Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dannye

Pages: 1 [2] 3 4 ... 128
16
GTA Modding / Re: Ultimate Stunters Main SCM
« on: May 19, 2023, 06:53:49 PM »
The last three releases (v4, v4b, v4c - thus those from the last couple years) can all be found on ModDB.

If you want something older than that, I've temporarily uploaded v3b (from 2009) here:
https://drive.google.com/file/d/1e3aYIXiwp86tR6BD1Z6EuRUIRIFfdS3B/view?usp=sharing

17
GTA Modding / Re: Freeplay
« on: May 19, 2023, 06:44:05 PM »
Cheers Cooper  :happy:

18
TMS Video Releases / Re: [SA] Explo - Cosmos
« on: April 30, 2023, 01:31:17 AM »
Cool to see ya back! Loved the all the clever, creative combo work, especially the incorporation of the more unusual vehicles as secondaries (the use of the dump truck and sweeper was fantastic). I very much enjoyed the edit too - showcased the stunts nicely, and fit together really well with the music (as one example, the syncing on the closing stunt was super satisfying). Great work!

19
GTA Modding / Re: Ultimate Stunters Main SCM
« on: April 15, 2023, 03:05:51 AM »
Glad I could help a little with the testing in United :D
Since I don't have any of SA's map-mods installed on my pc, getting USCMs working for them has required some assistance, so yes cheers for that, and to Ltab & Sheeptea for the AC version. Thanks all.



And now some quick fixes and small additions brings us to SA USCM v4c:

San Andreas USCM v4c, via ModDB

Changes mainly relate to car stunting:
  • "Trigger NOS" can now be done at any time while in an appropriate vehicle (no more strange quirks regarding that, and no more requiring that the vehicle has the NOS-bottle actually installed on it - in fact you'll get the best experience if you don't have it, aka no more unintentional NOS activations on teleport!)
  • Removed the "Toggle NOS installed on vehicle" feature (it is not needed anymore - see above)
  • New "Toggle Offroad Wheels" feature that adds/removes those potentially-beneficial alternate wheels to supported cars (triggered via the button combo that used to be for toggling a NOS install)

Other than some behind-the-scenes efficiency improvements regarding those car-mod-related features, the only remaining change is a bug fix relating to the Stats Overlay feature (in v4b a game crash could occur if loading a save that had been made while Stats were enabled in certain modes; this is fixed now).

Once again we are dealing with a release that is not compatible with older savegames, sorry about that. If you hadn't already updated to v4b, and you aren't interested in the new car-mod-feature changes, then you may prefer to just continue with the version you are already using. If you had updated to v4b already, then it may depend on how many saves you made for it already that you wanna keep vs how much you want the car stuff and/or the stats fix.

If you encounter any issues please let me know.

Cheers

20
GTA Modding / Re: Freeplay
« on: April 06, 2023, 07:29:14 PM »
Thanks Ez  :happy: Hopefully it works well for ya!
(and cheers for the follow up on AF's question)

I have just discovered a bug, so there may be an even smaller update on the horizon... "Cycle Camera Vehicle Lock" may not work in a replay where there is only a single vehicle, I think due to a problem with my logic for trying to make it a bit more efficient behind the scenes. Its no big deal probably (I doubt its a feature that needs to be used much, also there's still the original vehicle-lock feature that can be used without issue if the player is in/on the vehicle at any point, and also in VC at least there's rarely ever only a single vehicle in the scene, due to parked cars, bus, etc), but I will try and get a fix out for it sometime soon. If anyone notices any other issues let me know.

21
GTA Modding / Re: Ultimate Stunters Main SCM
« on: March 28, 2023, 01:38:00 AM »
A new minor release of the San Andreas USCM, v4b:

San Andreas USCM v4b, via ModDB

And I do mean minor, containing:
  • A few feature updates/fixes to be consistent with VC USCM improvements made since the last SA release (eg. teleport momentum carryover prevention, and the less-limited Limited variant)
  • The official inclusion of an enhanced Stats Overlay feature (not just off/on now, but a few different modes, and one being equivalent to VC's custom 'Simple Stats' USCMs)
  • The bundling of equivalent USCMs for both the SA map-mods of Alien City and GTA United.

See the included documentation for specifics.
(Also, for reference, details from the original v4 release: Changelog, Video)

Note that you may prefer to continue using your existing USCM version instead - if you don't need these updates and/or don't want to lose support for any of your current savegames (because, as always, this newest release will likely not be compatible with the savegames of any prior ones).

If you encounter any issues please let me know.

Cheers

22
GTA Modding / Re: Freeplay
« on: March 04, 2023, 10:58:16 PM »
Modding season continues: the full v7 release of Freeplay for Vice City is finally here!

