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byankeesjeter

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  1. Like
    RDE is outdated. However, there is an unofficial patch for it on the RDE discord.
  2. Like
    AvailableUnits - Developed by Officer777 
    --
    Tired of spamming code 3 backup when a fellow Officer is calling shots fired? Are you sick of being the only
    Officer that responds to a silent alarm? Hate being an Officer's only panic buddy?  Be sick and tired no more! Well, in a bit.
    This plugin is being created to give more realism to most of all of the callouts of LSPDFR. When installed, this will make sure you 
    do not show up on scene alone to those crazy shots fired calls or domestic situations. Backup units will respond to calls just like you are, and will respond either code 2 or code 3 depending on the call. Once you arrive on scene however, you may use your PoliceSmartRadio to step down units to a code 2 response. Also, if you respond to a call and another unit is en route and the situation escalates on scene, it is up to you to step up your units using the radio. You will be able to customize the amount of units that respond with you to a certain call, as well as the type of units. You may customize it by location or have it be default for LSPDFR.
     
    I look forward to continuing work on this plugin and I hope that many of you will find it useful for your patrols!
     
    More details and features will be announced in the future.
    Any questions? Ask Below 
     
  3. Like
    byankeesjeter reacted to rw18 in [Released] Sergeant   
    I've just uploaded 0.7 and it's now undergoing approval. It fixes almost all previously known issues, and has a couple of new features that make securing a scene much more immersive and make your partners more useful.
     
    What's New in Version 0.7
    - FEATURE: Cops will now get scene assignments even if they are in a vehicle (they'll stop and get out) - FEATURE: When securing a scene, roaming cops will be reassigned to any new corpse/arrestee that is detected
    - FIX: Cops now respond to hostilities while securing a scene if attacker is inside the scene radius
    - FIX: Cops now correctly face corpses
    - FIX: (hopefully) When on/under bridges/trees/slopes, cops securing a scene no longer go to the wrong "height" or start continuously falling or getting swollen by the ground.
  4. Like
    byankeesjeter reacted to Sam in LSPDFR 0.4 - The Technology   
    This is the third 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
     
    So, this article is a little bit different than most.  Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code.  While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to.
     
     
    The Crime System
     
    To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System.  The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in.
     
    This is back in LSPDFR 0.4, but with a big twist.  The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over.  Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it.  This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime.
     

     
    The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols.
     
    The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear! 
     
    Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect.  This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle.  Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually.
     
     
    Scenarios
     
    Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios.  In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world.  In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops.  This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop.  Perhaps they exit their vehicle while you're approaching?  Do they have a weapon, or are they just angry and complaining?
     

     
    From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR.
     
    The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios.   Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR.
     

     
    The scene after an escaped pursuit suspect's burned out vehicle was located.
     
     
    Artificial Intelligence
     
    Finally, in 0.4, we've re-worked a lot of our artificial intelligence.  We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS
     
     
    Stay tuned for more news about 0.4, coming soon.
  5. Like
    byankeesjeter reacted to rw18 in [Released] Sergeant   
    Introducing...
     
    Sergeant by Razorwings18
     
     
    The idea behind Sergeant is to provide functionalities that give the player more 'middle management' command over the world (hence its name).
     
    At the time, Sergeant offers two functionalities. The first is being able to give commands to individual vehicles, thereby having the power to truly manage traffic:
     
     
     
    The second one gives players the "Secure Scene" order. Don't you just hate it when you've just had a huge firefight, have suspects, dead bodies and pools of blood everywhere... and all other cops make like a tree and f**k off, leaving you all alone to deal with the mess? Not anymore.
    Once you are code 4 (say, you've just finished cuffing your suspects and have a couple of bodies lying around), you can give the order to secure the scene.
     
    All traffic in the surrounding area will immediately stop. Any cop in the vicinity will either tend to the bodies, guard suspects, or roam the area doing stuff. If there are no cops, or not enough, you can always call for backup as you normally would, and any cop arriving at the scene will get an assignment (unless there are already enough cops assigned - you won't have 100 cops around just for 1 suspect).
    Once you have set up your cones and barriers (like with Traffic Policer), you can order all traffic to move again while the "scene" is still in place.
     
