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Messages - Simon

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16
VC Chat & Support / Re: The AllBeast Method.
« on: February 18, 2022, 05:03:30 AM »
They were to be fair. Half the stunts that have ever been done on PC are probably in the realm of unrealism if you tried them on console. Dannyes, trainers and so forth are quite literally to make landing the stunt easier. Dealing with health, peds/traffic, vehicle health, water death, vehicle despawns etc etc, all contribute to making a stunt 'difficult'. And hell, we accepted spawning vehicles in weird locations (thinking of PSMs, CSMs, vehicles on roofs etc), because it's technically possible, and opens up more stunting options in return. Even though by default you'd have a horrible time trying to get that vehicle in that position without any outside assistance. This form of checkpointing is essentially the same.
All our current tools are mainly to help us try the stunt faster, be it setup, player health, vehicle damage, no traffic and teleport. However the stunt itself has always been without any sort of help, it has alwasy been raw gameplay. I think save states crosses a new boundary, because the stunt itself is now being aided by tools. Which is why I would consider this TAS and not anything else we've done. I think it's fine, but definitely needs it's own section.

The 'stunt itself' imo includes work done to set it up and try it. There's just no argument that an average spot will be equal difficulty, if one person is using Dannyes with everything enabled, the other has damage, traffic, peds, despawning, etc. These things inherantly influence the stunt itself, because the attempts of that stunt will be less consistent and take longer.
By the 'stunt iteself' I mean what we see in the video. Generally videos will not show multiple attempts or how it was setup. So the 'stunt' for everyone but the stuntee is just gonna be that section of the gameplay where no tools are being used. I'm not trying to say that stunting on console isn't harder, that's not my point. I'm literally saying that these are time saving tools. My point is that using save states is on a different level to what we have been doing.

17
VC Chat & Support / Re: The AllBeast Method.
« on: February 18, 2022, 04:32:43 AM »
They were to be fair. Half the stunts that have ever been done on PC are probably in the realm of unrealism if you tried them on console. Dannyes, trainers and so forth are quite literally to make landing the stunt easier. Dealing with health, peds/traffic, vehicle health, water death, vehicle despawns etc etc, all contribute to making a stunt 'difficult'. And hell, we accepted spawning vehicles in weird locations (thinking of PSMs, CSMs, vehicles on roofs etc), because it's technically possible, and opens up more stunting options in return. Even though by default you'd have a horrible time trying to get that vehicle in that position without any outside assistance. This form of checkpointing is essentially the same.
All our current tools are mainly to help us try the stunt faster, be it setup, player health, vehicle damage, no traffic and teleport. However the stunt itself has always been without any sort of help, it has alwasy been raw gameplay. I think save states crosses a new boundary, because the stunt itself is now being aided by tools. Which is why I would consider this TAS and not anything else we've done. I think it's fine, but definitely needs it's own section.

18
VC Chat & Support / Re: The AllBeast Method.
« on: February 18, 2022, 03:29:15 AM »

Fix LC cols if you want, but post it for everyone to use.


that was the plan iirc, as for the rest there is no set label its whatever people generally decide, but all discussion were instantly shut down by jannies ;_)
Generally full map mods are accepted as not modded, but if you're changing the original map it would count as modded.
This has been the gold standard for pretty much all the games.

Why? Because when people see a map that isn't the main map of the game it's a given that it's obviously a mod. However if people see a stunt done in the original map then there's no obvious tell that something has changed. Thus if you want to change something in the original map, put it in the modded section. Make it obvious. Could we all get together and vote on proper labels for everything? Yes, but this has generally worked fine over the years.

And from what I remember from the LC col fix, people were mad that it wasn't release to everyone. Just to a couple of internal people who then made a video using it, before anyone else even had access to it. That was the problem, not the fix itself.

