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Dicken Frost

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  1. Like
    Dicken Frost got a reaction from Gilmar in LSPDFR TRAILER   
    Here is my trailer of LSPDFR, let me know if it's badass or what :)
    Dispatch
    Do you copy?
  2. Like
    Dicken Frost got a reaction from Gilmar in LSPDFR TRAILER   
    Trailer 02 is quite different, hope you enjoy
  3. Like
    Dicken Frost got a reaction from LSPDhotstuff in LSPDFR TRAILER   
    Here is my trailer of LSPDFR, let me know if it's badass or what :)
    Dispatch
    Do you copy?
  4. Like
    Dicken Frost reacted to scouse in lspd 1.1   
    where can i download this plz, cant find it in the downloads section or anywhere else?
  5. Like
    Dicken Frost reacted to MikeLTA in Plugin qui plante   
    C’était bien le rage plugin hook qui n’était pas dans la bonne version merci au youtuber contresens qui a pris le temps de m'expliquer car je ne savais pas que lspdfr et rph etait 2 choses différentes. Problème résolu
  6. Like
    Dicken Frost reacted to LukeD in Should I use new RageHook updates?   
    I've been working with RPH 0.22 since release in order to fix my plugins.
    LSPDFR 0.2b appears to work for me just fine on 0.22 (probably because it uses natives to play animations rather than the RPH tasks)
    ANY plugin that was built using an older version of RPH that uses the PlayAnimation tasks WILL crash until it is updated to 0.22 due to the return type being different.
    so as Couth has stated, if you play LSPDFR with multiple plugins along side, you should wait until they have updated before you update to RPH 0.22.
     
    As a more general notice LSPDFR only officially supports the version of RPH that is packaged with it. We can't accurately provide support if you use a newer version of RPH than LSPDFR uses, simply because we don't know if it will work as intended.
  7. Like
    Dicken Frost reacted to Connors in affichage de la radio   
    Bonjour,
    Ah d'accord, ben de rien et surtout merci pour avoir partager l'astuce !
    A+ et bon jeu
  8. Like
    Dicken Frost reacted to Sam in LSPDFR Future Development   
    Overview
    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.
     
  9. Like
    Dicken Frost reacted to elroux51 in LSPDFR is EPIC !!   
    Hey guys, just a quick thought of the mod so far, you've done a great job, it's stable, fun to play, and doesnt need a big rig to hold it! For people who still considered loading, DONT WAIT, GO AHEAD!! And if this is not enough, I've done a short video  in ULTRA  of an High Speed Pursuit that ends up in a Foot pursuit and also include at the end fails of the LAPD ( that don't broke your experience, they just goes mad ahahaha)

    https://www.youtube.com/watch?v=eGmZ92OYLt4&feature=youtu.be

    Thanks again LSPDFR staff!
     
    elroux51

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