     
     
    This mod uses the Community Contextual Menu API (https://www.gta5-mods.com/tools/community-contextual-menu-api), so ScriptHookV and ScriptHookV .NET are also a requirement.
     
    I've had the script ready for a while and have been playing with it for days, and it's really a whole new experience. I just need to find the time to build the package and release it.
  6. Like
    byankeesjeter reacted to Reddington in Car Problems   
    NVR comes with a dlcpack named NVR emissives.  Go into this dlc and delete firetruk.ytd, sheriff.ytd, and pranger.ytd.
     
    You don't need these, and they are causing the issue.
     

    This topic has been moved to the appropriate forum. Please post in the correct location in the future.
  7. Like
    byankeesjeter reacted to Schecter004 in [REL] Real Police Tape Mod   
    Pretty neat idea.
    Only suggestion from me is to make it more tight.
  8. Like
    byankeesjeter reacted to PNWParksFan in [REL] Coastal Callouts Discussion Thread   
    Time for another update on Coastal Callouts progress! 
    Training callout has been updated and improved to help new users. Vastly improved the handling of the 47' Motor Lifeboat. It's both more realistic and more fun to drive now! Planning to work on the Response Boat Medium handling more at some point too.  @SkylineGTRFreak did some great work recently with updating the aircraft models - the C-130 fleet has been updated with better LODs and model quality, 3 variants (C-130J, C-130H, and EC-130V), and I even created a USCG Aviation Centennial livery for the C-130H. The Jayhawk got updated to be multi-livery, got a new and improved spotlight, FLIR camera, better rescue basket model, and an Aviation Centennial livery as well. The Dolphin got a new spotlight and FLIR too, and some improvements to the UV mapping.  I finally figured out what was causing the reflection material glitch on the Defender boat, and Skyline remodeled a portion to fix that.  Skyline also modeled a new stokes litter basket, and I've set it up to work with the rescue hoist. It looks way better than the old one!  I've done a ton of bug fixes and performance improvements to the core script.  I'm almost done making a new Yacht on Fire callout.  Some important things left to do: 
    I still need to make a custom installer. That's going to be quite a bit of work, but will make the user experience much smoother for public release.  I still need to add and clarify information provided to the user during rescue callouts to make them less confusing.  I'd like to add at least three more callouts before release: something involving a downed plane, something involving pirates, and some sort of mountain rescue. I might also do one involving the new submarine added in the Doomsday DLC.  Over all, progress was a bit slow over the holidays as I was quite busy spending time with friends and family. Development has picked up more lately though and I'm looking forward to a release sometime later this year (although I don't know exactly when yet). In the meantime, enjoy a few screenshots: 
     

     

     

     

     

     
  9. Like
    byankeesjeter reacted to PNWParksFan in [REL] Coastal Callouts Discussion Thread   
    It's been a little while since I posted an update here, so here's a quick summary of what's going on with Coastal Callouts development: 
     
