Reputation Activity
-
We've been busy working on patterns per vehicle (no longer limited to per model) as well as giving you the ability to change them at runtime. Soon in RAGE Plugin Hook. Some background info: http://blog.lms-dev.com/reverse-engineering/v-dynamically-adding-carcols/
-
Delta value #s of where the lighting will fall/dummy is.
-
Duwerke got a reaction from Sonny236 in LSPD First Response 0.2 BetaI find it quite difficult to tell the difference between O's and 0's on license plates lol
-
Duwerke reacted to FtDLulz in LSPD First Response 0.2 BetaWell, there's a pattern that all of them follow, which is two numbers first, then three letters, then three more numbers. Easy to tell once you've memorized that.
Ex: 09-POD-105
-
Duwerke got a reaction from FtDLulz in LSPD First Response 0.2 BetaWell dang.... I really appreciate that info!
-
Duwerke got a reaction from NoCountdown in LSPD First Response 0.2 BetaI've had a few plates that had like 4 O's or 0's in them and I just dont run them anymore lol They get off lucky if they have any more than 2
-
Duwerke got a reaction from TheUniT in LSPD First Response 0.2 BetaI find it quite difficult to tell the difference between O's and 0's on license plates lol
-
Duwerke got a reaction from NoCountdown in LSPD First Response 0.2 BetaI find it quite difficult to tell the difference between O's and 0's on license plates lol
-
Duwerke reacted to Street001 in LSPDFR 0.2 Delay Update - 13 JulyAwesome work. Although, I would say the DOB should be in Month/Day/ Year format instead of Day/Month/ Year, as it is more commonly used in the U.S.
-
Duwerke reacted to Sam in LSPDFR 0.2 Update - 12 JulyFirst 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.
-
Duwerke reacted to monte379 in LSPDFR 0.2 - Stun Guns & MoreYup. LSPDFR 0.2 is upon us!! :)
-
Duwerke got a reaction from nicedude80 in LSPDFR 0.2 - Stun Guns & MoreNow we just wait for LSPDFR :D
-
Duwerke reacted to Sam in LSPDFR 0.2 - Stun Guns & MoreThis is the final part of our LSPDFR 0.2 preview series. For more information about the changes we're making with 0.2, take a look at the previous installments in this series, found here:: http://www.lcpdfr.com/forums/forum/880-news-updates/
LSPDFR 0.2 not only goes some way in addressing a lot of the feedback we received as far as features were concerned, but it also includes a large number of fixes for issues reported to us. A full list of these fixes will be published with the release, although among the things we sorted out are many of the frustrations people had with arresting, as well as traffic stop suspects reversing into players and the problems with detecting vehicles for traffic stops.
Aside from these fixes and the features we've already covered, there's still more to talk about. One of the big things that we saw people wanted was the return of the stun gun. Thankfully, with the inclusion of a stun gun in the game, this was quite an easy task unlike in LCPDFR. LSPDFR 0.2 introduces support for both the player and all AI officers to use stun guns. The AI support has been somewhat improved since LCPDFR 1.1, with more fluid animations and better mechanics in general thanks to the stun gun already being present in the game. Players are also now given a stun gun when going on duty, and we've been experimenting with AI configuration flags to make suspects tougher, so that they don't die after one hit - currently this works for all callout spawned criminals, and we hope to expand it universally.
Stun guns make their return in LSPDFR 0.2, with player and enhanced AI support. Shown is an AI officer drawing his.
One of the other main things that we've been experimenting with in 0.2 is audio. GTA V comes with a massive amount of police related audio which is fantastic, and we're looking to take advantage of this as much as we can. For 0.2, we've introduced a basic version of the Police Scanner seen in LCPDFR 1.1, with a couple of key differences:
The weird clicking noises between sounds have been drastically reduced. More variations of audio lines are present. You will now hear other officers talk on the radio too. Of course, this is still very much an experimental system and we'll be looking to make extensions and improvements in future versions.
As this is the final installment in this update series, instead of promising another article the next day, we'll promise something else: LSPDFR 0.2 - coming very, very soon.
-
Duwerke reacted to Sam in LSPDFR 0.2 - The Police ComputerThis is the second part of our LSPDFR 0.2 preview series. For more information about the background behind 0.2, check out the first installment in this series here: http://www.lcpdfr.com/forums/topic/51800-lspdfr-02-announcement-first-preview
I think by far the most hotly requested feature for the next version of LSPDFR was the resurrection of the police computer. A vital tool for those of you that like to add some detail to your patrols - the police computer makes it return with a vengeance in 0.2.
