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Topics - DeathCobra

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GTA Modding / RepCopy - Easier copy and backup of replays [SA+VC]
« on: February 18, 2023, 10:00:05 AM »
- RepCopy -


This is a tool I've created that makes copying and backing up your replays a bit easier. In short, it uses keybinds to automatically backup the replay.rep in your user files, and places the new version in a safe location. The copied replays use Date+Time naming convention, and numerical increments after. This tool cannot overwrite backup replays.

The idea is to help a few annoyances:

Firstly - it means you don't have to tab out, or otherwise go into explorer and start renaming and copying reps, each time you F2. Can be useful for saving attempts without leaving the game.

Secondly - when landing a stunt, you can remain in game, and save multiple rep versions of the stunt with F2. Without ever having to leave the game.

Thirdly - combined with the above, it acts as a safeguard against tab in/out game crashes. VC in particular I've found quite crashy when tabbing in/out of the game. Which ofcourse you're doing if you're renaming replays and such. If your initial replay save of a stunt turns out to be bad, and your game crashes when you come back, you're fucked. With this you can take multiple reps, which adds an extra layer of safety.

Most of you are probably thinking "this sounds basically useless". Which for many, and in many situations, it probably is :) This is more meant as an extra layer of security for landing spots that take many, many hours. But, it can also make saving attempt replays easier, or help those dealing with particularly crashy reps, crashy games, or wanting multiple variations of the same stunt rep.


F2 - Whenever you use this key to save a replay normally, RepCopy will wait a moment for the new replay to exist, then automatically backup the new replay.rep. Pressing F2 locks you out of using other RepCopy functions, for two seconds, to give the game ample time to create the new replay.rep.

F8 - Simply takes a manual backup of the replay.rep, whenever you want.

F9 (Toggle) - Deactivates RepCopy temporarily. This is so you can do things like use F2 for renaming purposes in explorer, without the program taking replay backups whenever you do so. Toggles lock/unlock. After two minutes of being locked, it will automatically reactivate again. This is to help ensure you haven't forgotten it's locked.

Additional Info:

- Backup replays are always placed in <User Files>/RepCopy/. If this directory does not exist when a backup replay is taken, the program will create this directory.

- RepCopy detects running instances of GTA-VC and GTA-SA. The shortcuts are only active when there is a running instance of one of these games.
   - If both games are running, a backup of both reps in each user files is taken (but wtf are you doing you psycho).

- I recommend keeping RepCopy running for any stunting sessions. You can even do things like creating shortcuts/batch files to automatically start it when you load into a GTA. Or launch it on startup.

- The sounds can be disabled via the Windows Volume Mixer. Or turned down.

- It does not interfere, or in any way interact with GTA itself, or the replay system. This is just file copies from within Windows.

- You should probably clear out the /RepCopy/ folder occasionally. It's not meant to be a permanent storage location, and it can fill quite quickly with clutter.

- Use with caution. I recommend still doing your own backups of replays, and in addition backing up reps in multiple locations (other drives, cloud services, etc).

- There's probably bugs. Let me know here if you find any.

Update 1.1:
- Added automatic checking for duplicate game processes. Secondary/background processes seem to cause odd behaviour in the primary game, so you'll want to close any of these duplicates. Warns you if this is detected.

30th April 2023 - Current Release (v1.1):

Windows Only (probably 7 onwards?)


My coding is bad pls no flame.


- It would be nice to detect whether GTA has focus, and only save replays if that is the case.

- It would be nice to speed up the lock/unlock time period. However for now I've been generous with the time window given, as I simply don't know how long the game will take to save a new replay, on old/slow drives.

VC Chat & Support / Normalizing Speedometer values across scripts
« on: July 14, 2022, 04:09:00 PM »
After playing with a bunch of different speedo/stats scripts, it's become pretty annoying trying to describe runup speeds to other people that are likely using a different tool. Some of them calculate and display speed differently, so you can get values in ranges from 0-90, up to 0-320, depending on the script you use. Some are very raw speed values, others convert roughly to kmph or mph, but not particularly intelligently.

However it seems like Dannye did a pretty smart thing with USCM 7b, in which he checks if the game is in Imperial or Metric, and converts speed appropriately.

The initial 'speed' value from the game comes from opcode 02E3, which I guess queries the car handling manager. This returns a float value, that for a PCJ, should be somewhere between 0-90 in normal circumstances.

Code: [Select]
02E3: 2@ = car 4@ speed                                                             // Speed1.  Get current speed in 'map points (~ meters) per second'
This is the same opcode that at least some existing CLEO speedos use, although perhaps not all.

Then check if the game is Metric/Imperial, and convert that handling value appropriately:

Code: [Select]
0013: 2@ *= 3.6                                                                     // Speed2.  Convert to km/h
00D6: if
8424:  not metric
004D: jump_if_false @LABEL_SHOW_STATS_CONTINUE
0017: 2@ /= 1.609                                                                   // Speed2b. Convert to mp/h (if approp)

Finally convert to int for display:

Code: [Select]
0092: 6@ = float_to_integer 2@                                                      // Speed3.  Convert to int
The key thing here is that, providing the speedo you use is using the 02E3 opcode, it's pretty simple to normalize the values for others to reference.

