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Messages - DeathCobra

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31
GTA Modding / Re: Replay Longer [VC]
« on: December 20, 2022, 01:33:09 PM »
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.

I've had a couple of cases where corruption seemed to occur when F3ing quickly after F2. Or just fat fingering the keys. I figured it was probably something to do with the game attempting to access the file whilst it's still being written, but not too sure.

The problem for me with the saving multiple reps option is in VC I get crashes fairly regularly when alt-tabbing or maximizing the game again. Seems to be common no matter the executable I use. Having said that, it's no added risk I guess since unless you have the file state viewable on a second screen, you wouldn't know if the rep is corrupted or not until you tab out anyway. Which I've considered doing. But it's kinda a pain in the ass.

Maybe at some point we could have a tool that verifies rep integrity without erasing the replay buffer (i.e. via F3). Would let you resave via F2 if something went wrong.

Would also say my corruption fears stem mostly from my SA days where I lost a handful of reps to it. In VC it doesn't seem as frequent.

32
GTA Modding / Re: Replay Longer [VC]
« on: December 18, 2022, 05:31:44 AM »
Is there any risk with corrupting reps using this?

33
VC Un-Modded Stunting Video Releases / Re: oldFISH
« on: December 08, 2022, 10:23:59 AM »
This was fun, nice :)

34
VC Modded Stunting Videos / Re: [TAS] THE SIASIN VIDEO.
« on: December 07, 2022, 08:24:58 AM »
as I saw in the past people landing harder combos.

...you saw someone land something harder than a stalled rear wheel grind to csm to prec?

Cmon man. With maybe only one or two exceptions, these spots are possible but not doable.
Dont get me wrong, I didn't say those are easy. As a SA stunter this combo looked doable to me; now if a stalled rear wheel grind is hard to get I don't really know :P
you right, he lamed most of stunts

Reminds me of someone.

35
VC Modded Stunting Videos / Re: [TAS] THE SIASIN VIDEO.
« on: December 07, 2022, 02:39:26 AM »
as I saw in the past people landing harder combos.

...you saw someone land something harder than a stalled rear wheel grind to csm to prec?

Cmon man. With maybe only one or two exceptions, these spots are possible but not doable.

36
VC Modded Stunting Videos / Re: [TAS] THE SIASIN VIDEO.
« on: December 06, 2022, 04:06:03 AM »
It is time (this evening)

https://www.youtube.com/watch?v=IgR7mEnIq_I

A M A Z I N G

37
VC Un-Modded Stunting Video Releases / Re: Barney - Cenotaph
« on: November 21, 2022, 11:12:29 AM »

39
Introduce Yourself / Re: Wagwan
« on: August 19, 2022, 06:10:42 AM »
Some people collect stamps, or build model railways, or write weird erotic fiction.

Seems like some of us will be doing tricks in ancient GTA games into our old age  :ajaja:

40
VC Un-Modded Stunting Video Releases / Re: AERONAUTS - 48 hours
« on: August 13, 2022, 05:04:25 PM »
https://www.youtube.com/watch?v=_xXNh_4nAFY

Thanks for the hard work my friends  :jajaja:

41
SA Un-Modded Video Releases / Re: BUF FT. ARTIFEX
« on: August 01, 2022, 09:33:19 AM »

42
VC Chat & Support / Re: 48 HR Time limited collab?
« on: July 28, 2022, 05:48:00 AM »
I have some reps that I landed over a weekend that are unused. Want those?  :unsure:

43
VC Chat & Support / Re: Normalizing Speedometer values across scripts
« on: July 15, 2022, 09:36:30 AM »
Yes Dannye's as 'truth' makes sense given it's ubiquitous. I know there's some that prefer to use older versions though, and for those I guess they use other speedos. Hence this thread.

Key thing to remember is 02E3 * 3.6 = KPH. (02E3 * 3.6)/1.609 = MPH. With that most other speedos should be comparable. For those that aren't, someone needs to test if they care.

44
VC Chat & Support / Re: Normalizing Speedometer values across scripts
« on: July 15, 2022, 09:07:24 AM »
Is this consideration the same in SA? I don't know if Dannye added a speedometer to SA's USCM as well in the last few years, but presumably any given speedometer can transform the values from the game however it wants, so you would need to use the same one as everyone else to be absolutely sure that everything is comparable. In other words, should we avoid comparing values taken from the old speedometer overlay DLL that people used in the past to the digital speedometer CLEO script people use in SA these days?

The same opcode is used in v4 SA USCM, and the unit conversion is also the same.

Code: [Select]
00D6: if                                     // -- Current Vehicle Stats ----------------------------------------------
8039:  not 4@ == FALSE                                                              // IF currently in-vehicle, or on-foot w/ desired-vehicle available for use
004D: jump_if_false @LABEL_SHOW_STATS_DONE
02E3: 16@ = car 4@ speed                                                            // Speed1.  Get current speed in 'map points (~ meters) per second'
0013: 16@ *= 3.6                                                                    // Speed2.  Convert to km/h
00D6: if
8424:  not is_system_metric
004D: jump_if_false @LABEL_SHOW_STATS_CONTINUE
0017: 16@ /= 1.609                                                                  // Speed2b. Convert to mp/h (if approp)
:LABEL_SHOW_STATS_CONTINUE
0092: 26@ = float 16@ to_integer                                                    // Speed3.  Convert to int

So it would be trivial to convert any current CLEO speedo, that uses 02E3, to match. As for the DLL speedo - it would probably need a bit of investigating. I'm not sure if it would use opcodes or some other method of getting vehicle speed. But if it doesn't, or if it wasn't possible to find out, you could probably do some tests to see if the measured speeds match. Perhaps by using natural (no lean etc) maximum vehicle speeds. I.e. infernus max speed on flat terrain.

45
VC Chat & Support / Re: Normalizing Speedometer values across scripts
« on: July 15, 2022, 05:19:18 AM »
Is there a way to check if your speedo is using that opcode? Outside of driving the same run-up twice to see if it matches some other tool.

But since Dannye implemented the speedo into the USCM I don't see a reason anymore to use any other speedometers, if only for the fact we can be sure it doesn't alter anything else in the game when installed. I never used one because it would just prove I'm slower than everyone else  :euro: But just having one standard so comparison is easy can only be a good thing. Thanks for the more detailed explanation.

Yeah I think using Dannye's is the easiest option for most. Although I'm not sure how easy it is to customize the position/colour etc of the stats display, when compared to a CLEO script. I was already using a CLEO speedo, and have customized it a bit in that respect. So I'll probably just convert it to mph using the above calculations. That way it has parity with the mph that USCM will give people.

I know Jason has customized the USCM display though, so it's definitiely doable.

You can check how the CLEO script (assuming it's a CLEO mod), by loading the .cs into a text or code editor. Then see how it's grabbing vehicle speed from the game. If it's not a CLEO script, I'm not sure what method it will be using.

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