    I finally implemented a custom Grab feature, which allows the player to grab any human ped (even dead, injured, and cop peds). This has allowed for quite a few new related features, including different grab animations when carrying a ped in the water or carrying a dead or injured ped, and auto-grabbing peds when you reel in the life ring.  Related to the grab feature is the new dual hoist capability, which lets the player grab a ped while using the hoist. This is really helpful for rescues in dangerous scenarios where you may not want to or be able to get off the hoist safely, such as cliff rescues.  Dead peds can now be placed in the rescue stretcher, meaning it's now possible to recover any peds you find who are deceased.  I've created a new callout called "capsized boater", which features various recreational boaters who have fallen out of their watercraft and are in distress. This includes kayaks, canoes, jet skis, and even surfers on surf boards! Over 200 different spawn points for the new callout, taking advantage of some really cool parts of the map which don't get seen much. Did you know there's a giant underwater cave on the east coast of the map?  Work continues on several vehicles, including some enhancements to the existing boats and aircraft, and development of a new 87' Marine Protector Class Patrol Boat and a miniaturized dinghy to go along with it.  So I know a lot of folks are of course interested to know what my plans are in terms of an eventual release date. Believe me, as soon as I know when it'll be ready to release, I'll tell you guys! Getting the grab update finished was a huge step towards that goal. The next major tasks to complete before I feel comfortable with a public release are as follows:
    Update the training callout to guide the user through the important new features which I've added since I created the training callout.  Improve the help messages and guidance to the user in the other callouts. Make key callout information easier to understand.  Create a custom installer. As anyone in the beta program can tell you, installing Coastal Callouts is very complicated - it involves setting up a custom DLC, modifying other game files, installing quite a few plugin and config files, etc. To minimize support requests and maximize user satisfaction, I will be making a custom installer to guide the user through the process. I am also working with various modders who are creating non-US Coastal packs, and will need to figure out some way to facilitate installing those customized packs.  Add a couple more callouts and some detail to the existing ones. There's actually quite a few callouts now in the pack, but there's a couple more I'd like to add before release. Of course, after the initial public release, I'll continue to develop new features and add more callouts over time.  Thanks to everybody for following this project, and extra thanks to everyone who has donated to support the development. As always, I'm still hard at work and look forward to sharing the mod with everyone when it's ready!
     

     

     

     

     

  10. Like
    I'm still working on the mod every single day for multiple hours, on top of my day job and other responsibilities. It's going to be released; it's not ready yet. I started messing around with ideas in March of 2016, but didn't start really focusing on development of Coastal Callouts until fall of last year. Of course I intend to publicly release it, I wouldn't be spending so much time on it otherwise. It's very frustrating how some people don't appreciate the amount of effort that goes into reverse engineering GTA to make these complicated features work. Each little thing takes time, and I don't like to release shit. I've spent the past 3 weeks just working on the configuration options, so that you'll be able to customize exactly what units respond where, with the ability to customize every aspect of the vehicles used in the mod. Two to five hours a day, on top of my day job. Could I have just left everything hard-coded so the game would crash if you didn't have the exact models installed and couldn't change them out if you wanted to play with models appropriate for a different country? Sure, it would have put me 3 weeks closer to release. Instead, when it is eventually released, you get a totally flexible configuration system that's robust and extensible. Same goes for every other feature and piece of content I've carefully created.
     
    Honestly, I looked at your user profile, and all of your recent comments are you complaining about other people's mods not being good enough. It doesn't look like you've actually created any content for the community in years. Try making even a simple plugin yourself before you complain about other people's release schedule, let alone something as complex as this mod. What other mod incorporates a very detailed script, a dozen custom vehicles each with a custom seating layout and configuration to be used by the script, built-in map mods done properly through ymap files, custom peds, edited scenario files to actually spawn those peds and vehicles in the world realistically, and all the other stuff I'm working on? Certainly none that I see released on your profile. 
     
     
     
     
    This is already possible as part of the mod. I'm also trying to figure out a way to get the sniper to work from a helicopter, but by default that's not possible. Still researching workarounds. In boat pursuits, the suspects will give up if you shoot their engine enough times. You can shoot from a helicopter, or you can call a backup helicopter and they'll shoot at the engines too if the pursuit is set to aggressive. 
  11. Like
    byankeesjeter reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1   
    Almost there guys :) Are you ready?
  12. Like
    The wait is finally over; RDE 3.1 will be released on August 10th. We hope that you will enjoy what we have in store for you. 3.1 brings not only bug fixes, but also a huge number of new content, features, improvements and performance enhancements. We have worked hard to make sure RDE is even better than before! We've heard from multiple sources that they wish for more transparency and communication from us going forward. Your concerns have been heard. The private RDE Discord server will be going public on release day. This will be your opportunity to stay connected with the team and get special sneak peaks on what we have in store for the future.
     
