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M1ax

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  1.    M1ax reacted to a post in a topic: New plugin - Vault Script Dispatch
  2. Hi everyone, As an audio creator currently developing a complete dispatch overhaul for the Francophone community—aiming to bring the level of procedural realism seen in English projects like Blue Line Dispatch to French-speaking players I’d like to share some feedback regarding the current Scanner Engine (PoliceScanner). While English audio often masks these engine limitations as generic background noise, attempting to build a high-fidelity, procedurally accurate dispatch system in another language immediately exposes several hardcoded logic flaws. To keep this post concise, here are just two examples among others illustrating where the scanner logic breaks tactical immersion: REPORT_SUSPECT_IS_ON_FOOT: Located across all officer voice directories in LSPDFR/Audio/Scanner/ (s_m_y_cop_*, s_f_y_cop_*), this event is triggered purely by !ped.IsInAnyVehicle(). When a suspect exits their car and statically surrenders with hands raised, LSPDFR still forces the officer voice profile to play REPORT_SUSPECT_IS_ON_FOOT_01 ("Hey dispatch, the suspect is on foot!"). Announcing an active foot pursuit during a static surrender completely breaks procedural realism. SUSPECT_NEUTRALIZED: Triggers the moment 1 ped reaches 0 HP. If an officer neutralizes 1 suspect inside a vehicle containing 3 other active shooters, dispatch announces "Threat neutralized" while automatic gunfire continues. Opening the Discussion: I am not sharing this to demand fixes or claim that resolving these two specific cases would instantly solve everything for LSPDFR 0.5. I simply wanted to bring a creator's perspective to the table. These examples highlight how the underlying scanner logic could benefit from deeper contextual checks (such as differentiating a surrender from an active foot pursuit, or checking remaining threat counts). I have encountered several other similar edge cases during development, and I would be more than happy to discuss them further with the staff or community if there is interest in exploring this topic.
  3.    Reveur reacted to a comment on a file: French voices for the police radio for LSPDFR
  4. Je reviens vers toi concernant l'unité "Chef de Groupe". Techniquement, dans le code actuel de Policing Redefined, les renforts personnalisés (Chef de Groupe, Unité Animalière, Patrouille Féminine) n'ont pas de déclencheur dédié et partagent malheureusement le même fichier audio par défaut. Si je modifiais ce fichier pour annoncer spécifiquement le Chef de Groupe, l'annonce se déclencherait pour les autres unités. Donc, il faut maintenir une annonce neutre pour préserver l'immersion. J'ai demandé au développeur d'intégrer des déclencheurs indépendants. S’il mit à jour son code, j'ajouterai les voix sur mesure. Pour ce qui est de pdComp, je me suis penché dessus. En faisant des tests en jeu, j'ai remarqué qu'il reste encore pas mal d'anglais sur l'écran (comme Citations today, IDs on file, le format de la date, les couleurs ou les statuts). Ces mots sont malheureusement codés en dur à l'intérieur du fichier .dll et ne peuvent pas être modifiés via les fichiers .json. J’ai également envoyé un message au développeur pour lui demander s'il pouvait sortir une mise à jour permettant de tout localiser. Comme il a déjà fait l'effort de proposer son mod en plusieurs langues, j'espère qu'il sera ouvert à l'idée ! Bonne Patrouille 🚓 M1ax
  5. Salut Jimm, merci pour ton retour détaillé et pour ton soutien sur Policing Redefined. Tu dis être un peu pointilleux, mais c’est un excellent défaut qu'on a en commun 😉 ! Je suis moi-même un grand perfectionniste ! J'ai bien noté l'incohérence sur la demande de Chef de Groupe et je vais la corriger. D'ailleurs, j'ai une bonne nouvelle : je vais bientôt mettre en ligne une nouvelle version de mon mod audio pour Policing Redefined. Elle intégrera une nouvelle voix du dispatch, ainsi que la voix intégrale de l'agent de police en bonus. Concernant PdComp, je ne connais pas encore mais ça a l'air très intéressant. Je le traduirai prochainement avec d'autres plugins, mais pour l'instant je suis pleinement concentré sur mon futur mod "FR-équence Dispatch", car j'ai fait table rase de mes anciens fichiers audio ! les voix du dispatch ne me satisfaisaient pas, surtout pendant les courses poursuites. J'ai donc choisi une voix plus stable et dynamique avec un effet radio réaliste, et j'ai entièrement reformulé les communications. Mon travail est quasiment fini. Je vais bientôt lancer des phases de tests assez longue pour m'assurer que tout soit absolument parfait avant la mise en ligne officielle sur mon Patreon. J'ai d'ailleurs posté un aperçu de la nouvelle voix du dispatch sur Discord. N'hésite pas à me donner ton avis là-bas et à partager tes idées ! Voici le nouveau lien permanent pour nous rejoindre : [https://discord.gg/cGj84KFJb] Bonne patrouille, M1ax.
