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Messages - VaNilla

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46
VC Chat & Support / Re: Is there justice in this forum?
« on: January 13, 2023, 06:37:58 AM »
I wouldn't classify save states as modding per se (at least when they're used transparently like in SIASIN), but I do think they should be separated into a different category from normal videos. The simple solution on GTASDB would be to list them into a new "Save States" or "TAS" category, then I guess everyone would be happy :).

UPDATE: I'm writing this a day later just to clarify that I do consider save states to be modding when they're used to fool people, to make them believe that stunts were landed without them. The term "modding" is semantically flawed though, these discussions should really be about whether something is legitimate or illegitimate. Virtual machines technically don't mod the game, they simply allow the VM's state to be saved and reloaded, but nonetheless, they do allow people to cheat by destroying the standard real-time conventions of stunting. That's why I don't enjoy watching save stated stunts, and generally consider them illegitimate - SIASIN is a little different because Jason mentioned he used them in the both the video and the title, making it completely transparent without hiding anything. That's the way speedrunning communities have handled it for decades, I suggest we do the same :jajaja:.

47
Welcome back! "SA, My Way" is still a major inspiration for me after all these years, as are your biggest videos :euro:.

I don't play Session but I thought this was great! Silky edit, the sound FX and mix were just right - I wish stunt videos would try things like this ;D.

48
GTA Modding / Re: Spinning Replay Fix [SA]
« on: January 01, 2023, 03:08:16 PM »
This may be foolish, but I think I might have cracked the code :ninja:. Silent has stated that SA has 14ms of frame delay, which he removes in SilentPatch to lock SA to 30fps with FL on, and unlock the game to an arbitrary frame limit of 1000fps with FL off.

Quote from: SilentPatch
14ms frame delay has been removed. As a result, game now locks properly on 30 FPS instead of 25 FPS.
Game FPS has been limited to 1000 FPS (with Frame Limiter off) to prevent freezing during fadeout moments.

Now based on your reply, SA's source code suggests that SA's replay system captures data every 26ms.

It seems indeed that the game tries to capture a frame for a replay every 26 milliseconds.

I'm guessing (without programming knowledge I don't know for sure) that this line of code supports your conclusion.

Quote from: Replay.cpp
else if (CTimer::GetTimeInMS() - s_FrameRecordCounter > 26)

I have a theory, assuming that everything stated previously is correct. We know that 26ms + 14ms = 40ms (25fps). Maybe this suggests that SA's replay system capturing data at 26ms (which ostensibly equals 38.4615384615fps) actually adds up to 40ms (25fps) when SA's frame delay is considered.

This is further supported by the final piece of the puzzle.

I have experimented before with this changing the value of 26 to other values and I remember that by changing it to 3 ms it would save replays at about 60 fps. However, this does not make much sense.

This makes total sense when considered with my theory. We know that 3ms + 14ms = 17ms (58.8235294118fps). Perhaps this explains why changing SA's code to 3ms captures replays at approximately 60fps (you would need to set SA's code to 2.6666666667ms for it to add up to 16.6666666667ms equaling 60fps exactly). GTA SCIENCE!!!! :ninja: :ninja: :ninja: :ninja:

49
GTA Modding / Re: Spinning Replay Fix [SA]
« on: December 31, 2022, 09:25:28 AM »
That's awesome, dope job ;D. I wish to learn programming every time I see cool things like this.

I have a question based on the replay system's source code, I tried to read it but I could only understand so much as someone with zero programming experience. I was once under the impression that SA captures replay data every 40ms (25fps), but later down the line, I compared live footage to replays, and noticed that playing replays at 30fps is often closer to the actual game speed, particularly with FL off replays. This lead me to believe that SA might actually capture replays at 33.3*ms (30fps), and they're simply being played back too slowly due to SA's frame limiter being 25fps. Now that I've attempted (:ninja:) to read the replay system's source code, I'm questioning my conclusions.

Quote from: Replay.cpp
static uint32& s_FrameRecordCounter = *reinterpret_cast<uint32*>(0x97FB40); // STATICREF
    if (Mode == MODE_PLAYBACK) {
        PlayBackThisFrame();
    } else if (CTimer::GetTimeInMS() - s_FrameRecordCounter > 26) {
        s_FrameRecordCounter = CTimer::GetTimeInMS();
        RecordThisFrame();
    }

I might be understanding this totally wrong, but I'm guessing it means that with FL on, the game captures 25 frames into the replay buffer per second, and with FL off (26fps or above), it switches from calculating time in frames (25fps) to calculating time in milliseconds (40ms), to get the same amount of frames without suffering VC's variable frame rate replay issues, but without programming knowledge I'm probably just making stupid guesses :unsure:. The main reason I'm interested is to try and match SA's replay recordings in future videos to game speed as closely as possible, and it seems like you have insight :euro:.

Speaking of game and replay speed, I have a second question if I may. It's known that SA's FL off replays are usually slower than FL on replays, but I'm not 100% certain why. I'm guessing they're slower either due to interpolation issues when the frame rate rapidly changes, or when the frame rate isn't a multiple of 25fps or 30fps (depending on which most closely resembles the rate of capture), but is that misguided? Your knowledge would be very helpful :happy:.

50
V Videos / Re: Stunts without a Home 3
« on: December 31, 2022, 01:19:13 AM »
This was really cool man! I'll never be a fan of those wallclimb spots, but the bridge grind was great, I liked the exhaust grind to grind variant of your Evolve Christmas TT stunt, the bump to multi truck precision made me laugh (in a good way :ninja:), and the finisher was clever too. Relaxing and smooth editing sealed the deal, good job!

