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Messages - SoLoD

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To be honest with you, SA-MP is harder.

I do not know about samp stunting since i used to stunt im samp on non-stunting server. But i think people were saying that samp has some kind of silent patch by default (not sure about it, but it was somewhere in those topic where SS were explaining it)

SA Un-Modded Video Releases / Re: Good Day
« on: April 28, 2021, 06:55:47 AM »
Thanks  :lol: but I think this is the topic you are searching for:

I gotta say for me the golden ages probably are 2005-2008, but I guess that's perspective and could depend on the time you joined.
ugh, you are right.  :cheernutz: probably i missed because both of you are talking about the same time from 2007-2008 to 2012-2013

SA Un-Modded Video Releases / Re: Good Day
« on: April 28, 2021, 01:10:41 AM »
Hello  :euro:
First video to think when i see your name is
Thanks for your work. And grats for being around during the golden age of GTAS.

first - good to see you here
2 - good stuff, dude. some really tough stunts
3 - hope you do not mod no more
4 - what do you mean that police station is not possible in samp? ain't samp is easier to land stunts?

ah yes, almost forgot fonk sila, rap mogila

GTA Modding / Re: Repaly Checker
« on: January 30, 2021, 04:19:09 AM »
That thing to check replays for modding?

SA Un-Modded Video Releases / Re: Breaktime
« on: January 24, 2021, 08:22:42 AM »
>stunts: nothing special
>meanwhile in comments: it took 1 year to land finisher
 :hmm: do you miss old times when you were landing stunts in 10 minutes and enjoying life?  :|

Introduce Yourself / Re: ...more like a re-introduction.
« on: January 24, 2021, 08:15:35 AM »
Wb and good luck. Stunting is not the same it was 10 years ago tho.  :|

Grand Theft Auto - San Andreas / Re: FPS and 14 ms
« on: January 12, 2021, 05:18:33 PM »
I aint know a thing how SA works, but as far as i understand, FPS represents speed at which SA works on your PC.
When you have 70 FPS, between frames there are 14 ms. So, your PC works only with frame 1 (0 ms) and frame 2 (14 ms). It has speed (and velocity), acceleration and everything else at point 1 (frame 1) and it is doing "math" to find out velocity-accelertion-else at point 2 (frame 2).
Now, if you have 140 FPS, there are 7 ms between frames. If we take same process we had with 70 FPS, we will have frame 1 (0 ms), frame 2 (7 ms) and frame 3 (14 ms). And do you really think that velocity-acceleration-else after 14 ms with 70 and 140 FPS will be the same? If there is 7 ms delay, between 0 ms and 14 ms there will be additional "math step". The lower ms delay we will take, the better representation we will get of our "run-up". When we ride on some plain surface, difference will be 0. But what if run-up goes up and down, has many "curbs" and everything else? As i can see it, this is why higher FPS helps you to "avoid" curbs on run-up (because there is more math steps and representation of run-up is more smooth).

Now, we know that with higher FPS you stops faster. Why? Because game has only data (speed-acceleration-else) only on those exact "frames". At 0 ms game knows you touch the ground, so it decreases your speed by, lets say, 1%. After 14 ms there is next frame, and again game gives you 1% decrease because you are on the ground. But what if delay was 7 ms? Between 0 ms and 14 ms there will be additional frame with additional 1% decrease. And the same goes with grinds.

Now, lets get a situation when our speed and ms delay is such that some frame exists before bump, and next frame exists after bump. When we are on frame "before bump", game has our "speed-acceleration-else". Then it does "math", it has our current coordinates and knows there must be a "bump". So, it changes our direction, but only at frame "after the bump". So, if framerate will be low as fuck, i guess it will looks like you went through the bump, and only after that you started to fly upward (or fall down from bike).
And the bigger FPS we will have, the closer to actual bump we will start to ascend. So, bigger FPS "describes" actual run-up in a better, smoother way.

OR everything above is bullshit and has nothing to do with how SA actually works. I do not know if game do math only on "frames", i do not know how it works with run-up between frames (on frames it can calculate your actual position if it knows map, but what is happening between frames it can only take into consideration on the next frame).

Grand Theft Auto - San Andreas / FPS and 14 ms
« on: January 12, 2021, 03:37:02 PM »
So, i've been reading those topics/posts about silent patch and other things, SS's posts about SA and VC and everything else, why VC stunters use FL ON, and SA FL OFF. But one thing is totally unclear for me. Just like was said, SA has 14 ms delay between frames. 1 second = 1000 ms. 1000/14 = 71. So, game can draw 71 different frames per 1 second at best. But why is it common to say that highest FPS in game is ~140 (have heard it many times)? Why it is 2 times higher than it should be? The only possible explanation is that it is your PC that draws 140, but since game gives you only 70, every 2 frames will be the same. But if frames are different? Just like SS said decade ago, there is some shit affecting that 14 ms SA's delay, that is the only explanation.

