Reputation Activity
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dm90210 got a reaction from AKappaGG in EUP Menu Component Names To Ultimate Backup Component NamesThere is a bot on the BejoIjo Plugins discord server with which you can modify any form you want in one click
there is also a table
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dm90210 got a reaction from Maksiek in EUP Menu Component Names To Ultimate Backup Component NamesThere is a bot on the BejoIjo Plugins discord server with which you can modify any form you want in one click
there is also a table
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dm90210 got a reaction from GenSec in EUP Menu Component Names To Ultimate Backup Component NamesThere is a bot on the BejoIjo Plugins discord server with which you can modify any form you want in one click
there is also a table
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dm90210 got a reaction from NeulandInternet in EUP Menu Component Names To Ultimate Backup Component NamesThere is a bot on the BejoIjo Plugins discord server with which you can modify any form you want in one click
there is also a table
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dm90210 got a reaction from robbanswe in EUP Menu Component Names To Ultimate Backup Component NamesThere is a bot on the BejoIjo Plugins discord server with which you can modify any form you want in one click
there is also a table
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Somebody in the RPH community suggested to look into the geforce overlay. I switched that off and that seemed to have done the trick! It had nothing to do with AV exclusions or anything like that.
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dm90210 reacted to Sam in Announcing Mod-RDR.comIt's an exciting time for all of us here at LCPDFR.com with the debut of Red Dead Redemption II on PC just a week away.
When the first RDR game came out on Xbox 360 and PS3, we were inundated with requests to develop a police mod for it, which unfortunately was never to be. Now though, with RDR on PC finally just around the corner, we're really excited for the possibility of doing so.
So, it's in that spirit that today we announce the launch of a whole new website, Mod-RDR.com, dedicated solely to all things RDR. We've been working on Mod-RDR ever since the news that RDR was coming to PC broke, and will be hosting all of our RDR specific modding content there.
We hope to see you on www.mod-rdr.com, which you can log into with your LCPDFR.com account, as we prepare for our next adventure into the Wild West.
Sam.
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dm90210 reacted toDeactivated Memberin Emergency Uniforms Pack 8.0Best plugin to ever be made hands down ❤️
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dm90210 reacted to Alex_Ashfold in Emergency Uniforms Pack 8.0Comments and questions regarding EUP have exploded since LSPDFR 0.4, I'm breaking the silence today with news and showcase material.
First has been quite a year for my self, lots of changes in my life. EUP was on hold for I don't know how long, but I feel great and myself and the team had been working hard over the past few months not only to bring new content but basically a new mod, yup don't look for a changelog in the next update. Initial release baby. So much have changed and it's nothing like the current official release and let's be honest I have not written down anything about changes in EUP 8.0. Hope you will enjoy this trailer I made quickly.
This year we made an amount of 2200$ with my new Patreon page, all thanks to supporters for their contributions in the developpement of this mod. With these contributions I was able to replace my dead computer and cover the fees for software that I use to make this mod. For more information about contributions and tiers visit the Patreon page or our Discord
Of course EUP - Serve & Rescue is getting a makeover aswell
I think the previews says it all, but if there is any question just ask. No I have don't have a release date, but you can expect an update dropping in March or maybe a couple of days if we're lucky enough.
Cheers!
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dm90210 got a reaction from Rammy17 in Emergency Uniforms Pack - SupportI don't see rank patches at arm. Does anyone know how to fix this?
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dm90210 got a reaction from Rammy17 in Emergency Uniforms Pack - SupportDelete "-scOfflineOnly" In your commandline.
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dm90210 reacted to Sam in LSPDFR 0.4 - Now AvailableFirst time playing 0.4? Check out our new getting started guide for LSPDFR 0.4: https://www.lcpdfr.com/wiki/lspdfr/04/getting-started/
About a year ago, we announced the development of LSPDFR 0.4. We said it was big, and we said it was different, but I honestly don't think any of us quite imagined just how big and different it would turn out to be, nor how much of a challenge it would be to take the concepts and ideas that we had and turn them into reality.
Still, here we are. Thousands of changes later, we're here. Everyone on the team is delighted to announce the first public release of LSPDFR 0.4, available now.
LSPDFR 0.4 brings sweeping changes which have been implemented over a number of years, so much so that we're not able to provide full release notes. Instead, we've put together a number of resources, new to LSPDFR 0.4, including a 'wiki' and a collection of more in-depth guides.
Note as well that because of this - the sheer number of things that have changed - there will be issues. We've put over two months into testing 0.4, and we've made hundreds of fixes in this time. Still, there's undoubtedly going to be things that we've missed, or things that simply can't be tested in a controlled environment. This is a big release, and we wanted to do right by all of you by getting it out as soon as we can.
With that being said, I'll shut up now and let the mod speak for itself.
LSPDFR 0.4 Page: https://www.lcpdfr.com/lspdfr
LSPDFR 0.4 Wiki: https://www.lcpdfr.com/wiki/lspdfr/04
Note that we strongly recommend installing LSPDFR 0.4 for the first time on a clean copy of Grand Theft Auto V with no other mods or plugins.
