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gtapolicewinthrop reacted to Sam in LSPDFR 0.4 - AmbienceThis is the fifth and final part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years. Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail.
More Realism
Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world. Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay.
In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently. As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right. You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all. Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic. Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun.
Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer.
These adjustments to the game's core apply in a number of other cases too, of course. We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure. Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it. All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge.
And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints. Our changes are at a much lower level and offer us a higher degree of control on a per-character basis. This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols.
New Interaction Menu
Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4. Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist. Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood.
Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones.
The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion.
Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all). Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example.
New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc.
Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4. Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different.
Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers. It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light. If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest.
The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod.
Ambient Crime
In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops. Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these. Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game.
In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example. In LSPDFR 0.4, as a result of some research by @LMS, we've now been able to implement the same system, but for NPCs instead. This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations. Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol.
Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation.
Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0.
Thanks for reading the preview. We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.
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gtapolicewinthrop reacted to Sam in LSPDFR 0.4 - Epic CustomizationThis is the second part of our LSPDFR 0.4 Preview Series. Not caught up yet? Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map.
Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now. Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies. As such, we wanted to find a way to bring these in to LSPDFR.
So, forget just rolling the ball. With 0.4, we're hoping to hit it clean out of the park...
LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas.
Custom Agencies
One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game. LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking. Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with?
LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too.
The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add.
Patrol Areas
Of course, what good are a bunch of custom agencies if you don't actually see them? 0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas. With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage.
Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup. Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too. You'll now see your agencies actually patrolling in their designated areas.
Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat. And not just any cops... your cops!
Police Stations
In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR. Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too.
Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it.
This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency. Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired).
The Davis Sheriff's Station, all grown up... It looks a lot better now with the right people outside!
Outfits & Inventories
For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too!
If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props.
And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters. With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves.
It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition.
Putting it all together
We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire.
To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others.
There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4.
Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above.
We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon!
Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis.
No smart captions here - we just thought this looked cool ;]
Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.
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gtapolicewinthrop got a reaction from RyWilson in Game Crashing (I don't think it has anything to do with LCPDFR)Thanks that's a huge help. I will do some of these things tonight. Thanks again
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gtapolicewinthrop reacted to Iconography in PortsBy default the port is 1337, which should be customisable in the ini file.
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gtapolicewinthrop reacted to AlconH in GTA IV Multiplayer Joining SessionsThis is a very common issue and as you have stated it is not because your computer is running slow.
Unfortunately there is no solution for this problem. If this occurs, you just have to start a new game.
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gtapolicewinthrop got a reaction from Smokeynormal97 in LCPDFR 1.0 Taserhttp://www.lcpdfr.com/topic/25727-lcpdfr-10-latest-update/ Take A Look.
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LCPDFR 1.0 features a change to the Taser where you no longer have to edit or modify any of the original game files. Instead, LCDPFR uses its own models.img, WeaponInfo.xml and definitions.ide to make the Taser available in the game. As LCPDFR now uses its own files, these have to be recognised by the game and as such, it is necessary to edit the data files (images.txt, default.dat and gta.dat respectively). Of course, the point of this change is that the original files do not need to be edited, so we use a file hook in AdvancedHookInit.asi to add a new line to each of the above files when the game is launched. This does not edit your files, but rather makes a copy of them called [filename].tmp, adds in the lines, and makes the game use those files instead.
Unfortunately, this is causing just as many issues as the system before (that it was designed to fix), and is also causing a crash when you quit the game. These two issues can, however, be easily resolved, therefore, if this is causing problems, we recommend that you delete AdvancedHookInit.asi, and read on.
Manually Installing the LCPDFR Taser
After installing LCPDFR 1.0, you will have a folder in the game's 'PC' folder, called 'lcpdfr'. This folder contains all of the Taser files, and will look something like this:
If you do not have this folder, or any of these three files are missing, please re-install LCPDFR 1.0 using the Manual Installation package.
Each of these files has to be referenced in the game's core data files, so we can manually do this by editing them like so:
First, navigate to the game's 'common' folder. In my case, it is found here: C:Program Files (x86)SteamSteamAppscommonGrand Theft Auto IVGTAIVcommon. It should look like this:
Now, right click on the 'data' folder, to bring up the Properties window:
In this window, make sure that the Attribute called 'Read-only', is unticked, like so:
Then, click Apply, you will be presented with a new window:
Make sure that the second option is selected here, and then click OK.
Windows will then make the changes to the folder, allowing you to edit the files inside it. Once this is complete, you should navigate to the 'data' folder inside the 'common' folder, it will look like this:
There are two ways in which you can manually install the LCPDFR Taser:
Method 1: Download the already edited files:
LCPDFR 1.0 Taser Data Files.zip
Simply extract the folder somewhere, and copy the three data files in it to your common/data folder. Be sure to backup the original files first.
Method 2: Make manual file edits:
You will need to make three file edits, as explained below. You should backup these files before you edit them.
Editing gta.dat:
gta.dat contains a list of IDE definitions. We need to add the LCPDFR definitions.IDE to this file. To do this, you'll need to open the file in notepad, and then add the following line:
IDE platform:/LCPDFR/DEFINITIONS.IDE AFTER THE LINE:
IDE platform:/DATA/MAPS/PROPS/vegetation/Int_veg.IDE Your gta.dat file should now look like this:
If so, save the file.
