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FinKone

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Everything posted by FinKone

  1. Edit: More info...I was chasing him and he got a good distance away when I sniped him with my pistol. I wonder if the game removed him from memory right away, causing this? You gotta not shoot them so hard. Seems to me like you shot the guy so hard - he was deleted from the game world! All jokes a side, he some how was removed. You've been the only one thats shown my this type of issue - is this a one time thing - or has it happened a few times? Could you still see the criminal dead in place - or did he just up and vanish?
  2. Yea I saw some of your videos - I really like the plugin you guys are using for coms (how it applied a radio filter to the voices). That kind of stuff makes me all poopy pear faced to be playing alone. I'll deal with it though.
  3. I'll be coming back to Frederick in a few months! Baltimore - what a place to be a active police officer!
  4. Sure is! I'll add it to the pool of suggestions it should be that hard - once I get around to it consider it done.
  5. Ok so I've added a few more catches that will most likely reduce the errors some of you are getting. I've also started the ground work for making callouts none-felon assists. I'm debating on the ratio of dangerous vs no dangerous calls. I think I'll give the callout a 75% chance to be a normal traffic stop (where bad things can happen, but not as often), and a 25% of being a felony stop, at which the risk is just naturally higher. Some of you are requesting more peaceful and normal callout outcomes - and I get it, sometimes ya' don't feel like its very realistic going to a scene of 10 gunmen. I totally understand and I share a similar view. I have to find that fine line of getting you just comfortable enough and feeling safe to bash ya - vs having it thrilling and a shootout every time, but also keeping it entertaining. Once you pull up on scene currently - the officer that called for assistance will exit his vehicle and tell you why he pulled the person over - and it will unfold from there. I'll keep ya guys updated. If the callout is not loading for you AT ALL, make sure to reloadscripts if you are coming in from a saved game, or fatal crash - sometimes this can make the callout not load into the callout manager correctly. A good example of needing to reload is if you try to force the callout, and a different one pops up. If you are confused, refer to this in regards to reloadingscripts, forcing duty, and startcallout methods. If you are still getting a odd crash in relation to the manager on line 162 - I'm working towards a solution. If you are getting other related crashes - chances are you are pushing your system to hard, you've got a unstable setup (bad cars, models, things of that nature). Try to simply reduce your graphics (car density and draw distance) and see if that helps. At this point, it has enough catches to stop itself when its made a fatal error - however, if its failed to correctly create one of your vehicles (seeing a lot of police vehicles getting failed to be created and making fatal crashes), you need to consider trying different or more stable car models. You shouldn't be getting any texture loss in version 1.14 - let me know if you are. I'll be updating the OP when I get time to reflect all I've said and found out (thanks to you guys!). Later.
  6. Progress can be a low crawling event - but none the less, a event!
  7. A looonggg time ago I tried to join a clan. I was unable to make demanding time hacks, unable to complete my 'training', and was even told I needed to be a prisoner transport for "full members". Not only did I not feel like I was playing LCPDFR... I felt like I was being used. Needless to say, I only conducted a few gaming sessions with them, and went ghost status. I just don't have the regular schedule to do that kind of thing. Left such a sour taste in my mouth that I never attempted another clan. I also don't have any 'friends' that play LCPDFR, or GTA IV any more that is. I'm a loner - always keeping a sharp eye for EMS - because they come in like a wrecking ball!
  8. Yea... thats the dreaded error I'm still checking into and hunting down how I can avoid it. Its not performance related... and its a bit confusing. I've been asking around and I'll keep digging and try to figure out how I can better combat or avoid this error brother. Does it happen often - always on accept callout correct - that is when it does occur? What yours is telling me is your game might be having trouble doing certain things I'm asking it to do. You could try to increase the range of your ELS for AI (in the ELS INI), some have reported increase the Els_Range_Ai = 500, to something like 700 or 800 help, Toy with the ELS ranges, and perhaps lower your settings a bit (lower vehicles, and perhaps draw distances, not by much) and see if this improves. Yea thats the one I'm still hunting down brother - its a confusing null ref for me. I'll get it sorted. Does this error happen every time? Did you attempt to reload scripts? Just bare with me. ;) Sorry LSPDhotstuff, right as I posted the update, something personal came up. This update was geared towards adding more spawns, making the AI out comes more varied, and also closing out any more fatal crashes the script causes (instead its causing script crash errors now!). I'll be doing a in depth update tomorrow with whats new - for now just reference the callout map picture in the download area to see spawn locations for the callout. I'll have a fresh posting tomorrow talking about the update, and plans on hunting down some of these odd null refs.
