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Topics - Reynard The Fox

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1
GTA Modding / [SA] Sparks Replay Fix
« on: February 25, 2023, 03:51:25 AM »
Sparks Replay Fix

Introduction

After, getting the wheels and suspensions of bikes to work in replays I set out to get sparks in replays. One of the two reasons why grinds in SA are so much lamer is that there are no sparks to show the friction of the body of the vehicle with the rail or ledge. The other being of course that grinds lose speed very quickly when FL is turned off.

Getting the sparks to work has been a real challenge. Once I got something to work something else would pop-up and would require twice as much work as needed before. In short these are the following bugs features I needed to implement. First of all the camera matrix did not update properly when using the replay system. This caused the sparks to always be flying towards the camera that was still at the position of the player outside of the replay. In SA sparks are dependent on the position of the camera and this is why they move when you rotate the camera.

Secondly, collision had been turned off when replays are playing. Collision detection is used to determine whether two objects are touching. Sparks are created inside this collision procedure, but only when certain speed limits are passed and some flags are enabled. This was understandable as enabling it causes all types of problems. When enabling it collision forces will still be applied when a collision is detected and because the replay system will update the position of the player every frame, this would give all sorts of weird interactions. After a lot of trial and error I was able to get it into a reasonably stable state. I hope the player does not go flying off in random locations anymore.

The sparks are only enabled for the player vehicle, when the player is riding it. I had to do it this way because of the aforementioned reasons.

All in all, I think I got it in a pretty decent state. It has taken many days and long nights of frantic disassembly scrolling and dealing with ASM bugs, and frankly I don't wish to work on this anymore.

Results

Here you can see the results on some simple grinds I landed with the script.

https://www.youtube.com/watch?v=aFSE0QgbUmk

Compatibility and Bugs

The replays generated when using this fix are able to be played when the fix is not active. It would look exactly the same as before. It should work with replays not landed with this fix. No data is read from the replay in order to get the sparks and therefore any old replay will do.

With cars there can still be quite some bugs and it can appear unstable. In general it seems to work okay, but the collisions around cars and their wheels are more finicky.

For some down-hill rails no sparks are created and during RADs there aren't as many sparks as in game. I am not sure if I can fix this problem. It may happen that the game does not detect any collisions, there is not much I can do about this.

I have not tested if it is compatible with freeplay or other .asi scripts but I foresee no problems there.

Download

You can download it here

Instructions

Put the .asi script in the GAME_FOLDER/scripts folder and use your favourite .asi loader to load it. I recommend Silent's which you can find here.

Disclaimer


I am not responsible for any corrupt replays if you choose to use this fix.

Thanks

Thanks people on the GTAS discord for their support along the way. I hope you can appreciate this work.

2
GTA Modding / Spinning Replay Fix [SA]
« on: December 31, 2022, 04:47:46 AM »
Spinning Replay Fix

Introduction

This should have been fixed a very long time ago, but alas here we are now on the verge of 2023. As many of you may know the replay system in GTA san andreas was a big downgrade from the one in VC. No sparks and moving wheels for the bikes. Although it still functions, it has never looked as great as VC replays.

Getting the wheels to spin in replays has been a goal for many for a very long time. Although I had attempted it before I always got stuck because of multiple factors. Recently I came across gta-reversed-modern, a reimplementation of SA that doesnt strafe too far away from the original source. The replay part had recently been implemented and this gave some fresh insight into what actually happens in SA replays.

It turns out that the saving of the state of the wheels is only implemented for cars. For all other vehicle types, nothing similar is stored in the replays. When encountering a vehicle in a replay a simple check is done to see if it is a car. If it is, it then stores or retrieves the wheel data, wheel orientation and wheel rotation, to or from the replay.

To then implement the same thing for bikes requires us to implement such a routine into the code ourselves. This is exactly what I have been doing the last few days. First I implemented it directly into gta modern reversed, but this turned out to be a little buggy. This didn't seem like a suitable choice because of the bugs and difficult redistribution. I would like to see some general adoption of this and so I implemented it using Plugin SDK. The code is available on Github here.

Results

Here you can see a short clip of me driving an NRG in a replay demonstrating that both front and back wheels are spinning forwards and backwards. In addition, the front and back suspension also work properly.

Here is another comparison between old without fix and with the new fix on the same replay.

https://www.youtube.com/watch?v=TVWyH21dDYc

Compatibility and Bugs

The replays generated when using this fix are able to be played when the fix is not active. It would look exactly the same as before. Conversely, older replays are able to be played, but the wheels of bikes will most likely bug out. There is no actual bike wheel data so it tries to read whatever gibberish is present in the replay. Car wheels should function as normal, in both cases.

The fix should work for all bikes except the quad. A special fix has to be written for the quad. Let me know if any of the normal bikes give any issues.

I have not tested if it is compatible with freeplay or other .asi scripts but I foresee no problems there.

Download

You can download it here

Instructions

Put the .asi script in the GAME_FOLDER/scripts folder and use your favourite .asi loader to load it. I recommend Silent's which you can find here.

Disclaimer


I am not responsible for any corrupt replays if you choose to use this fix.

