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Messages - Simon

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1
SA Un-Modded Video Releases / Re: Thrillest
« on: November 27, 2023, 07:22:57 AM »
Finally this video is out :cheernutz:! Tracker you did a great job, those camera angles are just amazing, cool relaxing editing, all the guys did a good job on the stunts, some of them are just mind blowing :ajaja:! Awesome guys, thanks to everyone who took part in this project :)!

Also here are the live attempts of my stunt: https://youtu.be/9qoFUoJEtIY?si=AwXQizw_xdvKdjmE[color]
What a smart way of doing barrack bumps, hats off man. Just out of curiosity, do you know what causes the sparks mid-air at 0:57 and 1:08?
The military shooting at the car, probably?

2
SA Un-Modded Video Releases / Re: SA THROWBACK 3
« on: November 25, 2023, 03:59:03 AM »
where can i get the SA version of Replay Manager? is there a related post or download link?
It is not finished yet, but some people have gotten an early incomplete version. If you want one just PM me on discord
What's your Discord ID??
You can join the gtastunting discord here: https://discord.com/invite/2TRRKWNgc9 and you can find me from there.

3
SA Un-Modded Video Releases / Re: SA THROWBACK 3
« on: November 24, 2023, 02:17:47 PM »
where can i get the SA version of Replay Manager? is there a related post or download link?
It is not finished yet, but some people have gotten an early incomplete version. If you want one just PM me on discord

4
GTA Modding / Re: Replay Longer [VC]
« on: December 20, 2022, 06:31:52 AM »
I usually save 5-10 replays whenever I land a VC/SA stunt, by saving one replay, alt tabbing to make a copy, and repeating the process until I have multiple replay backups - this helps sidestep the risk of corruption.
I'm a bit curious about this one, have you ever done this and had one of the replays been corrupted but not the others?
From the source code of the game (at least in VC, not super knowledgable about SA) the saving functionality is just writing data directly from a buffer in memory. Any corruption is likely to have happened in this buffer rather than during the writing itself (although not impossible I suppose), so saving multiple of what would ultimately be the same corrupted buffer likely wouldn't fix anything, at least in my head.

5
VC Modded Stunting Videos / Re: [TAS] THE SIASIN VIDEO.
« on: December 06, 2022, 04:02:43 AM »
Very fun and enjoyable video

6
VC Tutorials / Re: Vice City Replay Manager Masterclass
« on: November 29, 2022, 08:26:18 AM »
The player movement gets imported into Blender right? Does that mean stunting videos rendered in Cycles are not far off?
Theoretically possible, I think the hardest and most annoying thing to do would be character animation. Since in game there can be multiple animations playing layered together, all of which would have to be loaded, interpolated and blended for an accurate re-creation of the pose. Which would be really tricky to do, especially not being too familiar with their animation format, though definitely possible if I ever wanted to take it that far. However I think there's a real charm to the original game, so personally I would still prefer the in-game recorded stuff.

7
VC Tutorials / Re: Vice City Replay Manager Masterclass
« on: November 29, 2022, 04:41:25 AM »
Just to make sure I've fully understood, I want to ask about the purpose of the focus point.
The imported focus point is literally just the point the camera orbits around when using the in-game orbit functionality. Which is pretty much always the players position. So that focus point is only gets imported as a reference to the player position.

if you make a custom focus point it is solely there for the camera to look towards it. You don't need it at all technically, it just might be easier to work with than setting the cameras rotation manually. Since instead of trying to think about how the camera is rotated, you instead think about where the camera is looking, which might be more natural to some people.

When you export, only the camera's location and rotation (scale too) will be used. It really does not matter how you make the camera do what it needs to do, as long as it does it. You could theoretically film a shot with your phone, camera track it, apply that track to a blender camera and have a 'live' camera move for the replay. Anything blender lets you do to make this camera move will be a valid. If the keyframes exist, they will be exported.


Something to note:
Currently FOV is not supported. It is not something that is saved in the replay file at all. However I have some ideas to include it anyway, and just add some stuff to the cheat table that sets it in the game. But it does not exist yet. The only reason Jason sets it to 70 is to get a more accurate representation of what the camera move will look like in the actual game.

8
VC Un-Modded Stunting Video Releases / Re: Barney - Cenotaph
« on: November 22, 2022, 12:36:05 PM »
Amazing video, both stunting and editing are top notch. Really made me want to stunt

9
VC Un-Modded Stunting Video Releases / Re: AERONAUTS - 48 hours
« on: August 13, 2022, 03:33:39 PM »
Wanna give a big thanks to Sheikah for letting me have a go, and to Puzzle for carrying the project time and time again. I very much enjoyed the outcome and hope everyone will enjoy :D

10
SA Un-Modded Video Releases / Re: [SA]End of the Line
« on: March 30, 2022, 02:45:11 AM »
This is like the video embodiment of Jason's speech on why he loves stunting.

Absolutely fantastic video, a joy to watch from start to end. I can't really put into words how the video made me feel, but now I just wanna open SA, turn on the in game radio, and stunt. I do wish the video had nametags, but I can understand the choice not to include them.

11
VC Chat & Support / Re: The AllBeast Method.
« on: March 19, 2022, 07:18:37 PM »
I think it's time we close this.

12
VC Un-Modded Stunting Video Releases / Re: Barney - The Finisher
« on: March 17, 2022, 12:13:15 AM »
...why did they not just make it a box?
Probably because it spins, and sphere's are a faster collision check anyway.

13
Introduce Yourself / Re: Wilderness
« on: March 09, 2022, 11:44:22 AM »
So glad you're doing okay and that you're on the up and up. Take the time you need man and give us a good hug once you drop by the discord.

14
VC Un-Modded Stunting Video Releases / Re: VC Throwback 2
« on: February 26, 2022, 03:41:01 AM »
This was an absolute joy to watch. Everything came together so beautifully, it just made me want to fire up vice city and do some stunts.

Hats off to everyone involved.

15
VC Chat & Support / Re: The AllBeast Method.
« on: February 18, 2022, 05:33:20 AM »
By the 'stunt iteself' I mean what we see in the video. Generally videos will not show multiple attempts or how it was setup. So the 'stunt' for everyone but the stuntee is just gonna be that section of the gameplay where no tools are being used. I'm not trying to say that stunting on console isn't harder, that's not my point. I'm literally saying that these are time saving tools. My point is that using save states is on a different level to what we have been doing.

I don't know. I generally work on the assumption that any stuck method you see in a video has had tool assistance. In that sense a tool is being used. And equally savestates are a time saving tool. Regardless the closest analogy to this is segmented speedruns, and those are a seperate catagory, because yeah the method is extremely impactful and not really in the same spirit as single segment runs.
Which is a fair assumption, but it is only an assumption. For me, whenever I do a stuck method, I will always set it up legit once, so I know that it is possible. If it's a good setup maybe I'll make a save game with it so I can go back to it. I know others who do the same.

And I'm pretty sure this would be categorized as TAS. Segmented is usually done by playing a section in full, usually from one loading zone to another. And hide a cut in-between, I think a segmented stunt would be clip/replay splicing. Just taking the best part of multiple attempts and edit them together into what looks like one continuous clip. This clearly is tools used to create one continuous section of gameplay without any cuts.

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