19
VC Chat & Support / Re: The AllBeast Method.
« on: February 18, 2022, 03:09:01 AM »
fixing missing roof textures to give some boost to activity of the game is le bad... because it just is ok? (only neo anderson fixes allowed!)

fixing slow roads in sa is le bad... because it just is ok ?

cutting down the hours on attempts is le bad because I'm too personally invested to have a conversation ok???
If you're open about it and label your video/post it in the right section, literally no one would care.

Make videos using the slow road fix, but post it in the modded section.
Fix VC cols if you want, but post it in the modded section.
Fix LC cols if you want, but post it for everyone to use.

This really isn't that hard of a concept to grasp. Plenty of respected people have made modded videos in the past and not gotten shit for it. The thing people actually dislike is the dishonesty. If you're trying to pass something off as legitimate when it's not, then any shit you get for it is totally on you.

20
VC Chat & Support / Re: The AllBeast Method.
« on: February 17, 2022, 11:33:23 PM »
In contrary to all the comments that say its "modding", I can say it is just genius. This is what really unleashes the 100% potential of stunting and shows what is possible and what not.
It's not 'modding', but it's also not 'legit'. You will not see a TAS speedrun get accepted as a normal speedrun.  Can they be entertaining, absolutely. But the separation needs to be clear.

I can agree that when using this method, it should be mentioned in credits/outro of the video, but in no way it should be classified as modding. The same guys that say its modding were probably also raging that RAD's method was also modding back in the days. You know how everything new is looked down and neglected - like the Earth being a sphere and revolving around the sun back in the dark ages and many more examples. Same thing with this method. Its just our human nature to stay in our safe zones, everything new to us is "unsafe", "alien" and "scary".  :ajaja:
This is so dumb. No one is 'scared' of the method, I think most people, me included, want to play around with this. However I don't think you should ever mix this into a normal video. TAS is meant to showcase the limits and push what is practically possible, but by mixing it into a video with normal clips, you're being dishonest. Even if you put it in the outro, because it will be shown under false pretense, and many people won't even watch the outro. Like others have said, this needs it's own section and/or preferably every video title using this should be labeled [TAS]. This is the only way this isn't gonna get out of hand,

21
VC Chat & Support / Re: The AllBeast Method.
« on: February 17, 2022, 04:43:07 PM »
To save you guys 20 minutes, he's using save states on a virtual machine. It's basically TAS.

22
DSS Video Releases / Re: Limitless
« on: February 09, 2022, 03:44:31 AM »
Really good video! Some really cool grind combos in there, the triple one on the ship probably being my favorite. Interested to try that finisher for myself as well.

And as I always tell you, I would have enjoyed this video a lot more if you didn't hype it so much. There are lots of really solid stunts in here that are just brought down because you've set the expectations too high. That doesn't mean it's a bad video, it just means I didn't enjoy it as much as I could have.

23
Grand Theft Auto - Vice City / Re: GTA VC vehicle path recording script
« on: December 23, 2021, 08:09:51 PM »
Wait so FBI bumps anywhere anytime????

Yes, and it bumps way higher than normal fbi bumps. I think videos that using this script should be in modded section or we maybe make a new one :hmm:.
Better ask Aries or Rainbow or Darkstar or whatever is in a higher position for their thoughts on this
Definitely modded. Obviously because you can't do this in the game normally, but also because it's not how this would work in VCMP even. In VCMP the impact would affect both vehicles, here it will only affect one, giving a much better result than would normally be 'realistic' than if you were to do it in MP with two people. At least that's how it looks in the video, I haven't actually tried it yet though.

24
Modus Operandi Public Section / Re: Max - Vigilante
« on: June 14, 2021, 08:33:29 AM »
Absolutely fantastic video. This must have required some insane patience, not only for the stunts themselves but for the the run-ups as well. Hats off to you, this makes me want to go try some of my old tank spots.

