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91
SA Un-Modded Video Releases / Re: Hardcore Feeling II Remake
« Last post by Demo00n on April 09, 2024, 04:44:14 AM »
good shit and nice edit as always
92
SA Un-Modded Video Releases / Re: Pulling
« Last post by SyperDimon on April 09, 2024, 12:52:46 AM »
Nice!
93
SA Un-Modded Video Releases / Pulling
« Last post by Legend_Sebi on April 08, 2024, 11:43:18 PM »
Dear Community,

This is just a GTA SA Stunt Video with Tractors

Orange Tractor: DBTVSA
CJ with Pink Hair: Siet

Since I haven't heard anything from DBTVSA for months I decided to upload the beta version of the video. Unfortunately the quality is not optimal.

Pulling Beta:
https://youtu.be/gPJ951uOXzA



Bonus Clip:

https://youtu.be/GIpPOnlMaBY


Enjoy and let me know what you think :)
94
SA Un-Modded Video Releases / Hardcore Feeling II Remake
« Last post by SkilZ on April 08, 2024, 01:28:59 PM »
Hello everybody

I present to you a remake of Burn solo "Hardcore Feeling II " our favorite of the trilogy.


I'm not used to give long speeches to present something.

So I wish you all a good watch.

Stunters

mqtH
SkilZ

Editor

SkilZ


Soundtrack

Lacuna Coil - To The Edge


Streaming

Download


Enjoy !
95
GTA Modding / Re: Freeplay
« Last post by Ltab- on April 07, 2024, 09:11:36 PM »
awesome update Dannye, looking forward to putting it to use :D
96
GTA Modding / Re: Freeplay
« Last post by Argy on April 05, 2024, 04:14:15 PM »
Seeing you still work on this is nothing but inspiration :wub: can't wait to see these wather/clouds features in action.
97
GTA Modding / Re: Freeplay
« Last post by Max_ on April 05, 2024, 12:19:00 PM »
Another fantastic edition. Mostly hyped for the still clouds and rainfall tracking features, as well as all the environment and particle fixes. Can't wait to not have to restart my game every time the sparks decide to give up on me
Thanks Dannye
98
VC Stunting Challenges / Re: The Pwnage Game 2.0
« Last post by Diaz on April 05, 2024, 09:16:36 AM »
Great job, some of these were huge!
99
GTA Modding / Re: Freeplay
« Last post by Dannye on April 05, 2024, 08:28:01 AM »
The next version of Freeplay, v8, is (kind of) here, finally! The documentation is not finalised yet, so it's not quite ready for an official release, but for anyone who would like to make use of this update prior to that (and thus do so without fully-detailed documentation of the changes) I am including a 'pre-release' download link in this post that you are welcome to use until then.

Download: VC Freeplay v8 Pre-release

Lots of changes this time around (though many are smaller-scale changes), with most stemming from work on Momentum - some implemented during development (and thus can often be seen in-action in the video), and then further related additions/improvements in this time since.


The Changelog    (included also in the download above, with slightly more detail and key bindings)


Time:
  • Force Traffic Light Colour: Locks all traffic lights to a preferred colour/state - Off, Red, Yellow, Green
  • Flashing Traffic Lights: Sets a preference for whether a Forced Traffic Light Colour will be static/constant (default) or flashing on/off
  • Rotating Cranes In Replays: Allows the cranes that normally rotate in regular gameplay to also rotate in replay playback
  • Non-Stop Crane Rotation: Simplifies the pattern of rotating cranes, so they now always rotate endlessly in their primary direction without any interruption

Weather:
  • A few more weather shortcuts added: Hurricane, Cloudy, Sunny with half-strength Clouds
  • Always Raining: Always show rain, regardless of the weather type (if not prevented by "Hide All Rain Effects")
  • Rainfall Preference: Choose to only render one of the two primary 'rainfall' effects during rain (screen-layer vs in-world), compared to default of both-together

Environment
  • Still Clouds: Prevent clouds from moving/changing/rotating over time
  • Fluffy Clouds Only: Prevent the thin/low cloud types from being rendered during cloudy weather, instead only showing the fluffy/soft types
  • Raise the Clouds: Cycle between normal and 2 levels of increased height, so the camera doesn't have to be above them anymore
  • Extend the Sky: Extends the sky below the horizon slightly (prevent seeing the 'void' on higher cameras), or make the sky never-ending (prevent seeing the 'void' ever, at extreme height and even during camera rolls; caveat: sky only uses top-colour, no gradient)
  • Prevent Transparent Water: Nearby water patches will not render with transparency (caveat: can make water look flatter up-close)
  • Transparent Water Styling Changes: Improve the blending in-between and at the boundaries of transparent water patches, optionally also extending the transparent water range (caveat: can make water look flatter up-close, and may not work as well for all weather types)
  • Prevent Flowing-Water Overlay: The 'flowing water' effect/filter normally applied on top of the nearest water patches will not be rendered