Thanks

Thanks to Erney for doing some quick testing. I wish you happy stunting with this fix, may your stunts be large and your grinds long. Maybe we can fix sparks someday!

3
SA Un-Modded Video Releases / Reynolds - FRISIA
« on: August 27, 2020, 11:59:14 PM »
2020 and a new solo. I would've never have thought that it was possible for me. The video is assortment of  stunts including some old ones that I landed over time and even a very old stunt from 2008.  Due to this global  situation we're in, I found myself with some increased boredom and time and managed to land a few stunts. The main attraction to me to make this video was to introduce the new stuck method most notably featured on the finisher. 

In this video I introduce a new method for stucking packers. It only works in a limited number of settings. The main factor is the type of object you stuck the packer into. Only certain traffic lights, light poles and other wise breakable objects, such as trees and planters, will be able to withstand the packer driving into them. I encourage you to experiment with it. Here is a video of a set up https://streamable.com/igc71t and another spot you can try https://streamable.com/i1j4vp . I actually discovered this method a while a go, but I did not figure out that the best way to bump the packer, is by pulling up the middle section of the ramp such that there is a bump on the packer. This leads to some incredible bumps, but the common ailments of stuck methods prevent you from taking a run-up that is too long. Some other tips I can give you: don't pause the game (the packer will unstuck itself) take advantage of the height difference in curbs and perhaps shoot the back(&front) tires of the packer.

The video is edited by OG stunter/editman Artifex and the song that is featured is Kvelertak - Kvelertak. Big thanks to Artifex for taking the time to edit the video and thank you for keeping stunting alive in 2020. We've come a long way.


4
SA Tutorials / Stuck Methods
« on: May 30, 2020, 11:23:14 AM »
Some people were interested in seeing how to 'lnaturally' stuck some of the vehicles I used in many of my stunts. I decided to make a short video showcasing some of the methods. I'm not advocating for people to use these methods as they are quite lame, but still they can be used in some interesting settings.

You will need to press lean forward for the ZR-350 to slide on to the pole/tree and the cheats used to spawn the Hotring and Trashmaster are VROCKPOKEY and TRUEGRIME respectively.

https://www.youtube.com/watch?v=0M2yOvVqvwY&feature=youtu.be

5
GTA Modding / Replay
« on: May 03, 2020, 04:41:29 AM »
Hello Guys,

Lately, I have found some time again to work on the replay problem in San Andreas. I took the tools and databases created by the people from Plugin-SDK and used them to investigate how replays work. They have decompiled most of the san andreas source code and have labelled most of the functions and data structures. This allowed me to take a close look at the Replay mechanics.

As most of you know already, a replay is sequence of frames wherein in each frame records nearby positions of cars, peds, current time and weather. The game engine updates everything related to the game at 25 fps per second. This includes the playing and saving of frames in a replay when the frame limiter is turned on. However, when turning off the frame limiter, the saving of replay frames is determined by another clock. This prevents the replay from saving frames at a variable rate and ensures a somewhat steady rate of frames in the replay.

By manipulating this clock it is possible to make the game save more frames to the replay than the normal rate. I made a simple .asi script that you can use to toggle higher processing of frames. Then when replaying those higher fps replays they will be played back at a slower rate as the standard replay player of GTA:SA only still plays at 25 FPS. Still I thought some of you might be interested in this. You can record your replays at 25 and speed them up in your video editor and get nice and smooth playback.   

However, be warned, higher rate of frames in the replay might make it shorter than usual. A replay can only store limited data i.e. 782 kb of data. Turning on ghost-town improves the length of the replay. Naturally, this script does not work for replays you have already saved. I have not been able to get SA to play replays any faster than 30 fps per second by decreasing the game tick time. If you do decide to use this than I am not responsible for any loss of replays, stunts or sanity.

You can find the .asi script in the Github repository down below. You will need dinput8.dll to load the script

https://github.com/ReynoldsGTA/ReplayFrameRateChanger



 

6
GTA Modding / Simple GTA V Stunting Script
« on: July 28, 2017, 12:44:22 PM »
Hey guys I had some time and made a simple trainer for GTA V because I hate making races just for a single stunt. It works much like the IV stunting script, but has less functionality at the moment. I uploaded it on GitHub as I hope that some of you will help me in improving this script. It might even be a nice opportunity for some of you guys to learn some coding and have some fun. Anyways, I'm using ScriptHookV by Alexander Blade which offers a C/C++ framework for accessing native functions of the game.

The code and script can be found on GitHub:



If you just want to use it. You can download scripto.asi from GitHub (under bin/Release/scripto.asi) and put in in your GTA V folder along with ScriptHookV which can be downloaded from here:

http://www.dev-c.com/gtav/scripthookv/

7
V Videos / Check this gril out!
« on: June 13, 2015, 07:42:49 AM »

8
Community Council / Hot Chicks
« on: November 26, 2014, 02:58:56 AM »
Is there a way the hot chicks(or any NSFW )-topic's post can be exempt from the recent post feed? I like to refresh this feed every now and then during studying at the university and I don't like to have half-naked ladies flash on my screen when someone could be looking in my general direction.

