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Messages - Dannye

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GTA Modding / Re: Ultimate Stunters Main SCM
« on: May 07, 2021, 06:24:21 AM »
thank you so much dude, it works fantastic!
Thanks Erney, I'm very happy to hear it!

Already found it ehehhehe but i prefer the old scm im more comfertable with it
Do you mean an older version of this scm mod, or one made by someone else?

If you mean this one, I'd be curious to hear what makes the older version more preferable for you, if you don't mind me asking. Were there new features introduced that are problematic, changes made to existing features for the worse, or was it in regard to the button mappings? I certainly don't recall making much in the way of changes to the controls over the years - other than in-car Water Respawn (which I doubt gets much use, since Teleporters are more useful), and additional combos being added for new features (perhaps I picked buttons for these that were inconvenient for certain setups?). My intention has been to try and keep things consistent, which is why at a certain point I started including additional 'variants' within the project, so I could experiment with different controls while still supporting the original ones.

Lovely to see such a long vid full of non-bike stuff!

I really enjoyed ZeRo's smooth taxi & bus grinds. Khaimyk's Voodoo work was also quite impressive - some great height and precisions - made me wanna get back doing some Voodoo stuff too. The caddie hole was super satisfying, as was Kan's backwards taxi landing (slotted nicely into the funky bit of the song). While not normally the case for me, I kinda liked the camera shake on Sport's tank stunt - something about it shaking before you can even see the tank coming, combined with the uneasy music, gave me a bit of a 'water ripples because a dinosaur is headed this way' vibe.

Good stuff all!
(Ooh and I also quite liked the approach chosen for my stunt, keeping the truck as a surprise reveal at the end was cool)

VC Chat & Support / Re: SKYWARD 4 Taxi Collab Organisation
« on: April 30, 2021, 09:05:48 PM »
A week past my estimate (whoops!), but I have just sent some stuff through for this (via pm here on the forums).

VC Chat & Support / Re: SKYWARD 4 Taxi Collab Organisation
« on: April 23, 2021, 02:51:18 AM »
I have 2 potential stunts landed so far. Held off submitting so far with the hope that I could get something else to include too, as I have a few other spots I've been working on (I do have some quirky/outtake and kinda-landed-but-not-well stuff for them, at least, but hoping for something proper too). I'll see if I have any more luck over the weekend and afterwards I can send what I've got either way.

GTA Modding / Re: Ultimate Stunters Main SCM
« on: April 02, 2021, 10:36:46 PM »
:a-cheer: San Andreas USCM v4 is out now! :cheernutz:

Download it from here:(includes source code)

Watch a video highlighting some of the changes/additions here:

See description of changes/additions here:
(for a more in-depth changelog, see the documentation included in the download)

It's been a (very) long time since SA stunters had any reason to check back here for updates, so for anyone reading this, if you would like to give a heads-up to anyone else you know might be interested, please do, cheers!

Happy stunting!

(I'll make some updates to the 1st-post in a little bit)

ATS Video Releases / Re: ATS - The Fantabulous 4
« on: April 01, 2021, 05:13:59 AM »
Amazing work Kan - such a fun and creative approach, and all the components fit together so perfectly, making it an absolute joy to watch and re-watch.
It was super cool to be involved in this project with you all, cheers!

GTA Modding / Re: Ultimate Stunters Main SCM
« on: March 27, 2021, 06:37:10 PM »
Cheers Diaz!  :happy:

All desired features/improvements have now been coded, and I've just finished setting up the different button-combo variants. All that's left is to test those variants to make sure they work as intended, and then to deal with the documentation side of things. Until then, here's some more highlights of the upcoming release...

Brand New Stuff:
  • NOS + Hydraulics can be toggled separately, and they both work more reliably and properly now (see my previous post for info)
  • Bike Teleport Snap-to-North (when loading a teleport location in/onto a bike, if the saved location's angle was within 15degrees of North and this feature is enabled, it will load you at perfect-north instead)
  • See current/previous car (use when on foot to get camera to go and aim/follow the coresponding vehicle; toggle on/off or switch between them; example use = see what happened to vehicle after you bailed from it during a stunt). With thanks to Nitz on this one!
  • Always cut replay on teleport load (the USCM has always cut replays on foot-to-car teleport loads, and still does; but if enabled, this makes it so it will cut the replay no matter what kind of teleport is performed)
  • Show Stats Overlay (when enabled, constantly shows the coordinates/angle of player/active-car on screen; also shows vehicle speed + health subject to availability)
(these last 3 I'll be porting into the VC USCM for a future update too)

Some of the other stuff brought over from VC USCM:
  • Save Game at any time (if not on a mission). And note that savegames will save the state of many of the USCMs features, the status of toggles, your teleport locations, etc.
  • All 8 vehicle spawners (customised for vehicles appropriate for SA stunting, as best I could) + the Random Vehicle spawner feature
  • Toggle Last/Previous Vehicle Preference (will be utilised by other features that are triggered on-foot and interact with your last-used vehicle, letting them interact with your 2nd-last-used one instead; I have found it handy with secondary-vehicle-setup stunts where you need to reset its position every few attempts)
  • Jetpack has more movement options, can be triggered underwater, and it (nor being in the water) prevents you from using any other features anymore
  • Weather changing now consistently cycles through all available weather types rather than being random
  • All variants of the USCM will work regardless of your input device (k/m or gamepad). The only reason to preference one variant vs the other (other than familiarity for what you've always used up until now) should now be which has button combos that work best for your button mappings.
  • Significantly improved source code (to be included in the release), which should be easier than ever to customise if you would like to do so.

