself: AWESOME, I want to be able to do that myself and I want to be able to actually find something.
    So here is the thing: You should try to fill these backalleys or at least use them for callouts...the gardens...the space between houses...I know that its probably no simple task but I think it should be possible to implement at least something in that 
    style. I witnissed the random encounters lately...Gang shootouts...Gang members fighting it out...and I really like how there is sometimes a stolen car revealed by ID check. I love this random stuff you encounter on your patrol...so why is there no shady stuff going on in Los Santos' back alleys?
    Drugdeals...bleeding people who need ambulance...homeless who need help....people consuming drugs...stuff you can see an react to. I want to feel like there is stuff going on in this city I can only prevent if I am going out searching for it.
    I want to feel like a policemen on patrol, checking a block...
    Maybe you could tie it to callouts. "Citizens report a helpless man on the sidewalk in...eeeh...Strawberry." and you go to a search circle and need to search for the person to call an ambulance for them, or maybe they will attack you...or are already dead...I really want to see disputes without involving gun firing or immediate arrest.
    Or maybe you can bind it to some locations on the map where random encounters spawn. Wouldn't it be cool to see people breaking into a house or a shop (why can't we access shops?) nights when you patrol in the shady backalley? And you decide to stop them?
    I know LSPDFR is in a very early state and all this stuff I asked for is pretty much all the way down the road. I also know you can*t promise us anything because modding has always unforseen stuff that happens...like some things just not possible...
    I just hope my little dreaming gave some inspiration for future stuff. Bring life in dat backalleys :P
  16. Like
    TAR4C got a reaction from Firefighter 5663 in LSPDFR 0.2 - The Police Computer   
    I can't fucking wait! 0.2 seems like LCPD:FR already. Now I only need more callout types and I'm sooo happy :D Great job guys!
  17. Like
    TAR4C got a reaction from Deactivated Member in LSPDFR 0.2 - The Police Computer   
    I can't fucking wait! 0.2 seems like LCPD:FR already. Now I only need more callout types and I'm sooo happy :D Great job guys!
  18. Like
    TAR4C got a reaction from sebek91 in Citizen AI   
    We all know it and we all hate it. Citizen AI. When spooked, chaos and death happen. My fun on LSPDFR is ruined everytime when a callout has ended, the suspects are dead and then citizens decide to drive over you, in your car, in everything, killing your fellow officers and destroying the whole crime scene. It's so annoying.
    Is there a way to let citizens exit their car and run aways instead of running everybody over?
  19. Like
    TAR4C reacted to Sam in LSPDFR Future Development   
    Overview
    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.
     
  20. Like
    TAR4C got a reaction from Sonny236 in Scene cleanup and control?   
    I would love to see this in LSPD. In LCPS you had at least the option to call ambulance. That makes it not sooo unrealistic to leave the scene with dead bodies on the floor of you have a ambulance on there. I really would like to have immersion in the end of a shootout etc. So that you can leave the scene with feeling like you are done with the job. Shoot everybody in the head and move on is kinda blerg...but I know this mod is in 0.1 and we will see much more stuff down the road. Cant wait to see what is planned. 
    A Roadmap would be cool!
  21. Like
    TAR4C got a reaction from Deactivated Member in LSPD: First Response Fan Trailer   
    I am so hyped and I needed to do something about it xD
  22. Like
    TAR4C got a reaction from 911FordPoliceInterceptor in LSPD: First Response Fan Trailer   
    I am so hyped and I needed to do something about it xD
  23. Like
    TAR4C got a reaction from HomerS in LSPD: First Response Fan Trailer   
    I am so hyped and I needed to do something about it xD
  24. Like
    TAR4C got a reaction from Ekalb in LSPD: First Response Fan Trailer   
    I am so hyped and I needed to do something about it xD
  25. Like
    TAR4C got a reaction from EightBall in LSPD: First Response Fan Trailer   
    I am so hyped and I needed to do something about it xD

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