Now, i am making this new topic to see if after those 10 years it is clear what is going on in SA? Because, it is pretty easy to find out if there are 140 different frames per second or they are double'd. If your PC can draw 140, put 70 FPS limit with some program, and if you will see defference, then there are 140 different frames, and SA works not how it supposed to work.

p.s. is it true that samp has "pre-installed" silent patch that removes 14 ms delay by default?

Everything was just so good. Stunts you were trying to land for years, edit that probably took weeks and months. But what is next for you? Because it looks like many of you still have something to say and can be active for some more years to show us more and more. AR was the last active huge SA crew, and crew videos were the ones that moved GTAS history. What is next?

Grand Theft Auto - San Andreas / Re: don't even try this
« on: January 08, 2021, 05:59:52 AM »
mkay, we will not. thanks for warning.

SA Chat & Support / Re: SA vehicles without nitro/hydraulics
« on: May 14, 2020, 01:50:07 PM »
Sandking for example have the same speed with nitro and without it, but with nitro you will get the top of speed faster, i guess. It's a good question since most of us don't care much about it and prefer to stunt on standart meta - NRG/Infernus etc.
I think it's not a problem if you use nitro as a time saver, but the main stunt is possible in original game without nitro. You just need to test it. Another question is hydraulics: if it's not allowed to add hydraulics on car (not relevant to Sandking) it's considering as modding imo. But still if you have fun you can do it, just mark it somewhere.
TBH sandking is not that rare on stunting scene (because it has very good stats).
I think there is an old collab about stunting with ambulance, and some other examples of "slow big" vehicles, i am wondering if stunters were using nitro/hydr.

It had been established that nitro has no affect on the actual top speed of the vehicle. All nitro does is boost the acceleration meaning you hit the top speed sooner.
Personally, I don't care what is legal and what is not, regarding hydraulics and nitro. It's hard to spot in replays anyway.
Nitro is for top speed, yes. But if you perform combo stunt with combo run-up, when you need to drop from ground to another, there is a chance that it can be done only with nitro since second part of run-up will be limited.
It is kinda weird that this moment is not clear after so many years. Because there are a lot of stunts, with ambulance, cop cars and everything else.
Funny but this topic was made after trying your stunt THIS

You can bring up the upgrade menu for any vehicle in the game, the setups for it are complicated but it's possible
example -
These guys have a very weird pasttime. Even more weird than "SA speedruns" with bugs and mission skipping. That particular guy possessed with SA special vehicles (his youtube channel is full of videos about them). The way he talks about them is like he is some sort of collector. And there is a whole community of these collectors. And all movement is about to achieve special vehicles with "legit" way using bugs?

Anyway, it looks liek that he is doing it in PS2, not PC.
And i am wondering what if you put there a nrg, going to be nrg with nitro/hydr or game will just crash  :hmm:

SA Chat & Support / SA vehicles without nitro/hydraulics
« on: May 13, 2020, 12:36:47 PM »
Wanna try some unusual vehicles, but many of them can not be modded with nitro/hydr in original game.
For example, sandking. In original game it only can has hydraulics (sometimes) and can not be nitro'ed in transfender. But do people on GTAS add nitro/hydr by dannyes and is it "legal"?
Also, vehicles like ambulance. Do u add mods or you just stunt without hydr/nitro?

SA Un-Modded Video Releases / Re: WaZ - REMINDER
« on: May 13, 2020, 10:25:04 AM »
sry master only taz would be able to land his stunts so  :lol:

It is not about landing stunts, it is about landing them without mods.
I do understand your confusion. You left in 2010 right? 2010-2011 were years of hard modding and overediting to hide them. Fuckers like baseline were using obvious 50-70% gravity and everyone were like "wow cool". But now it is a little but different time. People here know exactly how SA physics works. And they will say it straight to your face - MODS. That is how it works today. You can post as much smiles as you want if you think it is going to make your point "stronger". Or you can take another 10 years break to try to reach at least mental age of 16 y.o.

SA Un-Modded Video Releases / Re: WaZ - REMINDER
« on: May 13, 2020, 08:46:16 AM »
do u think nobody here tried taz's stunts? they can not be landed like that.
and that fucking taz's sf water gap, after u "landed" it, you decided to do that "little" jump just to show us u did not mod?

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