25
VC Chat & Support / Re: Collision Fixing: Modded or Overdue?
« on: April 14, 2021, 06:45:27 AM »
In my opinion anything that's a map mod is fair game to change. However I think learning from previous instances of attempts at this, release the fix to the community before ever giving it to single people. This way the fix is just an 'update' everyone gets.

As for normal VC, I think it's best to keep it the way it is. There's potential arguments for newer releases of the game having differing collisions to the PC version, and you could go there, but it'd have to be collisions extractet directly from the version in my opinon, not somebody recreating it the best they can. Just because I'll always want the VC map to be an 'official' version.

The process behind collision fixing, thanks to our buddy Darkstar, is really very simple. I can make a quick video on the process. What people do with the acquired knowledge is up to themselves.
I wouldn't do that just yet, there's still stuff that's missing so if you start converting cols now they won't have any surface data, which might fuck the maps up a bit. A bit later down the line when the plugin has the missing features it might be worth creating a thread for it and/or a potential LC progress thread if that's something people would be interested in participating in/trying.

26
VC Un-Modded Stunting Video Releases / Re: Krypton - Oceanview
« on: June 03, 2020, 09:43:36 AM »
This video makes me want to stunt. Which I think is the biggest compliment I can give to a stunting video.
I don't think I am alone when I say I would love to see the name Darkstar/Simon pop up in a video once again. Have you completely abandoned the name Darkstar these days?
Maybe one day, if I ever start landing my spots  :|

As for the name, not really, it's still Darkstar on the Discord server for example. It usually depends how I'm feeling around the time of a video release, cause people usually ask what name to put.

27
VC Un-Modded Stunting Video Releases / Re: Krypton - Oceanview
« on: June 03, 2020, 02:34:26 AM »
This video makes me want to stunt. Which I think is the biggest compliment I can give to a stunting video. First two stunts were my favorites, something very satisfying about seeing someone push known spots to their limits. Good job!

28
VC Un-Modded Stunting Video Releases / Re: FINAL CALL
« on: January 21, 2020, 10:39:06 AM »
Quite an enjoyable video  :happy:


I'd like to add that I think Daffy's stunt is such a clever find, I remember Iskanderrr (or some other mad Russian GVTer) modding this back in the day and I've tried a variety of ways to land it clean, but never quite making that last little bit. It's nice to see someone find a way to land it though! I love it when these classic spots, those "everyone knows but nobody figured it out" kind of things that someone just comes and pulls off in an unexpected way. Hats fucking off!

Did you try to just do it normally? because that's how I landed it  :rolleyes:

29
VC Stunting Challenges / Re: "The End Complete",for me as well.
« on: December 07, 2019, 08:56:12 AM »
A tip to anyone who might try that: add Lean Up from num also to qwerty (to press the button with left hand that is) cause otherwise you won't be able to switch from leaning down for bump quick enough for proper wallride.

No clue what this topic is even trying to say. However what you wrote here confuses me a lot. How will rebinding a key to something else let you switch faster? Unless you're only using one finger out of the entire right hand, then I might understand, surely most people will at least use two fingers dedicated to leaning forwards and leaning backwards respectively?

30
SA Modded Video Releases / Re: CONTRA
« on: December 05, 2019, 04:18:20 AM »
Well, Art really can't stay civil, so I went ahead and muted him. He will no longer be able to post. If anyone keeps getting messages or anything from him in PMs where he's acting like a douche, please let me know and I'll just go ahead and issue a full ban.

On a similar topic, Art is the one who is controlling the GTAS Discord. So I think it'd be a good thing if you're in there to just leave the server at this point, as I think it will become a mess . I've already have a few people saying he's banned them from the server just because he doesn't like them, and if that's the trend he's following there won't be many people left soon. If a discord server is something people still want I'll take it on me to set up a new one and keep it nice. I don't know if this topic is the best place to post this, but it will have to do for now. Let me know on Discord or in PMs if a discord is something you'd want and I'll set one up once I've had enough people let me know they're interested.

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