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Messages - Reynard The Fox

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1
Aero Reapers Video Releases / Re: Plani - ILUSIONISTA
« on: January 06, 2024, 11:18:39 AM »
The freeway is definitely an under utilised vehicle in SA. I have always been jealous of VC and the ability of the freeway to land big air stunts there. However, I don't believe the freeway has been used VC in such a technical way as it has been used in SA and especially in this video.

Of note are the curved front side grinds on the highway on/off ramps. Those looked damn good. The finisher is also a really good find.

lovely vid  :wub:
so there is a mod with sparks in replay?

We are in 2024 bro: https://www.gtastunting.net/index.php?topic=72220.0

2
SA Un-Modded Video Releases / Re: SA THROWBACK 3
« on: November 16, 2023, 01:28:50 PM »
Wow, I just had to comment for this one. A lot of effort has gone into the editing and it shows. A really great production full of nice colours. At some moments it was a little much, but not too much.

The level of stunting was really up there. It was amazing to see many of the biggest stunts ever done relanded. Makes me wonder what I would've chosen to reland.

3
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.

4
GTA Modding / Re: RepCopy - Easier copy and backup of replays [SA+VC]
« on: February 25, 2023, 03:06:09 AM »
Great job!

For the code checking a bool by using == true instead of just the bool as a condition is a bit meh.

5
SA Un-Modded Video Releases / Re: Evolution of Infernus Stunting
« on: February 22, 2023, 10:42:09 AM »

6
GTA Modding / Re: Spinning Replay Fix [SA]
« on: January 08, 2023, 03:31:05 AM »
This makes total sense when considered with my theory. We know that 3ms + 14ms = 17ms (58.8235294118fps). Perhaps this explains why changing SA's code to 3ms captures replays at approximately 60fps (you would need to set SA's code to 2.6666666667ms for it to add up to 16.6666666667ms equaling 60fps exactly). GTA SCIENCE!!!! :ninja: :ninja: :ninja: :ninja:

That sounds about right. It never occurred to me to add the two time constants together to get the end FPS. I guess we cracked the code.

Nice work on the script. Definitely using it from now on. It kind of bugs out when doing wheelies/stoppies with a MTB, though.

Hhmm I didn't notice that before. In any you can always not use the script the record MTB stunts. It should look normal then.

7
GTA Modding / Re: Spinning Replay Fix [SA]
« on: January 01, 2023, 08:28:21 AM »
That's awesome, dope job ;D. I wish to learn programming every time I see cool things like this.
Just do it.

I have a question based on the replay system's source code, I tried to read it but I could only understand so much as someone with zero programming experience. I was once under the impression that SA captures replay data every 40ms (25fps), but later down the line, I compared live footage to replays, and noticed that playing replays at 30fps is often closer to the actual game speed, particularly with FL off replays. This lead me to believe that SA might actually capture replays at 33.3*ms (30fps), and they're simply being played back too slowly due to SA's frame limiter being 25fps. Now that I've attempted (:ninja:) to read the replay system's source code, I'm questioning my conclusions.

Quote from: Replay.cpp
static uint32& s_FrameRecordCounter = *reinterpret_cast<uint32*>(0x97FB40); // STATICREF
    if (Mode == MODE_PLAYBACK) {
        PlayBackThisFrame();
    } else if (CTimer::GetTimeInMS() - s_FrameRecordCounter > 26) {
        s_FrameRecordCounter = CTimer::GetTimeInMS();
        RecordThisFrame();
    }

I might be understanding this totally wrong, but I'm guessing it means that with FL on, the game captures 25 frames into the replay buffer per second, and with FL off (26fps or above), it switches from calculating time in frames (25fps) to calculating time in milliseconds (40ms), to get the same amount of frames without suffering VC's variable frame rate replay issues, but without programming knowledge I'm probably just making stupid guesses :unsure:. The main reason I'm interested is to try and match SA's replay recordings in future videos to game speed as closely as possible, and it seems like you have insight :euro:.

Speaking of game and replay speed, I have a second question if I may. It's known that SA's FL off replays are usually slower than FL on replays, but I'm not 100% certain why. I'm guessing they're slower either due to interpolation issues when the frame rate rapidly changes, or when the frame rate isn't a multiple of 25fps or 30fps (depending on which most closely resembles the rate of capture), but is that misguided? Your knowledge would be very helpful :happy:.

It is actually a bit of mystery to myself as well. It seems indeed that the game tries to capture a frame for a replay every 26 milliseconds. Which would make it record at 38~fps, but I'm not sure if this is actually the case. I have experimented before with this changing the value of 26 to other values and I remember that by changing it to 3 ms it would save replays at about 60 fps. However, this does not make much sense. Actually I believe the main game runs at 30 fps, but there is another performance delay that locks the FPS at 25 in the main game idle function. You can manipulate this delay by altering a single byte located at 0x53E94C. You can change it to 1 to have replays to play at 30 fps. You can do this easily with CheatEngine. With some more hacking it should be possible to record and play replays at any framerate, but this would change the way physics is processed and thus counts as modding.





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.