Download: VC Freeplay v7 Final with source, via ModDB

This release not only contains new additions/improvements over the prior beta releases (beta1, beta2), but also finally incorporates a fully updated HTML Documentation file (significantly overhauled - not just to cover the new changes, but also to improve the document, with better readability and consistency, and even updates to the details sections for much of the unchanged functionality).

========= Highlights of stuff new to this release =========
(see the Changelog section of the Documentation file for the complete list)

New Features:
  • "Hide Flying Planes & Exhaust Trails": prevent the appearance of automatically-flying planes and their exhaust trails
  • "Pristine Vehicles": ensure all vehicles in replays are shown with no visible damage (including always-attached & properly-closed doors!)
  • "Force Replay Camera": provides full access to the 'Replay-captured Camera' during replay playback, with thanks to Darkstar!
    • This means support for the playback of custom camerawork defined using his awesome Replay Manager tool
  • "Cycle Camera Vehicle Lock": cycle the camera between any vehicle present in the replay to enable "Lock Camera to Vehicle" on one without needing the player to be in it at the time

Updates & Fixes:
  • "Override Time Control" and "Override Weather Control" now do their jobs better - while enabled nothing except Freeplay (aka you) can change the time/weather
  • "Hide Peds" and "Hide Vehicles" both have new partner functions for modifying the scope of their behaviours (hide-all, hide-all-except-player, hide-player, etc)
  • "Disable All" is now "Revert All", as its purpose is now more clearly to return Freeplay to its initial/default state (which for some features may be enabled, not disabled, especially since those defaults can be customised now...)

Usability & Customisation:
  • Freeplay is now fully compatible with replays created using the Replay Longer mod
  • Freeplay will now automatically request Admin permissions to run (you won't have to edit the properties of the exe anymore)
  • Many more features will now remember their enabled/disabled state across multiple game instances while Freeplay remains running
  • Yes, (some) Customisation!
    • Via editing a settings text file, you can set your preferred default state (enabled/disabled) for many features, so they can be automatically set just how you want them without having to press their keys
    • And speaking of keys, you can now define a subset of them that you want Freeplay to ignore, thus not act on their usage. If there are features you don't/rarely use, or whose buttons you need to press for other mods/tools, you can make Freeplay pay no attention to your presses of them. (An associated toggle is available for turning on/off this blocking of your defined keys)

Any feedback or questions are welcome.

Cheers

23
VC Chat & Support / Re: TDRVC Collab Organization
« on: January 24, 2023, 12:54:47 AM »
Nice! I was pushing to try and get something for this, some more time sounds great - gives me a chance to try and improve the execution of the one I landed and see if I can find any others.

24
GTA Modding / Re: Replay Longer [VC]
« on: December 19, 2022, 02:23:57 AM »
Is there any risk with corrupting reps using this?
Honestly I'd hesitate to say anything more definitive than 'hopefully not'. That's something nice about Freeplay - I can do as many crazy hacks as I want and I know since it is only meant to be used AFTER stunt/replay creation, the worst case scenario on something going wrong is a mild inconvenience. But indeed with the context of this mod being during-stunting, bugs are a big deal. I feel like I have a pretty good understanding of the parts of the game code that I am changing to hopefully know that I have made the correct changes (and I've spent a bunch of time testing it to try and find any issues and everything has seemed fine thus far), but there's that word again. I'd understand anyone not wanting to risk it, and that'd be another reason to consider an approach to using this mod where you only activate it when intending to work on a stunt that truly might need the extra space. That said, I have got the mod setup on each of my copies/mapmods of VC, so that way if there is a problem there's a good chance it's me that'll find it (or at least also get screwed by it).


i just wondering, why only 8x time longer, from where this limit  come?
It mostly comes from the desire to reduce the number of, and complexity of, the game hacks necessary to make the mod work (and thus reduce chance of error). [More detail: the x8 improvement comes from me changing a value that the game usually has set to 8 and instead making it 64. I pick 64 because it is a power of 2 and less than 127, and they are both important factors as otherwise I'd be needing to make many more changes to the game code/logic in addition to what is mainly just swapping numbers around, and that was not an enticing idea (also anything > 255 would require insane amounts of extra work)]


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. Perhaps you could add a validation step to the replay write to ensure the data isn't corrupt, while also allowing the user to save multiple replay backups with a single press of F2?
Regarding corrupted replays in normal/unmodded versions of the games, that is not something I have much knowledge of - other than a vague recollection that there is a chance of it happening in SA (is it really an issue in VC too? or do you also do your multiple-rep approach there just out of habbit of needing it for SA?) - and I certainly don't know why it can happen (nor why multiple rep saves in a row can produce a working one if priors were bugged), so unfortunately I'm not sure if I'd be able to do something like what you've described, though I can understand the desire for it.