  9. Thank you for taking the time to make the API, and for adding those!
  10. Could be a ton of things. Perhaps one of the safe guard checks when it was trying to generate the people related to the callout, discovered that they got created in a building - so it aborts to protect you. Perhaps it found out that a important person for the situation was for whatever reason, unable to spawn in (maybe your ped pool was full, and it couldn't force another into it because GTA IV limited this.) Perhaps you are within the minimum distance required to respond to the callout, since moving. Maybe the minimum was 100, and you where moving towards it when it was sent, and by the time you pressed Y, you ended up being 96 from it, so it aborted.. Could be a bunch more stuff - but those seem to be the main ones I'm always seeing. :D
  11. What to expect from the next update. More spawn points - Most of the center island is covered by city spawn points, and state police. More stable - more catches have been added, feedback from different computer types taken into account. Range was slightly reduced for spawning in things - this seemed to be a large issue. Less crashing on an out come from the traffic stop. More informative (Will tell you when a callout was not in range, if it failed to grab a location, this is a temp problem until I blanket the map.). Working on making sure partner returns to vehicle. Proper cleanup of criminal, and criminal vehicle once scene is cleared (removed from memory) What to expect to go wrong or still need work Still need to work on the finish state for the callout. Looking to make the primary officer stay on scene until you feel its cleared. Be it calling for a tow-truck, corner, EMS (... phh if you crazy.), or fire. He currently SOMETIMES, goes back to his vehicle from extreme ranges, even when told to do so, sometimes I can't get him to listen (conflict in what script has control.) One of the callouts hangs. The suspect just stays in the car - this isn't a bug, more so a not-so-complete script of a suspect thats noncomplying. In future updates the primary will approach the car, try to open it, demand him to step out, most likely break the window out and drag him out. Well see how it goes. The main reason I'm doing this update is to push out more spawn locations, and get more people that are having issues playing the callout. Whats the point if you can't play the beat that you want to? I've been working with several people in trying to make it more stable - as always its hard, but I think things are still improving in that regard. Once I see how this one goes, I'll most likely transition to making normal, none-felon related traffic assist calls that the player can respond to. Nite guys!
  12. Yea man once the new video cards drop this year, we are going to see a large decrease in prices of current tech that can run the game well. I run mine on ultra using Cry 3 ENB, and I get around 50 FPS - but that drops a bit when recording. I'm only using a R9 290 card on a FX8350.
  13. Thats impossible in regards to releasing something on LCPDFR, and making sure its well tested. My rig will handle a good bit of things, but someones that doesn't will tell me a entirely different story. Not to mention the amount of mods they could be running, can change the situation on its head entirely. GTA IV scripts are one thing, because I'm only messing with GTA IV, so it comes down to making sure it runs fast, and that it doesn't mess with GTA IV to much. Respecting the rules, wants, and needs of LCPDFR, and GTA IV - can be a entirely different beast, not to mention I've also got to make sure I don't go crazy in regards to ELS. Spawning a heavy ELS vehicle, to far away, to fast - on a lower end rig could mean a crash, or script failure where sometimes its not even grabbed the safe checks I told it to... mean while for guys running 290s or 980s won't bat a eye and will run flawless... I do have a group of people that are pretty active that kind of have a range in PC specs that I try to test with - but this doesn't mean much when more and more people with different situations attempt to use the plugin. I'll most likely be posting a heavy update this weekend, thats lightly tested (new spawns, better catches) Later man!
