Reputation Activity
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Colis reacted to iguana11 in Mark pedestrians as wantedHey guys :)
i was just playing LSPDFR when i respondet to a suspicious person callout. I rushed to the szene (with my bicycle xD) and a man was trying to attack me with an axe. I instantly called for backup but when they arrived they just stood next to me but didn't even realize that there was a guy trying to attack me. It would be great if LSPDFR added an option to mark somebody as wanted (just like Ctr+E in LCPDFR) so that backup units can react to your help call.
It would also be gread if backup units which were called "Code 2" or "Code 3" before a pursuit has started were able to join the pursuit as if they were called by the "Backup" option.
Tell me what you think about that :)
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Colis reacted to DLM3 in Add back pursuit menu/more in interaction menuIt wasn't a complaint, just a suggestion...
There is a difference between "I won't be so nice next time, you dirtbag" and "Thanks for your time, have a nice day".
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Colis reacted to Sam in LSPDFR Future DevelopmentOverview
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.
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Colis reacted to Sam in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?Well, a better way of putting it would be to say that we prioritised things like pursuits over it, yes. That being said, plate checking will definitely be coming soon.
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Colis reacted to Ghosticus in What are your thoughts on the very first version of LSPDFR? What would you like to see in the future?Alright, maybe I misread, but thanks for clarifying.
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Colis reacted to Jety2011 in LSPDFR Feature Preview -
Colis reacted toDeactivated Memberin LSPDFR Feature PreviewThat just ain't right, man!
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Colis reacted to Sam in LSPDFR Feature PreviewThe anticipation is killing me. Preparations going well so far, however...
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Colis reacted to ZombLee in LSPDFR Feature PreviewNo, no no, shhhh. Easy now. Take deep breaths. Do not doubt, young one. I remember long ago I was much like you. Doubting Lcpdfr. Then it was released, and we all saw the glory of it, and we all knew that it was good. Sam and the devs delivered, just as they promised. Peace and happiness spread across the land, and crops flourished and livestock grew and provided for us. It was then that I learned never to doubt or rush or ask for it would be provided to me in time.
Lol, yep. I've lost it.
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Colis reacted to Sam in LSPDFR Feature PreviewPlease don't break your keyboards. We're still applying the finishing touches.
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Colis reacted to ZombLee in LSPDFR Feature PreviewC'mon, C'mon!!!!
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Colis reacted to intruder175 in LSPDFR Feature Preview.. you just need to go away...
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Colis reacted to Sam in LSPDFR Feature PreviewWith the release of the first version of LSPDFR almost imminent, we've put together a preview detailing the large variety of features that it will be packing.
In terms of actual detail, this is by far the most comprehensive look at LSPDFR yet, and we hope that it will go some way in answering the many questions we receive about what will, and will not, be in the first release of the modification.
You can take a look at this brand new preview over on the official LSPDFR page at http://www.lspdfr.com
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Colis reacted to ineseri in The Final Countdown - LSPDFR Trailer 2LCPDFR and LSPDFR are both not even supported with car mods (or any other mods for that matter).
Further Willpv said it best. Holding back the release because of a select few refusing to touch the mod before car mods isn't viable. You are free to wait yourself til car mods are released.
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Colis reacted to Will in The Final Countdown - LSPDFR Trailer 2I don't see why LSPDFR would need to be "held back" until there are car mods...they are two completely different things. LSPDFR is a script, car mods are models. You can play LSPDFR without car mods, and you could have car mods without LSPDFR. Just because you don't want to use the default cars doesn't mean the release of LSPDFR should be held back.
Also, LSPDFR adds brand new gameplay to the game. Car mods are only visual, they don't add any new gameplay aspects whatsoever. I don't see why their releases should coincide.
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Colis reacted to Sam in The Final Countdown - LSPDFR Trailer 2This is a nice way to think of it.
I apologise if my absence from this topic has been alarming, and I'm sorry that we don't have something for all of you to play yet. To be completely honest, if we had decided to set a release date, unleash the hype train and please everyone that is asking/demanding/begging for one, we'd have had a lot of very, very disappointed people on Friday.
Unfortunately we run into problems and barriers quite regularly during development. To give you a few examples, we had a serious performance issue that was discovered just yesterday resulting in the game running at 10 FPS during certain sequences. This was a problem caused by LSPDFR and was of the severity that it actually crashed the performance analysis tool we use. It took a few hours to resolve, and as with a lot of things in software development, the fix to issue caused more problems than it solved. To put it into context, and this is actually what happened, I had to spend my entire night, from 11pm until 3am re-writing one of the most crucial AI systems in the project - our custom pursuit AI. The fix to the first issue had broken the pursuit logic, and the result was that the internal timing for it was hideously broken - with things running too fast and too slow. Too fast meant that cops were trying to do three things at once. Too slow meant that cops were being left to their own devices for too long, and we all know what happens when you leave the LSPD to do their own thing (it involves a hail of bullets). So, after rewriting this pretty important part of the project to use our new timing system, what appeared to just be one problem had turned into a lot more, and we had to fix them before we could do anything else.