Rendering Prevention
  • Hide All Rain Effects: Never show any particles/effects associated with rain, regardless of the weather type
  • Hide Water Sparkles: Prevents 'water sparkles' particle effects from being rendered on nearby water
  • Hide Birds: Prevents birds flying around in the sky
  • Hide Airborne Leaves: Prevents leaves from floating around in the air
  • Hide Horizon Boats: Prevents the display of 2D ships along the horizon

Rendering Behaviour
  • Experimental Culling Fixes: Tries to prevent the culling (choosing not to render) of map-chunks/objects/buildings/etc that should be visible on the screen but the game incorrectly thinks otherwise (eg due to camera rolls confusing it). Caveat: culled areas may now appear, but only as low-quality LOD models, and unfortunately this will also happen to other objects that previously displayed fine. Best only used if absolutely necessary, and compositing/masking the footage with a matching capture made without this feature, to get the best of both

Replay Playback Pausing
  • Pause Particles Too: When replay playback is paused, all particle rendering is paused too - no duplicates created, plus existing ones hold their current state/position

Automatic/Always-On
  • Support for applying custom frame-specific FOV value changes defined within replay files via Replay Manager
  • Allow Tank/Police/Enforcer Missing Doors in Replays: Fixes game-bug that otherwise makes them render as present-but-damaged during replay playback instead
  • Prevents extremely sharp camera angles from causing world background colours to suddenly change to a darker brown covering the entirety
  • Hide 'Blood Droplets on Screen' Effect: Just like Freeplay already did for the slide-down-screen raindrops, now for blood-drops too
  • Prevent Particle Carryover: When starting/ending replay playback, or performing a Breakpoint Jump or Replay Loopback, Freeplay now ensures that no particles from prior to that event still linger inappropriately in the new context/time after the event. (The game already did this, somewhat/sometimes, but not fully/reliably - now it will) (This also significantly reduces the chance of entire particle system breakdown, and provides an easy fix should it occur)
  • Reduce Rain Related Redundancy: Prevents some rain-related particles from doubling-up during replay playback - if rainy during playback the game will render fresh versions of them, but if it was raining when the replay was created the particles will also be recreated from that time, thus double. For the doubles prevented here Freeplay opts for the dynamic/live versions rather than recreated ones (thus also avoiding the game quirk of the replay-recreated screen-layer rainfall effect rendering at the wrong speed compared to the live equivalent)
  • Improved In-World Rainfall Consistency & Tracking: This rainfall effect is now finally able to properly 'keep up' (and thus visibly render in-frame) with a fast moving camera, something the game normally struggled (and often gave up) trying to do. In addition, normally there is some variation in the amount of rain rendered by this effect, sometimes even showing none at all for short periods - now it will be consistent, if you want this rain, you get it

Updated Features
  • Hide All Particles: Now not only prevents the game from creating new ones, it also immediately removes any existing ones
  • Force Replay(-Manager) Camera: Simplification of this feature behind-the-scenes to improve/prevent SAiVC stability issues
  • Extended Vehicle (LOD-0)Model Render Distance: Will now work when running the game with the Widescreen Mod active

With thanks to Darkstar for the Replay Manager related changes and boxXx for the heads-up about the Widescreen mod compatibility issue.

And that should cover it. Hopefully I'll be back soon with an official release, but the changelog will likely be the same as above. If anyone has any questions about these changes, runs into any issues using the pre-release version, or anything else, let me know.

Cheers
100
Aero Reapers Video Releases / Re: Plani - ILUSIONISTA
« Last post by lilj on April 04, 2024, 10:30:44 AM »
You've always been one of my favourite stenters and people overall on this community. Love to see you still doing what you do best.

The opener was smooth as hell and the freeway steering transition mirrored thringy was lovely. The 3rd stunt by the crane gave me instant flashbacks to your SSU opener on Void and sent chills down my spine. One of the most impressive breakouts of that year and overall videos at the time at least for me.

The red bridge grind was really smooth as well and must of been a bitch to land as well as the finisher, the precision on the under the bridge grind as well was really impressive.

For my what stands out is the fact that you are clearly still enjoying stunting, having fun and still coming up with some of the best grinds out there.

Glad to see new stuff from you!  :a-cheer:
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