That's very unfortunate to hear. Do you maybe happen to have a visual example of how faulty it can look?
Also, does this count for the spinning wheels only or also the suspensions? Having those work independently could still make a neat lil improvement for older replays.

It counts for both spinning wheels and suspensions. It looks terrible actually, the wheels will jump all over the place moving quite far away from the bike at one frame and then completely on the other side in the other frame. There is no actual bike wheel data in normal replays.


8
VC Un-Modded Stunting Video Releases / Re: Barney - Cenotaph
« on: December 31, 2022, 06:47:55 AM »
I wanted to reply to this earlier, but I forgot about it. Watching it again it still amazes me. This is one of the Barney videos I don't yet know by heart so even watching it now again it was an amazing experience.

This video has everything a signature Barney videos has:
  • Big air stunts
  • landing precisions on the very highest part
  • Amazing grind combos where you cannot believe what will follow next
  • Insane and lengthy ledge grinds
  • Mid-air grabs


Seeing this video appear in 2022 is truly a treat. I and most everyone was wondering if you would ever come back to stunting. I would expect you to, but not in this caliber. Its amazing how you still manage to make your solos more insane than the ones that were before. Even after all this time.

The editing was also amazing. The camera work and interludes worked great. I'm getting real UnorthodoX vibes from this video. I also loved the "Gandalf the White" moment on the skimmer bump.

Amazing worked to everyone involved! 10/10

9
VC Modded Stunting Videos / Re: [TAS] THE SIASIN VIDEO.
« on: December 31, 2022, 06:32:19 AM »
This video was absolutely crazy. Really shows what is possible to do in stunting if only you are lucky enough. I wish we could leave this virtual machine and saved state bullshit behind us, but I fear that in the future people are still going to abuse it.

I love the shiny ass gold bike and all the interlude work. My favourite stunt was the ledge grind around the corners switching from front to back. It is so pleasing to see. The combo in the LS was also insane. The little bump the bike does on the finisher is just too perfect, even for a TAS video!

10
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!

11
GTA Modding / Re: Replay Longer [VC]
« on: December 31, 2022, 03:22:25 AM »
Great work Dannye! This should not be very hard to port to SA as the replay system is nearly identical as most methods seem to be the same. One would just have to identify the mentions of the buffer in these methods. I'm not sure if this is needed in SA at all as replays can be quite long already.

12
VC Tutorials / Re: Vice City Replay Manager Masterclass
« on: December 01, 2022, 05:31:07 AM »
Amazing effort! I had a quick look at the python scripts to see what it does and what it reads. Love how this ties in with the blender timeline and frames.

It should be possible to make a small .ASI script for setting those addresses instead of doing it in CheatEngine everytime. This way you don't have to bundle CheatEngine and you can host this code on GitHub so that others could contribute if they wanted.

It shouldn't be too hard to create the same for San Andreas. I was able to read out the positions and transformation matrices for SA a few years ago, because I wanted to see if I could make a custom replay system in game. I always imagined setting some kind of advanced camera system in game, but never occured to me to do this in blender directly.


13
SA Un-Modded Video Releases / Re: BUF FT. ARTIFEX
« on: August 02, 2022, 02:29:58 AM »

Ah neat. I thought it was the old close packer on Infernus psm from bitd

I was actually first to do this multiple times in this video: https://youtu.be/q0-IeYLkiis
In those cases the packer is stuck by driving the packer ramp into the traffic light. But the same principle applies the ramp is lifted and that is bumped. I think a lot people assumed I did the third car stuck but this is not the case.

14
SA Un-Modded Video Releases / Re: BUF FT. ARTIFEX
« on: July 31, 2022, 05:02:36 AM »
I didn't remember that I sent so many stunts to this video so it was a pleasant suprise to see my own stunts  :a-cheer:

Definite standouts were:
- Alienboys sandking roof landing
- the Squalo crazyness, although it would be even more crazy if you would've landed the top of the naval base
- Afterlife's precision combo
- MAti's baseball prec
- Jomra's infy drop bump

In general the level of stunting was quite high and everyone had great stuff. The editing was also great, but as mentioned by others the nametags were shown only for a brief moment.





15
GTA Modding / Re: Ultimate Stunters Main SCM
« on: May 23, 2021, 06:26:41 AM »
Hi Dannye! Thanks for the hard work on the USCM over the years and especially the recent additions. It is great that you have found the time to update the code and include the source code snippets.

Something that may interest you is PluginSDK: https://github.com/DK22Pac/plugin-sdk, This is a development kit for all the GTA games from III to SA for C++. You can create cross-compatible code for the games as they use mostly the same engine. It is very useful as you can directly access the entities of the game and all their fields and methods. You can also directly call script/native functions.

I've been using it for various project and recently I made my own version of your USCM using this plugin. I mostly just copied the functionality I use most from the USCM and wrote it myself using PluginSDK. The code is available here: https://github.com/ReynoldsGTA/StuntingScript

It might be interesting for you and especially the stunting community to port your USCM to PluginSDK. We can then more easily work on the code collectively, as it can be contained in a simple C++ project and shared on GitHub or similar. Anyways, the code may be of use to you or someone else so I thought I should share it.

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