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gold7800 CCSO*

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  1. Like
    gold7800 CCSO* got a reaction from Albo1125 in Open-Sourcing Albo1125's Mods & 'Retirement'   
    As someone who has been playing LCPDFR/LSPDFR since 2013 and someone who wanted more immersion i just cant thank you enough but this is at least something.
     
    Thank you albo... for everything! here is to the future of LSPDFR and a healthy modding scene for 0.4!
  2. Like
    gold7800 CCSO* reacted to Reddington in LSPDFR 0.4 - Epic Customization   
    Please remember that all these mods are provided for free, and are by volunteers.  No one is getting paid for making LSPDFR, Rage, etc.  We really don't owe anything to anyone, to be honest.
     
    As much as it sucks to wait, would you rather 0.4 be released now with bugs, and possibly unfinished features, or wait the extra minute and have all the features working and the huge bugs taken care of? 
     
  3. Like
    gold7800 CCSO* reacted to Khlowd in LSPDFR 0.4 - Epic Customization   
    We aren't owed anything. We never paid for LSPDFR. Don't you think the developers of LSPDFR deserve our respect and patience for them working in the free time their IRL jobs allow?
  4. Like
    gold7800 CCSO* reacted to Sam in LSPDFR 0.4 - Epic Customization   
    This 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.
  5. Like
    gold7800 CCSO* got a reaction from pcGAMEZguy in LSPDFR 0.4 - Announcement + First Preview   
    First I want to say thank you to Sam and the entire LSPDFR team. I have played more of this mod than most other games combined since I picked it up in early 2013. It is the work of the LSPDFR team that has brought this community together and I couldn't wish for anything more. Now on to 0.4, I just got off working my patrol shift and saw this post, It made my freaking day. nothing is better than seeing the team taking in suggestions (like always lol) and implementing them. I look forward to future posts about the update and as always, stay safe out there everyone.
  6. Like
    gold7800 CCSO* got a reaction from Kalleboston in LSPDFR 0.4 - Announcement + First Preview   
    First I want to say thank you to Sam and the entire LSPDFR team. I have played more of this mod than most other games combined since I picked it up in early 2013. It is the work of the LSPDFR team that has brought this community together and I couldn't wish for anything more. Now on to 0.4, I just got off working my patrol shift and saw this post, It made my freaking day. nothing is better than seeing the team taking in suggestions (like always lol) and implementing them. I look forward to future posts about the update and as always, stay safe out there everyone.
  7. Like
    gold7800 CCSO* reacted to Sam in LSPDFR 0.4 - Announcement + First Preview   
    Been a while, huh?
     
    You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes:  there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well.  And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see.
     
    So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself.  But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it.  While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them.  Of course, with that being said, there's still a lot of new stuff crammed into 0.4!
     

     
    With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :)
     
    Aside from the cool little additions like this, though, the major theme of 0.4 is Character.  Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR.  There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too.  And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant.  With 0.4, this separation is gone.
     

     

     
    No, these shots aren't taken from GTA Online.  This is our own, fully-featured, LSPDFR Character Creator.
     
    Of course, we'll talk more about the new Character features in LSPDFR 0.4 later.  The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to.  Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether.
     

     
    Officer Ronson and his clones obviously couldn't make it to the flashlight party. 
     
    Stay tuned!  We'll be sharing more about 0.4 soon.
  8. Like
    gold7800 CCSO* got a reaction from Teekay in [REL | WIP] LSPDFR Computer+   
    Hey just experienced a crash while finalizing a traffic citation. This has happened on more than one occasion but i only have the log for this last occurrence.  Ill attach the RPH log and the crash report. Thanks for the hard work man.
    RagePluginHook.log
    MiniCrashReport_636272180252807413.rcrm
  9. Like
    gold7800 CCSO* reacted to FB51 in Has Anyone Else Experienced This?   
    YES!!! You guys are awesome! That's what I needed to do. Thank you so much! Seems like a great game so far, but the lag is killing me. That's my next problem to solve! Thanks again!
  10. Like
    gold7800 CCSO* reacted to iStrong in Stop command (E) not working   
    Good that you brought this up, because i've noticed this happening to me too, recently. I have to resort to the good ol' gunpoint arrests, unfortunately. Not sure which exact plugin or script is causing this, though.
  11. Like
    gold7800 CCSO* reacted to John23 in Can not PedStop People   
    I will be doing a routine traffic stop for a suspended license or whatever. I will issue the driver out of the vehicle with the built in menu, but I can not put them under arrest, or ped stop them. I will hold "e", and my character will then start insulting whoever it is, and a fight breaks out. 
     
    Has anyone had this problem and/or found a fix?
  12. Like
    gold7800 CCSO* reacted to Adam13 in Case reports for RP.   
    Because I love the idea of realism and I love getting completely engulfed into an immersion simulation, I introduce to you your very own case file for LSPDFR!
    Now you might be saying, who would want this?
    -People who want to get the maximum amount of roleplay
    -People who want to practice for future LE positions
    -People who are bored
    -Anyone who wants it!
    Eventually I plan on making a website where people can upload their very own case files and be able to search the data via Name, DOB, Address, SS Number and all other stuff. For now it's just a template. This may not interest a lot of people, but for those of you who it does interest go ahead a grab one. It's a good way to keep up with your own roleplaying experience as well as give you that final push into immersion.
    I will upload my own case files here for the time being so people can get a general idea of what to write.
    Be safe, be secure, and be diligent. 
    LosSantosPoliceDepartmentOfficialReport.docx
  13. Like
    gold7800 CCSO* reacted to Sam in LSPDFR 0.2 Update - 12 July   
    First up, we're all sorry for the problems we encountered with the release last night.  Unfortunately, there was a game breaking performance issue which was found only a few hours before we intended to release and this has required some time to investigate.
    The good news is that we've done our best to mitigate this problem, related to the way in which Rockstar has started to introduce anti-modding protections.  For those of you interested in the technical detail, here's a snippet of a performance test ran by Alexander Blade and LMS:
    Performance difference between GTA V version 372 and 393 Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook: 372: ~582ms (RPH: ~585ms) 393: ~2480ms (RPH: ~2490ms) Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.In short, on the previous patch (372), it took 585 milliseconds for the function to be executed 1000 times.  On the newest patch (393), it took 2490 milliseconds, which is roughly 2.5 seconds, to be executed 1000 times.  This means that this particular function takes five times longer to execute on the latest patch than it did previously.  LSPDFR 0.2 and 0.1 call this function a lot, mainly to stop other police officers from killing suspects, as we force them to be unarmed when appropriate by using it.  As such, during a pursuit with even a couple of units, performance takes a hit.
    With the problem identified, we've managed to come up with an alternative way of doing things that doesn't have such a dreadful impact on performance.  This version is currently undergoing testing, and we hope to be in a position to release 0.2 as soon as possible.  Note that I won't commit to a date, as it is possible we run into further issues, and we'd like to avoid a situation similar to last night's, but there is still the possibility that we can release today, and we'll keep you updated as to our progress.
    Sam.

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