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dm90210 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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dm90210 reacted to badass22 in [REL] Realism Dispatch Enhanced 3.1.1Rockstar Games is getting always more focused on releasing online updates, instead of starting to make a whole new GTA chapter. Because all they want is money.
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dm90210 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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dm90210 got a reaction from Narobic in LSPDFR 0.4 - Announcement + First PreviewPlease make a division of service calls (Police,FIB,Noose, USCG, Park Rangers etc), since this implemented in agency callouts. With the development RDE, I think it would be relevant.
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dm90210 got a reaction from thejoshua79 in Emergency Uniforms Pack - SupportSame problem. Need update. I hope the author will have free time for this.
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dm90210 reacted to PNWParksFan in [REL] Coastal Callouts Discussion ThreadIt'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!
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dm90210 reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1Realism Dispatch Enhanced 3.1 has been released!
We hope you enjoy it!
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dm90210 reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1Howdy,
I suppose this will be a kind of a dev diary for 3.1. As NefariousBonne has said some time ago, 3.1 will mainly be a content update, introducing new car and ped models, as well as improving existing ones. Thanks to YMT edits, peds will not only be much more varied and detailed, but also better optimized and "neat" from technical perspective. Many ped models have gotten new components, such as improved bulletproof vests, belts, and so on. Many vehicles have received improved interiors and lighting, and some other tweaks.
But you all know that already. I would like to tell you about one new script feature we have been working on for some time now.
We call it the IncidentManager. This is a new system that allows cops to call backup during shootouts with NPCs. The backup units that spawn are the same that would spawn if a player was wanted, and zone-dependent as well. Furthermore, the response type and amount will be based on the severity of the incident. Not only that, but a rudimentary chase system has been implemented, which will allow cops to dynamically chase fleeing NPCs. IncidentManager allows for very dynamic and lively shootouts, and is for all intents and purposes a Wanted Level system for NPCs. It can be turned on and off in the ini.
A small new feature is that SSR (as a whole) can be turned on and off in game by pressing a specified (configurable) key combination. With SSR disabled, you can play LSPDFR and most story missions without any compatibility problems (note: this does not fix missions that crash).
Furthermore, some advanced optimizations have been performed on the script. We hope that this will alleviate some of the performance complaints we have gotten for 3.0.
3.1 has been delayed a lot, but we want to present you with finished, polished product. We continue to add new features and content daily, while testing for bugs and performance. We hope that we will be able to present RDE 3.1 to you soon.
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dm90210 reacted to DukSezQuak in [REL] Realism Dispatch Enhanced 3.1.1Two more for today; showcasing the BCSO and LSSD Detectives:
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dm90210 reacted to RolandHUE in [REL] Realism Dispatch Enhanced 3.1.1And continuing the showcase, now some unmarked vehicles for the LSPD Fleet:
Unmarked Premier:
Unmarked 1st Generation Buffalo:
Also, these vehicles interiors are present in LSPD Stanier, Buffalo and Interceptor(and of course the actual Unmarked Cruiser, with the new standard siren setup made by the RDE Team, also to be showed off soon).
Don't miss this topic, more details to come.
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dm90210 reacted to RolandHUE in [REL] Realism Dispatch Enhanced 3.1.1Talking about new vehicles, here's a little teaser of what is coming in the 3.1 update.
LSPD Bravado Buffalo S:
Soon more new vehicles in this topic, stay charp.
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dm90210 reacted to RolandHUE in [REL] Realism Dispatch Enhanced 3.1.1Hello people, we don't forget you. The RDE Team has been working hard in some fixes for the script and stability improvements. Also with the new gunrunning update bringing some new weapons, some law enforcement agencies will be equiped with some fresh stuff like the Carbine Rifle MK.2 and the SMG MK.2:
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dm90210 reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1OpenIV Situation; and the Future going Forward:
As most of you should be aware; the team behind OpenIV has received a cease and desist from Take-Two Interactive, Rockstar’s parent company. In response, the OpenIV team has decided to shut down; and will cease support. As a team, we are deeply saddened by Take-Two’s decision. However, modding is often a gray area; and companies often change the way they approach modding. We wish the best to the OpenIV team in their future endeavours, and would like to thank them for their irreplaceable and invaluable service to the community; starting with Grand Theft Auto IV, and evolving to support Max Payne 3, and Grand Theft Auto V.
As for us, we will continue to develop and release RDE as planned; provided the modding tools which are required still function. As of now, we don’t have any thoughts about abandoning or stopping development - OpenIV still works fine, though it won’t be updated anymore.
In the meantime, make sure to show your support for the cause of modding - spread awareness, contact press and Take-Two, do not buy any of Take-Two’s products. Show the corporate executives that the modding community is not to be trifled with. Together, we can do this, and we can set a precedent that will discourage other companies from following Take-Two.