This is why a release date will never be given. When we wake up, we don't know what unforeseen problems are in store for us on that day. All I can say is that it has been a little over a week since what I promised would be the final trailer. The banner at the top still, in typical Sam fashion, still has the branding of a 'final countdown'. If I didn't believe that, I wouldn't keep it up there. I understand that people might be disappointed, but I suspect that this disappointment would be multiplied by a few billion if after the 'long' wait (a month and a bit), every time you tried to get into a chase in LSPDFR, your game ran at 10 FPS, and even if you could somehow cope with that, you had better hope you didn't encounter any backup units during that pursuit as if you did, you could forget about any notion of your suspect remaining alive for more than five seconds after. This is just some of the stuff we have to deal with. Let's try not to add the grief of a small number of people on here to that list.
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Colis reacted to ineseri in The Final Countdown - LSPDFR Trailer 2That's a very good way to not support us. Thanks.
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Colis reacted to Illusionyary in LSPDFR Announcement + PreviewThis isn't strictly true. The Park Rangers arrest people during the random street events, however there isn't a cuffing animation. The suspect just gets down on his knees with his hands in the air before being walked at gunpoint into a prisoner transport vehicle (that the park ranger called in).
When it's done.
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Colis reacted to Mikofiticus in LSPDFR Announcement + PreviewReally? The game has been out for 2 weeks. Jesus. People have no concept of hard work. Also, I can bet that Sam and the team can't get into the animation files yet, there's only one scene in the entire game that has someone getting arrested. The entire rest of the game has the police shoot to kill (and I'm not talking about one star, I've never seen your player get actually arrested before the game does its slow-mo BUSTED thing). I'd like to see some of these people complaining to do better scripting/coding in a week.
Also, I feel sorry for Sam because he's gotta read a shit ton of these comments. It will be ready when it's ready. Be patient.
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Colis reacted to Not a Narc in LSPDFR Announcement + PreviewThere are lots of mini-agencies in GTA V the US Coast Guard, the US Marine Navy Army mismash of god knows how much inaccuracy at Fort Zancudo. But besides all that one thing I've always wanted to do is provide air support for a chase and have a chance to direct that fucking spotlight or atleast have my co-pilot do it.
Bringing up co-pilot, will LSPDFR be Multiplayer compatible SP Only or MP Only... The feeling of being in a chase alone isnt as great as with friends all working together to catch the suspect.
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Colis reacted to Sam in LSPDFR Announcement + Preview
I understand, but unfortunately the cops in GTA V do not arrest AI suspects under any circumstances, even when using the designated AI arrest task. They simply execute people - this is something we'll need to work around, and considering the animation RPFs for GTA V haven't been exposed yet, we really don't know what we're working with from an animation standpoint beside the few that we've found already.
The point remains though, everything in that trailer was artificially created, and I was hoping this would be obvious from the usage of the police cruiser and buffalo, to the speech with matching animations and the different agencies in the pursuit. Early stages? Yes. A trainer-clone like some other mods? 100% not.
Honestly I'm not sure I should even have to get into detail like this. As far as I know, none of what was filmed can be done by anything other than LSPDFR. The game has been out for two weeks, and we've been coding for it for little over just one. I get that people might have had higher expectations from what we achieved with LCPDFR, but LCPDFR didn't even have working sirens on police cars at this point in its development.
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Colis reacted to Sam in LSPDFR Announcement + PreviewA trailer showcasing animations doesn't make for very good viewing, especially not for a first reveal. Was it a normal cop chase? No, every entity involved in the pursuit except the player was spawned by and was under the control of LSPDFR. GTA V doesn't dispatch the police buffalo or police cruisers in ambient chases. It also doesn't dispatch additional units to the chase either.
Voiceovers? No, all in-game audio. Some of it from the AI, some from the player.
Is it, all in all, fairly basic compared to LCPDFR? Absolutely, but what do you expect merely two weeks after the game was released?
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Colis reacted toDeactivated Memberin LSPDFR Announcement + PreviewI'm sure I speak for a majority of the community when I say that it will be amazing to see this develop over time, can't wait to see what you have in store!
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Colis reacted to Sam in LSPDFR Announcement + PreviewWe're all thrilled to finally announce the development of LSPDFR for GTA V. Everyone here has been working like crazy to make progress with the modification and the website, and we're only just getting started.
We hope that everyone enjoys the little taste of what we have in store with LSPDFR. Feel free to use this topic for speculation, discussion and questions.
On behalf of the entire team,
Sam.
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Colis reacted to TGM in LCPDFR, LSPDFR, and SAPDFR?3 trademarks.
A triangle has 3 sides.
I think G17 Media is the Illuminati...