Editing default.dat:
default.dat contains file locations for important gameplay related files, such as car handling and weapons. We need to add the Taser WeaponInfo.xml file to this. To do this, you'll need to open the file in notepad, and then add the following line:
WEAPONINFO platform:/lcpdfr/weaponinfo.xml AFTER THE LINE
WEAPONINFO common:/data/weaponinfo.xml Once done, save the file.
Editing images.txt:
images.txt contains a list of image files, which contain things like models and textures. We need to add the Taser image file to this list so that the game can load the model. To do this, you'll need to open the file in notepad, and then add the following line:
platformimg:/lcpdfr/models 1 AFTER THE LINE
platformimg:/data/maps/east/bronx_w2 0 Now, save the file.
Fixing the crash when you quit the game with the LCPDFR Taser installed:
You might have noticed that when you quit the game, a message box comes up saying you are out of memory and you should reboot your system. This, obviously, is not the case, and you can simply just dismiss the error message. The game will close fine.
Nonetheless, if you wish to fix this problem, the only way to do so is by adding the Taser model into the game like they were before in LCPDFR 1.0. Note that there are no detailed instructions on this, as we recommend for this users who are familiar with using a GTA IV .img editor, like OpenIV. If you are not familar with modifying the game's models and files, there are many tutorials available on this website, and others. You can add the LCPDFR Taser model to the game files by:
Extracting lcpdfr_taser.wdr and lcpdfr_taser.wtd from models.img in the LCPDFR folder, using your favourite GTA IV img editor (OpenIV or SparkIV preferably). Adding lcpdfr_taser.wdr and lcpdfr_taser.wtd to weapons.img in your pc/models/cdimages folder, using your favourite GTA IV img editor (OpenIV or SparkIV preferably). After doing this, you'll need to add the Taser's WeaponInfo.xml into the game as well. You can do this by editing the existing WeaponInfo.xml file, adding the following section of code, so that it fits in with the rest of the weapon entries (this is important, it must come AFTER the opening <weaponinfo version="1"> tag and BEFORE the closing </weaponinfo> tag).
<weapon type="UNUSED0"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="FIRE" group="PISTOL_SMALL" targetrange="8.0" weaponrange="8.0" clipsize="1" ammomax="1500" timebetweenshots="333"> <damage base="0" networkplayermod="3.0" networkpedmod="1.0"/> <physics force="0.0"/> <reload time="2000" fasttime="2000" crouchtime="2000"/> <aiming accuracy="0.25"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> <reticule standing="0.65" ducked="0.55" scale="0.3"/> </aiming> <pickup regentime="120000" ammoonstreet="30"/> <controller> <rumble duration="110" intensity="0.02"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>SILENCED</flag> </flags> </data> <assets model="lcpdfr_taser"> <anim group="gun@handgun" meleegroup1="firearm_core"/> <effects> <muzzle fx="ambient_flies_sparked"/> </effects> </assets> </weapon> Alternatively, you can download an already edited WeaponInfo.xml file, although be forewarned that any weapon modifications you are using will now use the default weapon settings and values:
WeaponInfo.xml
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gtapolicewinthrop reacted to JAM in Happy birthday Sniper296 and Harper!I bought Harper Rocksmith 2014 and Sniper296 two games. Do I really have to say "Happy birthday" to these two ungrateful bastards?
Happy birthday...btw...
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gtapolicewinthrop reacted to Original Light in Any1 else notice the 28 days sign next to LCPDFR possible clue ?MODERATOR NOTICE
Epic fail.
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gtapolicewinthrop reacted to Mr.Quiggles in Help On Purchasing A New ComputerPSU + Cables will work for the parts you have listed. You may need to buy a better PSU if you plan on buying additional video cards.
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gtapolicewinthrop got a reaction from Agey in Wilmington, NC - K9 Officer Lifts Dog Into Suspects Vehicle -
gtapolicewinthrop reacted to c13 in Next Gen Police Cars in PursuitI created this topic a while ago, but it died off due to lack of videos. However, being that most agencies are now slowly starting to replace the CVPI, there are bound to be new videos.
Disclaimer-This thread is for footage of police chases that contain one or more of the following vehicles:Ford Interceptor Utility, Ford Interceptor Sedan, 2011+ Dodge Charger or 2012+ Chevrolet Caprice PPV or discussion of those videos.
FHP Charger:
http://www.youtube.com/watch?v=A0l7ZrH-crc
Unmarked Charger:
http://www.youtube.com/watch?v=6_gnlotGYvI
Chevy Caprices:
http://www.youtube.com/watch?v=gSDVcn1ZWmU
Missouri Highway Patrol Chargers, Eureka Police Interceptor Utilities, St. Louis County Police Chargers and Utilities:
http://www.youtube.com/watch?v=KiNYLo33VzE
Leawood Police Ford Interceptors
http://www.youtube.com/watch?v=kpTnWGWC20M
John's Creek Chevorlet Caprice, near end of video:
http://www.youtube.com/watch?v=Yjt0hIsVZYU
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gtapolicewinthrop reacted toDeactivated Memberin ELS ProblemIf you don't have the visualsettings.dat you may have deleted it in the past.
Download this (http://www.gta-downloads.com/en/gta4/file-backups/10673-common-folder-backup.html)
Once it finishes, take the visualsettings.dat out of the data folder in your common backup and place it in your C:Program FilesRockstar GamesGrand Theft Auto IVcommondata
EDIT: when you download ELS v6 it also comes with a visualsettings.dat optimized for ELS