If I can, I might try to mock up a video to show off some of this stuff, for anyone who'd like to see some of the new features in action.

VC Chat & Support / Re: VC Throwback II
« on: March 21, 2021, 05:29:35 AM »
Yay I was able to get a couple for this (one just now I am very happy to have finally gotten)!
Will send stuff through in the next day or so.

Edit: Stunts sent  :D

GTA Modding / Re: Ultimate Stunters Main SCM
« on: March 13, 2021, 04:28:51 AM »
Progress Update - San Andreas (yes, finally!):

I've been working on updating the aging SA-engine USCM code-base, with the goal to incorporate all the improvements/additions (where appropriate) from the various VC-engine USCM releases that have been made since the last time I did any work on the SA one, which was a very long time ago. The main overhaul of the code (which includes the new syntax, efficiency improvements, streamlining, and being much easier to manage/modify) is complete, as is the porting over of all the VC feature improvements and additions (better flexibility on input device, better jetpack movement options, more spawners, save-on-demand, and more - that I'll write-up into a changelog at some point).

Regarding SA-specific changes, I am planning a potential new feature to assist with those who wish to take advantage of perfect-north bike flipping (probably a modifier on Teleport Load behaviour: when the toggle is enabled, any on/to-bike Teleport Location loads within some degrees either side of perfect-north will instead load you at perfect-north). I have also made some changes to the NOS/Hydraulics features, which are significant enough changes to the existing SA USCM functionality that I would like to describe them here, and invite any feedback.
  • Previously:
    • TRIGGER NOS only worked on vehicles where it was NOS was installed via the USCM's own feature for doing so (or Taxi's). It wouldn't work if installed via a mod garage. In addition, sometimes it would even fail to work on vehicles where NOS had been installed by the USCM feature for doing it (most common to occur when swapping between multiple cars).
    • ADD NOS + HYDRAULICS was a single combined feature, adding them both as a package - you could not opt for just one without the other. In addition it wasn't a toggle, so they could not be subsequently removed. The biggest issue with this feature however is that it was 'dumb', it did only the bare minimum to try and prevent attaching these components to vehicles that shouldn't have them. Thus there were many vehicles which did not properly support them and yet this feature would add them (for some, the game would ignore the request, which is okay; for others it would follow-through, adding them to the vehicles it shouldn't, which is definitely against the idea of the USCM).
  • Now:
    • TRIGGER NOS will always work if the vehicle has a NOS component installed, regardless of how/when tit was done.
    • 1 feature, "ADD NOS + HYDRAULICS", splits into two separate ones, "TOGGLE NOS" and "TOGGLE HYDRAULICS". They each act as toggles now, so the components can be removed as well as added. They now also fully abide by each vehicle's proper support for such components, never adding them unless it is naturally supported in-game.
      • Special case: Taxi-type vehicles will, as always with the USCM, have NOS equipped, and as such this feature will not affect that
      • Special case: Despite the Sandking reporting as not supporting Hydraulics, and being unable to be modified at a Mod-shop to add it, I have included an exception to allow the USCM install it, if requested, because one of its specific 'parked car' spawn locations for (under the satellite dish in the desert) can legitimately spawn one with HYDRAULICS included. [If you know any other vehicles that may need a similar exception, let me know]

Okay, that'll do for now, there's still lots to do, but I am happy with how things are going, and I'll try to keep you all informed as things continue. And again, any feedback is welcome, even in regards to the VC versions (especially since I have incorporated most of the latest work from them into this). If there was something in them you weren't a fan of, let me know - perhaps it was a mistake I can fix, or something I shouldn't have changed, something I need to better explain in the documentation, or something I can assist with you making your own customisations, who knows.


Modus Operandi Public Section / Re: ZeRo - The Wind And The Sun
« on: March 05, 2021, 05:14:59 PM »
Loved the music, camera work, edit and those fantastic natural stunts! That spinny grind at the start was truly something special. Also, the bounce to grind actually bouncing you over the fence to get to the grind was a really cool touch. Awesome vid!

GTA Modding / Re: Freeplay
« on: February 09, 2021, 01:15:04 AM »
Fantastic work MtS!   ;D

I've updated the first post to include the link/details.

VC Stunting Challenges / Re: Hoff's easy challenge game
« on: February 08, 2021, 04:03:37 AM »
Total flop on Dannye's grab, I don't know how you get that much air on a grab.
That one I used was definitely an outlier (aka dumb luck) for me - all my other successful attempts at it had air just like yours. It was fun trying to do air-grabs again!

USS Video Releases / Re: Mehmet & Silw - Midnight City
« on: January 27, 2021, 01:34:23 AM »
Awesome video guys! I loved the style of it - the intro/outro, screen filters, colours, time-of-day choice, music, it all went together so well. Stunts were great, with so many sweet grinds! I also have to shout-out to that quick shot of the moon changing colour in time to the music, that was perfect.

Modus Operandi Public Section / Re: TurBo - Excelsus
« on: January 17, 2021, 04:45:09 AM »
That was an outstanding video! The creativity on show throughout, right from the approach/setup to the stunts (with a couple of my favourites being the brilliant stadium one; also the preliminary boosts setting up that tree-to-hotel-roof one so nicely), through to their landings (the stadium one again; nailing those stairs in the middle of the park; and the Cherry Poppin' combo with the boost off the grind to keep it going longer, and continuing the roll from before it, so smooth), was amazing to watch - and as was the camera/editing work covering them (so many great angles; also loved the intro spinning camera with the transitions to the different spots; and the masking effects on the multi-vehicle/stunt parts were great). Great work work all round! I'll absolutely be downloading to watch again.

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