ProdigyBoss101
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ProdigyBoss101 reacted to Will in LSPDFR crashingThe crash at the end of your log is a result of lore callouts. You can send the log to the developer as it's possibly fixable from their end.
Simply removing a bunch of plugins will of course increase stability, as with any game adding a ton of mods increases the chance of having issues. But in this case the crash is specifically related to lore callouts. As a suggestion to anyone giving support, try to address the issue shown in the log file instead of simply telling users to remove all of their mods.
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extra_1 primary
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extra_9 secondary(traffic)ride
extra_10 steadyburn
extra_11 takedowns(front)
extra_12 scene lighting(sides)
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ProdigyBoss101 reacted to Yasd in Lspdfr crash when I open the EUP menuThis plugin is brand new, maybe the author should check what’s causing it.
Maybe you didn’t choose it to autoload?
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ProdigyBoss101 reacted to Fiskey111 in L.S. Noir Returns!!Update #2
Happy Holidays, everyone!
Development has been slow but steady. I have a few features to discuss that I have been working on.
Updated Case Creator
I have converted the UWP case creator program to WPF, allowing it to run on older hardware. This was an absolute pain - but I could not figure out how to generate a key and allow the case creator to be released. But, it's mostly complete now. I have some additional integrations to work on adding, but it does function as intended.
In-Game Stage Editor
To help make creating of stages easier (stage = part of a case; think the crime scene or a interrogation scene) I have implemented a menu based stage creator. This allows the player to load existing stages and edit them in game with new objects, peds, vehicles and place them wherever they would like. It shows locations and types of objects so you can easily identify how your stage will look. I will be implementing a mode where it will spawn everything to make sure it makes sense to the creator before exporting. These files will be importable into the case creator allowing you to make scenes in game, then add them to the creator without any trouble. Thus, the case creator will mostly be for the logistical part.
See spoiler image below for a preview shot of the editor in action creating a CSI scene. Note, peds don't do stuff in this - they just spawn so you can make sure they are in the right place.
Stage Design
Stages have been implemented in a very basic manner that will allow future people to create new ones and load them through an API. These stages can be referenced in any case, which will help with future-proofing the modification. I also have plans for a number of new stage types than the original 5. These include, but are not limited to:
Crime Scene Investigation Coroner / Hospital Interrogation - Police Station Interrogation - Secret Facility (campaign torture mission area) Tail Suspect (On Foot or Car) Stakeout Raid (Police, SWAT, or FIB) Future Proofing
One of the main goals I am attempting to follow is future proofing the design of this modification. The case structure and design will not change with the new GTA, whenever that releases. All that will be changed is the main code behind the stages. This means case files will just need coordinates and models changed to be transferred to the new game. I am very excited to see the Miami-inspired detective scenarios the community will create when GTA VI releases in the future. In the meantime, we will focus on Los Santos!
Timeline
My "couple months" timeline has been...not successful. I was truly planning a Christmas release, but with my work schedule, family commitments, and difficulty getting the scene manager to work has hampered my timeline. I am still working, and have crossed a number of difficult hurdles. One major problem right now is that any change to the structure of a case leads to major changes in the code for the case creator. The code to display the case in the Treeview is over 200 lines long and an absolute nightmare that only a true demon would write. For those of you developers, I have a total of 19 nests (combination of if/else and foreach loops). I will warn you - I am not liable for the heart attack you will find in the spoiler below. It absolutely needs a rework, but I'd prefer to focus my efforts getting the mod released before messing with this. I think I have rounded a corner and am about 50% done with the modification. Creating stages will be the easy part - the base logic is already there and each one is just a slight modification with additional AI logic and events.
I look forward to providing more updates soon. Don't worry, work is still ongoing!
Thanks,
Fiskey111