25
GTA Modding / Replay Longer [VC]
« on: December 18, 2022, 04:18:22 AM »
Replay Longer, By Dannye:
The purpose of this mod is to provide support for longer replay files, and thus allow for the reliable capture of stunts which may otherwise be unable to fit completely within one replay.rep file (eg. due to factors such as length, weather, pedestrians, traffic).

Supported Games:
  • Vice City [v1.0, for Windows] (and any map-mods based off this game-engine)
(sorry, no San Andreas support at this time)

Details:
  • This mod extends the maximum filesize for replay files, and thus the amount of gameplay they can potentially include. Normally a replay file will be no larger than 781kb, with this mod they can reach up to 8x that size (thus around 6mb).
  • This is an "ASI" mod, so if you want to use it just put the ASI file in your game directory and then it will automatically be applied whenever the game is run - you don't have to do anything.

Compatibility:
  • If a replay you create while using this mod has a filesize that doesn't exceed the the normal game max of 781kb, that replay file will also be compatible with copies of the game that are not using this mod (thus this mod is not required to playback those replay files). If you use this mod to create a replay file larger than that filesize however, playback will only be possible on games with this mod applied.
  • Some features of the latest official Freeplay release (v7 beta 2) have issues when being used on games that have this mod applied. Using any older Freeplay avoids the issue, as does simply not using the problematic features (Replay Loopback and Breakpoint Jumping) in the latest version - but more importantly a newer Freeplay version will be released soon that includes fixes to prevent these issues.

Usage Notes:
  • In many cases this mod is not necessary (and perhaps not desired at all), as the default max replay size of the game is generally sufficient, and so if you don't "cut" your replays before each stunt attempt this mod will potentially just be increasing the number of prior failed attemps that get included in the replay of a successful stunt, which is of no benefit. Thus you may prefer to only use this mod when beginning a stunt session where you intend to work on stunts that may require the extra length, or have it always applied but indeed make sure you do cut your replays while stunting (note that the USCM provides two approaches for automating this if you'd prefer to not have to manually do it via F3).
  • Since this is a memory-editing mod that needs to be active while stunting, you may wish to know more about what it is doing to the game before you are comfortable using it. To assist in this, the commented source code for the mod is included in the release package.

Downloads: (source code included)
  • [VC] Replay Longer v1.0 (Dec 2022): Download

Acknowledgements:
  • With thanks to Darkstar and Knapman

Happy (longer) stunting!

26
VC Tutorials / Re: Vice City Replay Manager Masterclass
« on: November 30, 2022, 12:30:14 AM »
Cheers guys for the tool and the tutorial! At some point I'll have to watch the Blender basics video as I've never used it before, but just watching the main tutorial for now was great and got me excited for all the possibilities of the tool!

27
VC Un-Modded Stunting Video Releases / Re: Barney - Cenotaph
« on: November 23, 2022, 01:49:04 AM »
Stunts were top-notch, and I particularly enjoyed all of the grinds. The way the stunts were laid out in the video was sweet, with the distinct middle phase introducing the massive airs to the temporary easing of the music. I must say my absolute favourite part of the entire package came from that approach: the ending and transition from that middle part into start of the final part - I'd say from 3:25-3:45 - the stunting, camerawork and editing all came together in such a satisfying way (and I loved the look of that roll of the camera as the bike heads into the psm). All of the camerawork was super cool (it's awesome how much Darkstar's tool completely opens things up for camera options!), making for a great pairing with the already great stunts - with another highlight for me being the airport-sign-2-fence-grind and the way the camera looks following along behind it.

Outstanding work from both of you!

28
GTA Modding / Re: Freeplay
« on: September 05, 2022, 07:01:05 AM »
Thanks for the kind words all!  :happy:


I have but one request for the next release; could we please have a more interactive UI for the external program? A feature I would LOVE is programmable hotkeys. There are a handful of features I will always turn on when I begin filming, or will need to keep turning on with each replay (such as weather, time), or some hotkeys get in the way of other windows functions or game inputs. How possible is it to introduce a programming menu where we can force default states of each feature, and allow us to choose our own hotkeys, including setting multiple features to the same hotkey?
Something like that would definitely be great to have, but the hurdle has always been that I unfortunately don't have any experience with doing GUI stuff in C++ (from trying to get my head around it, it seems significantly more complicated than doing command-line-only stuff). That said, I still would love Freeplay to have some sort of customisation like what you've described, so I am keen to try and figure out ways to do it even without a GUI... perhaps something along the lines of a settings file that can be edited - it might not be perfect, but a step in the right direction at least (I certainly would not miss the absurdity that was having to memorise/repeat a big string of keypresses everytime I started a new recording session while working on the Throwback video :lol:). I'm definitely gonna look into this.