  6.    Yasd reacted to a review on a file: NewsHeli
  7.    Yasd reacted to a review on a file: MCCallouts
    While most developers focus solely on the police aspect, Yasd realized that to fully immerse players in Los Santos, they also needed to incorporate media pressure. NewsHeli turns a simple chase into a full-blown live TV event. M1ax
    A huge thank you, Yasd, for your exceptional work. You’re a talented developer, and MCCallouts is a true masterpiece of scripting. The 32 missions are incredibly well-designed and thrilling. The attention to detail in the multilingual dialogue and the realistic AI voices make the experience just as polished as the base GTA 5. It’s truly one of the best callout packs to date. M1ax
    This pack is absolutely essential! Its value lies primarily in the impressive number of “callouts” it offers, all of which are highly effective and relevant. I particularly appreciate the variety of scenarios covered: the mix of routine response situations and high-intensity scenes ensures a fully immersive experience.
  8.    Deryll reacted to a review on a file: DeryllCallouts
  9.    alairack reacted to a review on a file: Automatic Roadblocks
    Hi Deryll, I sincerely want to thank you for your exceptional contribution to the LSPDFR community. I’m a huge fan of your work, specifically the "Gang Shootout" and "Jewelry Store Heist" missions. Thanks again for everything, M1ax
    Hi yoep, I wanted to personally thank you for your work. Your plugin has radically changed my LSPDFR experience. The way roadblocks form dynamically based on the pursuit level brings a level of tension and realism I haven't found elsewhere. It has become an essential part of my game. Best regards, M1ax
  10. Hello, I'm writing to let you know that I have finally fixed the issue! The crash was caused by an outdated version of the Menyoo mod menu. After updating Menyoo to the latest version compatible with the current game build (v3788.0), the game now launches perfectly with both ScriptHookV.dll and dinput8.dll enabled. It seems that ScriptHookV itself was fine, but it was struggling to load the old Menyoo script.
  11. Thank you for your advice. I followed your instructions and deleted all the .old plugin files from my directory to avoid any CLR assembly errors. However, the problem persists: The game won't launch (with or without the RAGE Plugin Hook) as long as ScriptHookV.dll is present in the main folder. If I delete ScriptHookV.dll, the game launches and runs perfectly with or without RPH. This confirms that the crash is directly related to ScriptHookV or a specific .asi plugin it is trying to load. My current game version is v3788.0. Is this a compatibility issue with the latest update, or should I look into a specific .asi file? Thanks for your help!
  12. Hello, After the latest update, I am experiencing an issue when launching Rage Plugin Hook; it hangs and crashes on startup because of the new ScriptHookV.dll file. Interestingly, if I disable both dinput8.dll and ScriptHookV.dll, the game launches perfectly with RagePluginHook. I would appreciate your help in identifying the culprit. I have attached my ScriptHookV.log and RagePluginHook.log files. ScriptHookV.log RagePluginHook.log
  13.    2 Girls 1 Cop Police GTA reacted to a comment on a file: Suspect Sense
  14.    2 Girls 1 Cop Police GTA reacted to a comment on a file: Suspect Sense
  15.    MattCC16 reacted to a comment on a file: Suspect Sense
  16. Hello Némésisx101, I’ve started the translation process. Since the format is very specific, I want to make sure I preserve the integrity of all technical elements. I need your help to identify the tags or text segments that should not be translated. Thank you in advance for your feedback. If the translation works properly without causing the game to crash, I could eventually consider translating the XML files into multiple languages, provided there is significant demand from other communities. good patrol. M1ax
    Hats off for this colossal work! You've officially shattered the world record for the number of lines in an XML file for LSPDFR, even my text editor had a burnout trying to open it. If you allow me, I’ll try to take on the challenge by offering a French translation of your monumental creation. Who knows, with a bit of courage and a lot of coffee, I might just earn the prestigious trophy of “Greatest XML File Translator” myself ! 😜
    I would like to congratulate you warmly on this excellent idea! This plugin adds fluidity and realism that greatly enriches the gaming experience. Well done on this remarkable work!

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