The new Police Computer is capable of searching both license plates and subject names, and will actually perform a real search on every vehicle or person currently in the game. If a match is found, it will then be returned to you via a notification after a slight delay. In essence, this is a very real implementation of the system, and we hope that it will be more immersive than our offering in LCPDFR, which felt fake at times.
The brand new Police Computer featuring both license plate and subject record searches.
Of course, to achieve this sense of immersion, improving the Police Computer itself wasn't enough - we also took some time to boost the quality of the data that it relied on. In early versions of LCPDFR, there were around 15 or so 'funny' names in the entire data pool. In later versions, there were literally thousands of names, all able to be dynamically generated, which was far more realistic, but also gave some really weird results at times. You might go as far as saying that it could feel as though everyone in Liberty City was named by a member of the British royal family or some crazy celebrity parent. At first, we used this same system in the early implementation of the LSPDFR Police Computer, but it simply wasn't good enough and really let down the system as a whole considering the new functionality that was there.
For those of you unaware, we were deeply involved in San Andreas Multiplayer (SA-MP - a multiplayer mod for GTA: SA) in 2012. As part of this, we ran a server titled Fort Carson Roleplay (FCRP), which was essentially a simulation of a small American town, where players could register on the server, make fictional characters and then spawn in the world to do any number of things like run a business, join a gang, be a cop, etc. FCRP quickly became one of the top 175 servers in SA-MP and had something like 12,000 registered accounts. Of course, long after its closure at the end of 2012, the masses of character data from FCRP were simply sitting on an old hard drive, collecting dust. Just a few weeks ago, I moved the data back over and thought that it would be nice to actually do something with it, and the development of the new Police Computer for LSPDFR seemed like the perfect opportunity. Indeed, LSPDFR now uses persona data from just under 3,000 FCRP player characters. We took it a little further than merely importing the names as well, with some other attributes from the server being recognised (making for some interesting easter eggs). The key advantage of this system, though, is that we have close to 3,000 names which were actually made up by close to 3,000 real people. Hopefully this makes things feel more natural, and will give some persistence as well if you see certain people more than once.
We will post the third, and probably final, installment of this update series tomorrow.
-
Duwerke got a reaction from Aslan in LSPD First Response 0.1 BetaLatest version of RAGE caused this for me, I down graded back and going to stay there for now.
-
Duwerke 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.
-
Duwerke reacted to sportboz in LSPD First Response 0.1 BetaFirst off, this is a massive wall of text. Seocndly, G17 is not done with LSPDFR. I understand you want to suggest some things but a lot of what you suggested is already being added in a future update. The callouts and some functions you suggested might be too in-depth, seeing as how it took a while for mods to even be created, and G17 most likely has a lot more to learn about the game's files because I heard Sam saying how the animation files weren't named logically and it was hard to find the arrest animation in the first place. Let's slow down and wait, i'm sure G17 will be able to implement a good 70-80% of your ideas but some sound too in-depth.
-
Duwerke got a reaction from monte379 in LSPDFR Feature PreviewFor all those people not seeing the "countdown" or "timer" sure are seeing it now lol
-
Duwerke reacted to MulleDK19 in LSPDFR Feature PreviewA countdown!?? BUT WHICH ONE IS IT?!?!
-
Duwerke reacted to Starmix in The Final Countdown - LSPDFR Trailer 2^Me, fuck eating or sleeping, all I need is Lucozade! Sponsor?
-
Duwerke 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.
-
Duwerke reacted to Jety2011 in Modded backup GTA V folder issueI haven't tried it, but it seems that the latest version of openIV is exacly what you're looking for. It supports mod folders. Check it out at: http://openiv.com/
-
Duwerke reacted to ineseri in The Final Countdown - LSPDFR Trailer 2Comments are removed if they are deemed off-topic by the Community Team. Please stay on topic.
-
Duwerke reacted to ineseri in LSPDFR Announcement + PreviewIt wouldn't really be faster; Sam and LMS is a well oiled machine better left to their own devices rather than allow too much outside input :P
-
Duwerke reacted to Sam in 20 May - 9 New Screenshots!Part of the LSPD's "Kill em all" program.