- Convert 02E3 to kmph by multiplying by 3.6. Convert kmph to 02E3 by dividing by 3.6.
- Convert kmph to mph by dividing by 1.609. Convert mph to kmph by multiplying by 1.609.

The simplest way to normalize, I guess, is to just default to using Dannye's car stats via the USCM. But if you're using a CLEO speedo or other, the multipliers above should ensure that we're functionally still talking about the same speed values - even if they're in different units.

(Maybe this is common knowledge idk, just thought it worth posting as a point of reference)

V Chat & Support / Enough of this slow-mo bullshit
« on: November 02, 2013, 02:46:37 PM »
So bored of people whining over stunts done with slow mo. Here's some examples of tricks/methods that have been discovered over the years that have added new dimensions and possibilities to stunting (and as such were surrounded by a lot of controversy):

- RADs. Verrrry controversial. For a year or two this was literally a love/hate thing in the community.
- Taxi boosting
- BSMs
- FBI bumps
- Bicycle jump glitch in SA
- FPS Off. Lol I bet people still argue over this.
- Entirely new GTAs (especially SA). So many people getting butthurt by the new physics.

Despite the fact that most of these could be considered exploits, if we're talking in terms of what Rockstar intended to be possible in the game in the first place, they pretty much all eventually became recognised as legit methods and respected as such. This slow mo business is no different. Allow people to use it to land their stunts if they want. It's blatantly obvious when it is used (for now), so there's no issue of deceit. If you want to be the purest of purist stunters, then fine, don't used it. Just don't get pissed off when other people do.

Computer Talk / VC/SAiVC on OS X
« on: August 10, 2012, 09:47:07 AM »
Is such a thing even possible? I presume that, in some form, VC is now available on Mac. Is it moddable in terms of main.scm/skin stuff? Kinda fancy playing around a bit but don't want the hassle of partitioning my hard drive for Windows.

Aware me GTAS

Music / Tim Hecker - Ravedeath, 1972
« on: February 11, 2011, 01:27:10 PM »
Ok, anyone into their ambient/drone/noise/post-rock/experimental music (fans of Fennesz especially), this is seriously such a good fucking album. Probably in the top 3 ambient releases I've ever heard. Yes it deserves its own thread.

Tim Hecker - Hatred Of Music I


Music / Experimental Techno/Electro
« on: September 02, 2010, 11:43:45 AM »
Anybody else into this stuff. Autechre, Aphex Twin, Leftfield, etc. Need to expand my collection :F

Autechre - Further

That sorta thing.

VC Stunting Challenges / Dem cranes
« on: August 13, 2010, 04:01:22 PM »

I suck too much to land this.

VC Stunting Challenges / Einer grossen bump
« on: March 21, 2010, 08:32:32 PM »
Someone land this. Spot annoys me so cba putting any more effort into it. Might be possible, might not, instinct tells me it is possible though.

do this

Gaming Discussion / Watch this
« on: March 13, 2010, 09:04:23 PM »
Pure awesome Q3 Defrag movie. Even if you aren't a fan of Quake, it's a good watch even for the editing.

Quake 3 DeFRaG - DeFRaG World cup 2008 - trixo

Gaming Discussion / SC2 Beta
« on: February 19, 2010, 05:22:01 AM »
Whos got it?

Computer Talk / Process Killer App
« on: December 02, 2009, 03:43:05 PM »
Basically I need an app which kills a specified process through keybinding. Problem is I often have games freeze, yet everything in the background still runs fine, but I cant get out of the freeze to kill the process, meaning I have to restart. The problem is especially annoying in VC or SA where I have a weird bug which occasionally freezes the game to a black screen when I go into the ESC menu.

In short - I press Ctrl + Shift + End (example), process gta-vc.exe is killed, sending me to desktop.

Does such a thing exist?

Expression Section / Hows my logo yo
« on: September 29, 2008, 10:00:42 AM »

IV Unmodded Videos / Torque IV
« on: May 20, 2008, 03:17:55 PM »
Over the last few days I've been pretty bored, and I decided to play about with IV stunting for a bit and I came up with this little vid. It's a pure bump vid as I couldnt find anything else of interest around the map.

This is the 4th vid in my Torque solo series, ironically. Also kinda weird the release date of IV sat right on the same day I released my first vid 3 years earlier.

Anyway, this is really a very short vid, poorly edited as ever, but it was fun to make I guess.

Filefront Download and Stream

YouTube Stream


TMS Video Releases / [SA] WTF - Leftover Collab
« on: March 29, 2008, 11:10:22 AM »
Yeah its full of shit old stunts. Yeah its edited horribly. But its worth the download an had a laugh making it.

Turtle Dick (ish)
An Souzuk as a guesty thing.

WTF 1024x768 MQ - Filefront

WTF 640x480 Horrible Q - Rapidshit

WTF Streaming - YouShit

Enjoy it if you can.

Computer Talk / WTF
« on: February 08, 2008, 01:03:24 PM »
Can someone plz explain why with this system:

Athlon 64 3500+
1GB DDR400
512MB 8800GT

I get worse fps in SAMP than with a 128MB 6600GT?

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