51
VC Un-Modded Stunting Video Releases / Re: UNDERWHELMING
« on: December 29, 2022, 07:45:56 AM »
Good job guys! :)

52
That's got to be one of SA's most varied videos :P. I had to watch at 2x speed but I enjoyed it quite a bit, really liked seeing those dope Hydra stunts too!

53
Modus Operandi Public Section / Re: mo - xmasvid
« on: December 26, 2022, 06:53:01 PM »
Modus Operandi never disappoints. Everyone's stunts were great, but Sorcery's combo was big mode :ninja:. Gryzlek's editing was nice too, smooth canvas. Merry Christmas MO'fuckers, keep it up :cc_detective:.

54
GTA Modding / Re: Replay Longer [VC]
« on: December 20, 2022, 08:31:45 PM »
Simon and Nerve yup, for instance when I landed my SA Magnetron naval base stunt, all 10 replays saved correctly except 1, and I think it was the 3rd or 4th replay - this was while waiting four seconds after saving each replay to make sure they finished writing from memory to disk, so nothing like pressing F3 too quickly as DC mentioned. My PC did have issues with memory corruption (it was why I started swapping my RAM/SSDs prior to disappearing), but I've had the same thing happen on a perfectly functional PC (hence the Memento finisher first landing loss :cheersad:).

I have a feeling that corruption might not just be down to literal corrupt data, but rather that the game fails to open replays that start in certain locations or animation states - this would explain why a replay saved just four seconds later than a corrupt replay can work when the previous does not. I've literally never seen replay corruption happen in IV/V, it seems like both validate that replays have saved correctly before finishing (good thing since both reset the replay buffer after saving to disk if I remember correctly :ninja:).

What DC said about alt tabbing rings true for me as well. I can alt tab as much as I want in SA within reason, but VC crashes much more often when alt tabbing, meaning that while in SA I can consistently save 10 replays, in VC I occasionally get about 5-6 replays saved before the next alt tab crashes the game :D.

This is why I think having a burst fire of multiple replay saves would be useful, you dont want to spend 20+ hours landing a stunt just to lose it to corruption when you could simply save multiple replays spaced out by some delta and completely solve the problem :euro:.

55
GTA Modding / Re: Replay Longer [VC]
« on: December 19, 2022, 01:03:12 PM »
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.

I think I've had it happen in VC too, but with extreme rarity. It happens rarely in SA too, but ever since I lost my original landing of the Memento finisher to corruption, I've been doing this just in case, and I think it's saved me a handful of times since. If I save 10 replays of my landing in SA, usually they're all working, but sometimes 1 replay out of 10 is corrupt, which just goes to show how much risk there is in SA. With the same strategy in VC, I've never seen corruption occur, so it is habitual, but nonetheless a worthy safety measure given how long it can take to land some stunts. The risk seems greater on HDD's too, where some Windows power profiles spin down HDD's after periods of inactivity - this isn't necessary with SSD's, so there's no risk of saving a replay while your HDD isn't spinning.

56
GTA Modding / Re: Replay Longer [VC]
« on: December 18, 2022, 10:07:54 PM »
Great job! I would love to see this in SA, I had a couple of stunts that required two replays in the past :euro:.

I have a feature request too, but I don't know if it's feasible. 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? The steps would look like this; save replay, validate replay, wait something like 100ms (so every replay is slightly different to reduce the potential of corruption), repeat X number of times (X being customisable in an INI file). If possible, this would effectively nullify the risk of replay corruption in the future :jajaja:.

57
VC Stunting Challenges / Re: Hoff's easy challenge game
« on: December 13, 2022, 04:15:13 PM »
Nice setup, it would be cool to see a topic with everyone's various keybinds someday :ninja:.

58
VC Stunting Challenges / Re: Hoff's easy challenge game
« on: December 13, 2022, 03:52:44 PM »
Interesting keybinds, I was confused watching at first :P. Arrow keys for up/down/left/right, W for lean forwards, D for lean backwards?

59
VC Un-Modded Stunting Video Releases / Re: oldFISH
« on: December 08, 2022, 12:41:48 PM »
Stunts. Big.

:Disgusted: :Disgusted: :Disgusted: :Disgusted:

60
VC Modded Stunting Videos / Re: [TAS] THE SIASIN VIDEO.
« on: December 06, 2022, 08:43:57 AM »
I have never felt so conflicted watching a stunt video :P.

Firstly I would say this is the way TAS videos should be made; complete transparency and no bullshit. It was genuinely interesting seeing some of these spots, knowing that nothing was being hidden. With that said, I just find it impossible to enjoy this method of stunting - it feels genuinely demotivating, I don't know if anyone shares my feelings about that. I actually got close to landing something here in the past (probably this video's easiest VC map spot don't worry LUL), feels kind of sad to see it like this :cheersad:.

I personally won't be stunting in VC/SA without Shadowplay recordings going forward, I think anyone who lands stunts in the realm of this craziness will arouse suspicion without them which is a real shame - however I guess that's the single positive thing about this, because we might actually see more transparency in the future as a result :happy:.

I did enjoy the editing so I have to give you props for that, was the whole purpose of this video a diss :lol:? I particularly liked the use of 3D interludes, it made the presentation very involving.

These are just my thoughts, ultimately as long as save-state videos clearly say that they're TAS based, I guess we have to let them pass, despite the way many of us feel about them :jajaja:.


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