Thanks.

9
VC Chat & Support / Not asking for a certain link
« on: October 13, 2014, 03:12:24 AM »
Guys I'm totally not asking for those certain zipped and compressed version of the game a certain guy called (all)beast made.

If you do however have these please don't PM me them.

No Thanks.

 :neen: :neen: :neen: :neen: :neen: :neen: :wacko:

10
GTA Modding / ReplayReader [SA]
« on: July 17, 2014, 06:33:45 AM »
Info

This all started out as a little project for me all the way back in 2008. I was determined to find a solution to the modding problem that plagues San Andreas. I tried all sorts of things like trying to make a replay speedometer, memory hacking and figuring out the replay format. A while back I found the replay template for 010editor made by Seemann. This really gave me a head start for reading out the replays. I'm not sure about the effectiveness of the program. For me it was just something I really wanted to make for a very long time follow your dreams.

Development

The program is written in Java. There is a great open-source chart library, called JFreeChart, that I used for the drawing of the plots. Initially I wanted to make this program in C++, but due to time constraints, and no prior experience with the language except for regular C, I abolished this idea. The GUI is just regular Java-swing.
If there is enough interest I will make the source public (after I commented the code though).

Analyzing Replays

Before I actually jump into the analyzing I just wanted to mention that this program does not give ANY guarantee that you can spot possible modifications.
So the different things you can view plots of are the coordinates, velocity*, speeds and acceleration. This can be done for every vehicle that occurs in the replay. Note that the speeds and acceleration plots are calculated by the program itself based on the XYZ-coordinates and were not in the replay.

(* The velocity values are read directly from the replay, however I have no idea what they mean just that they fluctuate in a nonsensical way.)

Download

Mediafire:
http://www.mediafire.com/download/m4jkjrgweuffh3r/ReplayReader_v1.0.rar

Just extract where ever you like and run the executable file.


Instructions

Open a replay and then select the vehicle for which you want to see the plots.


Bugs

Report any bugs you encounter in this thread.

Shout-outs
Rusch69, Artifex for sending me replays and helping out.

Have fun  :cc_detective:

11
SA Un-Modded Video Releases / some stunts
« on: January 23, 2012, 02:04:18 PM »
www.youtube.com/watch?v=8lFmHeWuiJU

some last stunts/leftovers.

12
DV Video Releases / Teaser: 0582123618
« on: January 08, 2012, 05:52:23 AM »

13
Movies/TV / Inception: an interesting interpretation
« on: January 01, 2012, 06:25:21 AM »
Authors@Google: Kyle Johnson 'Inception and Philosophy'

There are allot of people here who like Inception and some people who like to ponder over the meaning of certain movies. So I stumbled upon this google talk about inception that goes about 4 layers deep into the meaning of the movie.

14
DV General Discussion / Time
« on: December 25, 2011, 01:22:24 PM »
The time has come for DV to close, die whatever you want to call it. Thanks to the few current members and all the former members as well. And thanks to you for supporting DV for all this time. We're going to be moved to the hall in a short time.

God bless you all.

15
GTA Modding / Ultimate Stunt Script (IV)
« on: October 23, 2011, 07:59:31 AM »
Info
Because I really hate stunting with the simple native trainer I decided to create my own script specialized for stunting.

Features Warping into last vehicle, changing color vehicle, load and save position (teleports you back on your bike with the correct rotation), changing weather, toggle police, toggle godmode, toggle time, toggle ghosttown, jetpack, flip current vehicle, remember up to 2 vehicles.

report any glitches or bugs you find during the usage of the script.

Thanks to SlayerUK, Promagic, Cookie, Shadowsniper and Xaero for testing.

Installation:
simply extract all of the files into your GTAIV folder
Alexander blade's .asi loader is included
scripthook is included

Keys:
Code: [Select]
Keys:

Save position 1 - F7
Save Position 2 - F9

Load position 1 - F8
load position 2 - F10

Remember vehicle - I
toggle jetpack - L
- Forward jetpack - W
- down jetpack - shift
- up jetpack - space
Flip car - M
warp into last vehicle - 0
toggle ghosttown - 9
toggle time - 8 (Freeze-Unfreeze)
toggle police - 7
toggle godmode - 6
change color vehicle - minus (-)
Weapon menu - plus (+)
Repair Vehicle - K
Change weather - F6

Small spawner menu - F5
Big spawner menu - F11


Trouble shooting:
-If your GTAIV starts but there is no sign of a script starting please make sure you are running version 1.0.7.0 of GTA IV or EFLC 1.1.2.0 it might work
on older versions but I haven't tested that yet.
If that didn't work please install the following files:
      - .net framework 4.0
      http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=17718
      - microsoft visual C++ redistributables 2010
      http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=5555 (x86 if you have X64 please google it)

If have already done that and it's still not working please try another .asi loader.


Download
Newest version:


http://www.mediafire.com/?5zsshd65zlhqc88



Changes:
-Added a gun selection menu, including weapons for TLAD and TBOGT with parachute.
-Did some fixes to police and stuntjump camera bugs
-deleted a black screen that occured at the loading of the script









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