parsa
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parsa got a reaction from sammie in LSPDFR 0.3 - November Update+1 this
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parsa reacted to Kilyin in LSPDFR 0.3 - November UpdateI heard it's coming out today when Rockstar drops this update to assure maximum compatibility. ;)
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parsa reacted to Sam in LSPDFR 0.3 - "Busted!"Well we're still working away like mad on it, these updates are just our way of doing what everyone wanted - regular news on how development is going.
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parsa reacted to Sam in LSPDFR 0.3 - "Busted!"This is the fourth part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the third installment in this series here: http://www.lcpdfr.com/forums/topic/55644-lspdfr-03-downtown-police-station/
So, from the hundreds of thousands of videos on YouTube, the near half-million million downloads of the mod itself and the the fact we keep on smashing records, like when we had 5,000 of you crazy folk online at once, we've got this really small, tiny suspicion - and I'm just going on a hunch here - but we think you guys quite like to arrest people?
If there's actually some truth to this wild guess, I'm very happy to tell you that we've got quite the new feature set for when dispensing your own brand of justice is necessary. Don't just take my word for it though, this is one of those occasions where a picture tells probably a lot more than a thousand words.
As you can see, we've implemented a beautiful new gameplay mechanic for performing certain tasks which gives you real-time visual feedback in the form of a progress bar. The cool bit is that it looks like exactly like the user interface found in the original game, too.
Now, instead of simply pointing a gun and pressing a key to arrest a suspect, you have to actually keep aim in their general direction while holding down said control. As you do this, the progress bar fills (and it does so really quickly). Now, we know a lot of people wanted to see the ability to arrest suspects on the ground, so the end result of a successful gunpoint takedown is a suspect laying flat on the floor, ready to be cuffed up. Oh yeah, we're just getting started...
As you might be able to work out, the same new gameplay mechanic is then used for giving the gift of metal bracelets to your suspect, where you actually interactively apply the cuffs; progress meter filling in time with the animation. Not only is this system really cool, but it is also truly immersive - you have complete control over the process meaning that a sudden change in heart can be realised by simply releasing the control. This new system is pretty awesome, and we can't wait for everyone to be able to try it for themselves.
Of course, all of this is a little bit mean so far. We've got people getting guns shoved in their faces as they are forced down to the ground and what not; wouldn't it also be nice to be able to serve up some justice with a friendly smile? We think it would be, so you can now arrest people without using any weapons at all through the way in which this new gameplay mechanic is now tied in with the Stop & Identify feature. When stopping pedestrians on the street, everything works as it did before: pressing E will bring up the same menu with the same options. One key difference, though, is that by merely looking at your target, then pressing and holding the same key, you can begin seamlessly cuffing them on the spot. The results can be quite spectacular.
You've probably sussed that we really like this new mechanic by now, and we hope that you like the sound of it as much as we do. To seal the deal though, you can use the same process to release suspects from handcuffs now. It's as simple as walking behind them and pressing and holding the same key used to set them down on the ground.
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parsa reacted to EvilJackCarver in LSPDFR 0.3 - Backup CustomizationI shouldn't be surprised, yet I am.
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parsa reacted to cp702 in LSPDFR 0.3 - Backup CustomizationHow's it pointless? LSPDFR EMS will actually make an effort to revive people.
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parsa reacted to TheUniT in LSPDFR 0.3 - Backup CustomizationAnd if it's still too rare, there's Traffic Policer. x)
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parsa reacted to Pumpk1in in More audio features: handcuffs and more police scanner (All folder paths included)Make a program that extracts the sounds from the game files while installing lspdfr.
This way you don't have to distribute the files with lspdfr Maybe not possible, but it seems OK with the laws :p
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parsa reacted to Sam in LSPD First Response 0.2a UpdateNothing different.
At the end of the day, this is simply bad news for people that want to play LSPDFR. It means that we'll be downloading RPH at the same time you, and everyone else is. We then have to compile the mod against the new version, give it a test, make sure everything's still working okay, and only then do we get to release it.
From what I understand, compatibility for the Steam version (which I use), has been there since early this morning. If there'd been the foresight to recognize that developers of modifications using RPH might appreciate the opportunity to prepare their modifications for the latest version, then assuming everything did work, we'd be in a position to release an updated version of LSPDFR almost as soon as RPH itself was released.
Instead, we're left in the dark and being forced to find out information from other people.