    You can view the RDE 3.1 trailer here: 
     
    More information will be available about the Discord server on Thursday. If you'd like to help ensure that future releases are speedier; consider applying to be a beta tester here.
     
  13. Like
    byankeesjeter reacted to t0y in The San Andreas Project   
    Including: @t0y @OfficerWalters @DriX Designs @IndianaisMyState @TrentMU @Maurice97 @BradM and @acepilot2k7 more to be added.
     
    Welcome to the modification/showroom thread of the San Andreas Project. This is a huge project that the Attractive Studios team has come up with and we hope to execute as we are planning. This idea includes a complete overhaul of Liveries, Models, and Peds for the San Andreas emergency services. Basically it will include 5-6 emergency service departments (extra details about each one below) Peds to go along with them, and custom lore friendly liveries for all of them as well. The model number will most likely come out to 30 or above, so it is to be used along side RDE. Or with a mix and match.
     
    The Team:
    t0y - Modeler
    OfficerWalters - Modeler
    Drix - Modeler
    Indiana - Modeler
    Maurice - Modeler
    Trent - Livery Designer, Modeler
    Brad - Livery Designer
    Acepilot2k7 - Youtuber
    Slendis - Screenshoter, Livery Designer, Tester
     
    More to be announced soon.
     
    WE ARE RECRUITING!
    Attractive Studios is currently recruiting designers from all parts of LSPDFR to help us either with the San Andres Project or otherwise. You must have several released files, and be relatively active and you must have Discord. Age is not a factor in recruiting, but if ur really young and immature obviously you won't be accepted :) - We are in need of PED modelers/textur-ers and more modelers you can PM me if you are interested, or join our discord linked below.
     
    The plan:
    Los Santos Police Department (LSPD)
    Lightbar: (TBA)
    Peds: Yes
    Models: 8
    Members: All
     
    Blaine County Sheriff's Office (BCSO)
    Lightbar: (TBA)
    Peds: Yes
    Models: 8
    Members: ALL
     
    San Andreas State Police (SASP)
    Lightbar: (TBA)
    Peds: Yes
    Models: 6
    Members: All
     
    San Andreas Parks Service (SAPS)
    Lightbar: (Liberty I, R/B)
    Peds: No
    Models: 2
    Members: 2
     
    San Andreas Corrections Departments (SACD)
    Lightbar: (TBA)
    Peds: No
    Models: 2
    Members: 2
     
    Los Santos Fire Department: (LSFD)
    Lightbar: (TBA)
    Peds: (TBA)
    Models: 2
    Members: ALL
     
    How can you contribute?
    We would love to have help with this massive project. If you want to help but dont know anything about modeling or texture designing feel free to comment below and give us your opinions, and suggestions about what we should add or remove or edit! If you do have experience in modeling and livery designing you can PM us or come on our discord to talk about joining and helping out with this.
     
    Q&A
    Q: What makes this different from the tons of model packs and uniform packs out there already? What makes the SAP special?
    A: Well most packs and modelers have some small packs out there 5-6 vehicles maybe more, without uniforms, and with the same vehicles used in every other pack. We are planning on making almost 10 cars for each major department, and using some private or unreleased models meaning the model bases will be unique to us, and you will have enough LSPD, BCSO, and SASP cars to fill your slots with major variety. We also will (hopefully) having matching uniforms, which means you won't need to use the same uniforms as always. We also are, also hopefully good modelers and are planning on spending a large amount of time on this pack so it will be the highest quality possible with major effort.
     
    Q: When, and how are you planning on releasing the San Andreas Project?
    A: Currently we have no ETA on release, but that will of course be updated, and reupdated as time goes on and we run into issues, or find new things to add. Every week on Sunday we will update you on this thread, and in our Gallery with images of what we've done, giving you new information on the packs we are working on and once we get closer to release we will give you our planned release date. In terms of how, it will most likely be released in one of a few ways. We may release it by department, and by part. So "SAP Part 1: LSPD" released by the supervisor or a leader, or it will be released in "The San Andreas Project" with, upon hitting download will have several different files to choose from each one being a specific department. Because of the huge amount of cars this file will probably be a massive size so it may need to be uploaded to mediafire, and we will just link it in a download.
     