  14. Honestly man I'm sorry to say it, but its most likely the computer its being ran on. In the next release I've tiddy'd up a LOT of the null refs in case the computer running it can't handle it, if it can't it will abort the call but keep the game running decent (or at least attempt to). LtFlash has explained things to me... and I'll lightly explain them to ya'. Because we are script hooking, code injecting, GTA IV heisting and hiding objects... it can often cause a lot of problems. The large problem is things not being created when we tell them to, it can happen for a number of things. Performance related, game state related, so on. So sometimes, things don't get made. In your case, the Officer failed to be created (perhaps your ped count for the current area as at max and it didn't make a person.) A fine example of mine is when I'm running the game without fraps at 51 frames or so, the chances of my having a bad spawn are low - which sucks, because it almost always (90%) of the time works for me... On the other hand, it a crank the graphics to a state I know my computer has a harder load with, (reducing it to 40 frames), then record with fraps (reducing it to high 20's) I encounter a lot more problems. I'm trying lately to record and highend graphics as I test, but its painfully slow because if I loose the 3d device from the game (downsizing or leaving it to long) I have to restart the entire game. Not everyone is going to be able to run my callout - but I'll try to add enough protection so that it MIGHT work sometimes for you. The new version should be up by this weekend. Normal backups are planned, along with additional passengers most likely (I'll most likely make this a option in the INI file. People already having issues with this, will need to make sure its set to one...)
  15. 1) I'll check into this. You are talking about just leaving the wheels at a angle rather then zapping back to forward? I'll see what I can access and get away with. 2) Sure - you are talking about aftermath dialog correct, or perhaps also a minor brief of why he pulled the car over in the first place on initial link up? I could do some simple animations, grab what type of out come it was, and then present dialog at that point pertaining to what happened. Might be down the road - but that seems pretty easy to accomplish.
  16. Ok for those that are having issues with the police officer not spawning, someone indicated to me in PM that they had a better resolve with increasing the Els_Range_Ai located in the ELS INI under the GTA IV dir. If you are having this issue - attempt to adjust that, and PM me with the results. It would make some sense to me because when I reduced the distance the cars are created, (450 is the max now), a lot of people saw better out comes... I'll be checking into this more, and if I find anything it'll go in the OP.
  17. Added.... "MULE", "MINIVAN", "MOONBEAM", "PONY"
  18. I'll get around to the entire map brother don't worry. I can add more vehicle types if you'd like. If you want any model in specific, tell me. This is the one crash I'm working on tracking down now. I'm not entirely sure what its after ref wise thats failing - but I'll find that little bastard soon! I believe its a bad abort on my part, and the callout manager is still looking for the callout when it said "see ya later.". I'm still adding minor protection here and there. At least I got it to stop crashing the game for the most part (users that are crashing are ones that are using shady car models most the time.) I'm trying to find a way to repeat this event. Sometimes when I install a updated version of this into the place of the old one, while the games running, it will crash, and often take me 4 restarts before I can get into the game again. I'm trying to track down how to repeat this or why its happening - but not many people are getting this.
  19. I'm looking into this - its a situation I cannot get to trigger on my system.
  20. Yea I've improved on this a lot - if it doesn't spawn well, it will abort. I've also reduced the spawn range because of this - and thats seemed to help a lot of users.
  21. 1.10 is more stable, has city and state police calls. City calls are currently only in the BROKER / DUKES area. This weekend I'll be trying to blanket at least 80% of the map to finish that out.
  22. The content looks messed up? Is the text to small? I guess I suck at making pages about what I've made? :| Thanks for saying the mods good at least!! ;D I'll keep adding to it. I want to also see if I can make it so YOU can call for backup.. but that will be tricky with... crazy AI. Have to tie up a few loose ends on things not getting deleted, a bit more protection for the players, and hunt down a few crashes caused when the criminal is handed to LCPDFR, add more spawns (to cover the entire map), and then I'm going to start adding more content to it.

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