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parsa reacted to Lilrich in LSPD First Response 0.2a UpdateBecause it is not even working yet! If it would be all ok or you could even start any plugin, nothing would be there for me to test... MulleDK19 just can't test it as he has the steam version and not the DVD Retail. And since I offered him help he was glad to accept it
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parsa reacted to Cbeck133 in LSPD First Response 0.2a UpdateGo to the support forum section and put your problem in there, ragehook will not solve your problem you need to have someone figure that out before they release ragehook.
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parsa got a reaction from Lilrich in LSPD First Response 0.2a UpdateIn Ragehook's IRC room in Freenode, MulleDK19 stated a lot of times that The new update to Rage will be released a few hours from now / today.
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parsa reacted to Sam in More audio features: handcuffs and more police scanner (All folder paths included)Well, I'd note as well that we don't want to be including all of these audio files with the mod for much longer as:
The filesize of the 0.2 is something like 3000% larger than 0.1. This will only increase as new audio is added. It is technically copyrighted. So, it might be a little bit before we figure out a better solution.
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parsa reacted to Sam in More audio features: handcuffs and more police scanner (All folder paths included)Audio is part of the game files. Redistributing those files with the mod is dodgy.
Our code which interacts with the game isn't part of the game. If we can play the audio directly from the game without including the files, no copyright is violated.
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parsa reacted to Sam in LSPD First Response 0.2a UpdateThat's the first I've heard of this.
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parsa reacted to Sam in More audio features: handcuffs and more police scanner (All folder paths included)I've spent about three long days in total researching GTA V audio. I've got about 1,000 audio files dehashed and waiting to be used. What you've seen in 0.2 is only the beginning, trust me.
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parsa got a reaction from TheUniT in LSPD First Response 0.2 BetaSam, the audio update is amazing. Officers sometimes! ask for the location of the suspect and dispatch actually replies to them, This is glorious.
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parsa reacted to Al3x221 in LSPD First Response 0.2 BetaHi :) Great work on 0.2 you guys!
My first callout in 0.2 was for armed suspects on the golf course. Blown away by the new audio feedback. "Dispatch, I need a location". That particular callout ended with the perps driving circles in the roundabout next to the golf course ;D :D but i'm assuming that you don't influence AI waypoint logic, but rather spawn the criminals in?
In terms of audio feedback I noticed that there seems to be no audio playback for successfully resolving callouts / pursuits. Furthermore I would kindly suggest you guys look into the ai / vehicle / asset persistence as it kinda breaks immersion when (all) cruisers despawn after a suspect and or officers were shot.
Unfortunately there is quite a noticeable performance reduction both in terms of FPS and overall game stability. I was not able to get more than 2 callouts in a row without CTDs yet.
Regardless, I love the mod, thank you very much for the time you invested. I'm sure the LSPDFR community has an even greater future ahead of it.
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parsa reacted to Sam in LSPD First Response 0.2 BetaWe're proud to present the second major public release of LSPDFR, and by far the most epic version yet, LSPDFR 0.2.
LSPDFR Version 0.2 follows on from the groundbreaking success of our first release for GTA V, implementing a large number of features specifically asked for by our community.
You can find LSPDFR 0.2 on the brand new LSPDFR page, including a whole set of online resources and documentation, at http://www.lspdfr.com
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parsa reacted to TheReus in LSPDFR 0.2 Delay Update - 13 JulyLove you too :P
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parsa reacted to Sam in LSPDFR 0.2 Delay Update - 13 JulyI hate you now.
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parsa reacted to NoCountdown in LSPDFR 0.2 Delay Update - 13 JulyAnd we all wonder why the RAGE Plugin Hook has to do that, as it should be the job of Rockstar to protect their game and enforce their EULA. Nevertheless, buying GTA V on PC was one of my best decisions yet.
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parsa reacted to CreepPork in LSPDFR 0.2 Delay Update - 13 JulyIt's sad that I can't push the crap out of that "Like this" button!
Good work Sam and the whole LSPDFR team including MulldeDK19!
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parsa got a reaction from TheUniT in LSPDFR 0.2 Delay Update - 13 Julyomg don't do that It becomes stresful! :D
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parsa reacted to FtDLulz in LSPDFR 0.2 Delay Update - 13 JulyThanks! :3
I wonder if they've managed to pin down that script crash yet. Hopefully something else unexpected doesn't pop up, though I wouldn't put it past Rockstar to release a patch to the performance problems and mess things up even more.