    If you have any questions feel free to respond below!
     
    Contact Us:
    Our Discord: https://discord.gg/7QAkjMc
    Our Twitter: https://twitter.com/AttractiveGTAV
    Or you can PM any of our leaders for more information! @t0y @OfficerWalters
     
    Follow this thread and our gallery for updates!
     

  14. Like
    The latest updates on Coastal Callouts progress:
     
    I completely redid most of the boat pursuit AI. It's much more stable now! You can now use a megaphone to order a fleeing boat to stop. There's a random chance they'll comply.  When suspects give up, they'll stay seated in their boat with their hands up until you approach them. AI boat police are now smarter about following suspects.  Pursuit system now tracks bullets fired into the engines, and disables the vessel if enough shots have been fired.  If a ped falls in the water, nearby boat police will chase, and if they get close enough take the suspect into custody. 

    New, more realistic rescue basket prop. 


      We finally have driveable cargo ships in the game! They're available now on gta5-mods.com by elcreador, and I'm currently doing some testing to see how I can use them for various callouts. Here's a little preview vid of using one of the cargo ships for a medevac mission: 


     
  15. Like
    I think it was Bulker or something... Also thought of the USS Numnutz in GTA San Andreas, but... hm. Not sure yet :D
     
    Also now modelled interior parts including bridge and rear for the landing pad. Also added details to the top of the outer hangar wall, as well as windshield wipers for the front windows.
     

     

     

     

     

     
     
  16. Like
    byankeesjeter reacted to PNWParksFan in [REL] Coastal Callouts Discussion Thread   
    Just a quick update on what's been going on! Yes, development is still ongoing. 
    Private beta testers have been doing a great job finding lots of bugs, which I've been working hard on fixing. Stability and user-friendliness has been significantly improved.  Created two new training callouts specifically to help new users of the mod figure out how all the advanced features work, in a fun and interactive way rather than reading a manual (I know yall never look at those readmes...)




      Lots of work on making the mod more user-configurable and user-friendly.  Currently working on adding a system so you can drop off rescued victims at hospitals or heli pads, where they will either be wheeled in by doctors or taken away in an ambulance. This is sort of similar to how you drop off arrested peds in LSPDFR. 
      Working on improving the variation and quality of the callouts. Can't give too many details here, as I don't want to spoil the fun, but you can look forward to very dynamic callouts, ranging from ridiculous and humorous ones, to very challenging and serious calls with lives on the line.  Thanks for following these updates! And, keep an close eye on this page... there will be some exciting new information coming out soon about public beta testing!
  17. Like
    Well remember how I said I was going to work on boats for a bit? Yeah I lied, I added more helicopter features. I've implemented a customizable interactive hoist UI, winding/unwinding sounds when the hoist is moving, you can see the rescue basket in action here, as well as the heli cam feature from Wilderness Callouts (which will be improved upon and integrated into Coastal Callouts before release, thanks to permission and assistance from @alexguirre). The copilot AI can be seen working here, in Auto mode the entire time! 
     
  18. Like
    Made some great progress today, with special thanks to @Fiskey111, @PieRGud, and @Baud0412. 
    Added camera view by the hoist, looking straight down, so you can more easily position the hoist directly over your target. Thanks to fiskey and piergud for helping me figure out the camera stuff.  Got add-on props working in the custom DLC package! baud0412 made a quick rescue stretcher add-on prop, seen in the video below. It's not complete as it hasn't been textured yet, but he's working on it. The important thing is, add-on props are now possible, meaning we can get the much-requested proper rescue basket in here!  Added controls to enable fine-tuned positioning of the helicopter while hoist is in use, again making it much easier to get right above whatever you want to attach to the hoist. The heli controls are pretty bad in GTA, especially with a keyboard, so this makes it actually possible to get the hoist where you want it.  Other recent progress includes improvements to moving seats dynamically while in the heli, with automatic creation and movement of copilots as necessary. I've also set up the hoist to auto-lift and auto-lower, so you just hit a key and it'll lower all the way to the ground or all the way up to the helicopter.  Baud0412 is also working on an amazing rescue swimmer ped, with me doing some of the texturing. It's looking great already, and is still a WIP. By the time it's finished it'll be very impressive. I've got all these peds working as add-ons as part of the DLC now.   