In regards to the Weather issue:
Having to re-set it for each replay I think stems from a combination of how I implemented the feature in Freeplay and also how I did the related feature in the USCM as well. I must try to revisit that stuff, but as a (hopefully temporary) workaround for the time being, from my experience you can get away with only having to set the weather once per recording session (assuming you are wanting the same weather type for each replay you capture) by making use of the USCM: while in normal gameplay (not watching a replay), use the USCM feature for cycling through weather types to set it to the one you're after, then enable Freeplay's "Weather Control" toggle directly (as opposed to just using Freeplay to activate a specific Weather type, which automatically enables "Weather Control" at the same time), and that should do it, one-and-done.

29
GTA Modding / Re: Freeplay
« on: September 01, 2022, 07:08:11 AM »
The second beta release of Freeplay version 7 for Vice City is now available.

Download: VC Freeplay v7 Beta 2 with source, via ModDB

This is a smaller update compared to the first v7 beta, however it still contains a number of new features, updated features, and general usability improvements. Once again I am referring to it as a 'beta' as I still have not had time to properly update the official HTML documentation file, and as such (just like with Beta 1) the details of the changes made in this release are noted in a changelog-like plaintext file. (For reference, this package includes not only its specific help/changelog file, but also the Beta 1 version, and the outdated v6 HTML file).

General Usability Improvements:
  • Now able to use EITHER "Shift" key (aka for any feature whose button trigger involved "Right Shift", you can now use "Left Shift" if you'd prefer).
  • Removed chance of accidentally triggering an additional feature when interacting with one via a Numpad number key.
  • Improved responsiveness of using multiple features simultaneously.

New Features:
  • Replay Looback: Allows playback to automatically return to the start upon hitting the end of the replay file, rather than ending.
  • Quick-Restart: Like above, but manually triggered at any time during playback to return to the start prior to reaching the end.
  • Breakpoint Jumping: Lets Breakpoints essentially become "chapter markers" that you can immediately jump playback backward/forward to (as long as you have encountered them at least once during the playback).
  • Greenscreen: The entire gameworld no longer renders, with the exception of Peds/Vehicles, and the empty space is coloured one single solid colour (to assist a colour-masking approach to compositing stunts in editing), with support for changing/customising the colour used.
  • Some other minor stuff (disabling shadows, disabling particles, saving/loading mouse movements along an axis).

Updated Features:
  • Ped and Vehicle Invisibility can now be toggled independently (and both features now work much better than before).
  • Rain-Steam Invisibility feature is simplified (no more need for two different triggers/approaches).
  • Some existing features have had their assigned buttons changed.

See the included help file for further details/hints/caveats/etc on all of these.

Any feedback or questions are welcome.

Cheers

30
VC Un-Modded Stunting Video Releases / Re: AERONAUTS - 48 hours
« on: August 19, 2022, 07:37:45 PM »
So many stunts for such a short time-frame, love to see it! The whole video was put together really well, with solid editing work by both of you and all the fun scripted sequences slotted throughout. Seeing Darkstar's tool in action was great, and it was especially satisfying to see those two stunts composited together without needing to limit the camerawork options (and I got a good chuckle at the end with the back and forth about sharing the roof).

Some editing highlights for me included the camerawork leading into the opening stunts of both parts; the transition from Darkstar's hotring docks stunt to Sheikah's downtown taxi ring in part 1, and the drumbeat-transition in part 2 going from my boat grind into Rainbow's stoppie to grind; the camerawork used to capture Max's LC taxi stunt in part 1; and how nicely you guys captured both of my vehicle-hit stunts! Favourite stunts for me had to include Sheeptea's Part 1 grind to csm bump to roof, Haywire's part 2 opener, and Sorcery's part 2 psm to ledgegrind.

All made for a good fun watch, nice work everyone!
And cheers to Sheikah for organising the project! I had a blast stunting on that weekend to get stuff for for it.

---

https://www.youtube.com/watch?v=iyMhZb9DlSY
Made a little reaction/commentary vid on the video and what the process was like for those interested ♥
That was great, I very much enjoyed getting the behind-the-scenes look at the project! As for the disappearing gun (which I must admit I hadn't actually noticed until you pointed it out), yeah that is strange. There is a Freeplay feature for showing/hiding player weapons - set to F10 in the last released version (moved elsewhere for an upcoming release) - but if that wasn't pressed then I'd say it indeed must be a bug of some sort.

the Voodoo stunt since Max did that 10x better in Pimpin 2
Thank you so much for mentioning this! The voodoo stunt is something I'd been wanting to do for ages, but never had much luck with it, and while I was very happy to finally get a version of it while stunting for this vid, it wasn't how I'd originally envisioned it. And now that I've watched Pimpin 2 (also a really fun video!): Max nailed it, that's exactly what I had in mind - it's super cool to see it fully done.

Pages: 1 [2] 3 4 ... 128
SimplePortal 2.3.7 © 2008-2024, SimplePortal