     

     
  19. Like
    Some huge progress in the past week:
    Hoist functionality controls and UI set up - no more messing with console commands and testing, this is the real deal!  Lots of menu functionality added and improved Continued work on copilot capabilities  More progress on creating new peds It's very late here as I stayed up to make this little video preview for you all, but expect more updates soon!
  20. Like
    byankeesjeter reacted to Will in Flashlight Mod   
    There already is a flashlight in the game. You can spawn it with a trainer or by using GiveWeapon WEAPON_FLASHLIGHT in the RPH console.
    (you can also autocomplete the flashlight part by just typing flashlight and pressing tab)
  21. Like
    byankeesjeter got a reaction from Camilo0123 in My New Ped Mods   
    MOD RELEASED!


    Notes:
    - Remember to read the Read Me for installation instructions
    - Make sure you have Simple Native Trainer or similar program to fully benefit from the mod
    - Report any problems here, on the download, or by PM


  22. Like
    byankeesjeter got a reaction from jarpidelli in L.C.F.R.S. Skin Pack   
    These look awesome! Great job. Can't wait for the release.
  23. Like
    byankeesjeter got a reaction from ErinLindsay in My New Ped Mods   
    MOD RELEASED!
    >Download

    Notes:
    - Remember to read the Read Me for installation instructions
    - Make sure you have Simple Native Trainer or similar program to fully benefit from the mod
    - Report any problems here, on the download, or by PM
    ________________________________________________________________________________________________________

    Apologize in advance for the long post, got a lot of pictures and didn't want to make them all spoilers. I've been messing around with ped meshes and a couple textures and come up with these. Thought I would show them.

    Check the spoilers for OpenIV pictures.

    Firefighter without turnout jacket and EMT with T-shirt:


    OPEN IV:



    NYPD Detective:


    OPEN IV:




    Plain Clothes Officer:


    OPEN IV:




    Firefighter with "SCBA":
    I realize this one's not close to perfect, but I haven't seen anyone else with one.


  24. Like
    byankeesjeter reacted to Deactivated Member in Police Tactics - Real Sim   
    EDITED IN June, 2014.
     
    Hello everyone,
    I don't know if there is still someone from this forum following our game, but I really wanted to tell you that we are officially back developing the game (about a month ago).
    Our company closed a deal with a nice publisher and we are going to launch this year (release soon to be announced in our website).
     
    I really wanted to thank you, everyone, that supported us in the past and I hope we can count with you again.
    Check our website once more to see the news and we even has a recent new (pitch) gameplay video. But our current version (not in video) is MUCH better and we are going to have much more news in our website soon. I really wish I could have some of you guys, fans of police games, to support us.
     

     
    And admins / moderators, please, keep up this great mod, the last version is great and I really enjoy playing it ;)
     
    Cheers
     
    ==================================================================================================================
     
    Hello all,
     
    Its been a long time since my last check here, I was real busy.
    Today I want to announce here a game "for fun" I was creating, I got good feedbacks and now I want to finish this nice project. Its called Police Tactics, a game where you control a police officer life, including its duties while in blue/black and while off-duty.
     

     
    EDIT: this project is now been developed by my game studio, Odin Game Studio.
     
    It will be good to get feedback from a community that loves police related games and this is the perfect moment.
     
    Game briefing can be found here: http://www.indiedb.com/games/police-tactics
    Development blog, with always latest infos: http://policetacticsgame.blogspot.com.br/
    Facebook: https://www.facebook.com/PoliceTactics
     
    Cheers
     
  25. Like
    byankeesjeter reacted to Ekalb in Ekalb's Thread of Unimpressive Mods   
    Now awaiting approval! 

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