GTAStunting
GTA Series => GTA Modding => Topic started by: Dannye on August 08, 2008, 06:36:15 PM
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Freeplay, By Dannye:
The main purpose of this tool is to complement the USCM: rather than aiding the stunters of stunt videos, it has been made to aid the editors of stunt videos. This is done through providing the user with a greater level of freedom, flexibility and customisation when it comes to viewing replays. Enjoy!
Supported Games:
It is unlikely that Freeplay will work on any patched/Steam/etc versions of these games - I can only confirm support for the original v1.0 of each game. Map-mods for these games should be supported, but the only ones I have tested and confirmed are the Liberty City and SAiVC mods for VC.
Features Include:
- Prevent an idle mouse from reverting you out of Free Camera back to Cinematic Camera
- Switching between different Camera Modes/Angles on-demand (Unique Cameras, Cinematic Camera, Free Camera and Replay Camera)
- Extending and/or Customising the limits on various camera properties and movement options
- Changing the camera Zoom/Height levels with the keyboard
- Prevent Cameras from cutting when obstructions pass between it and the player
- Block, Simulate and/or Replicate Mouse movements
- Weather/Time of day customising (and speed-up, for the latter)
- Controlling the Cinematic Camera: force change, force hold, initiate at custom position, use while on-foot
- Preventing vehicle damage, changing vehicle colours, and toggling headlights/sirens and hydra components
- Freezing the camera position, replay-playback processing, and/or the entire game processing (the latter two able to be done manually, or automatically via Breakpoints)
- Jump between defined sections (start, or via Breakpoints) of a replay during playback
- Saving and loading camera positions/offsets for each camera type (multiple save-slots for each)
- Moving a Frozen and/or Cinematic Camera
- Disabling the camera shake effect from Tank firing
- Locking the camera to your current vehicle and/or any vehicle present in the replay
- Hiding player-held weapons, peds, vehicles, shadows, particle effects, and/or pickups (and more)
- Playing a replay in Fast-Forward or Slow-Motion
- Customise FOV (field of view)
- Having some settings be 'remembered' across game instances and/or saved & restored from backup files
- Customisations to pick your prefered default of enabled/disabled for certain features, and prevent certain keys from being used by Freeplay
- And more...
Note some features may be restricted/differ between the VC and SA versions of Freeplay.
Alternate Releases:
Alternate versions of some of the Base Freeplay releases have been kindly provided by MtS, adding additional functionality and control via the inclusion of a GUI. The GUI provides Sliders for adjusting the 'Speed' (https://www.gtastunting.net/index.php?topic=38567.msg1370351#msg1370351) for the Camera-Movement and FOV-Adjustment features, allowing for precise/specific values to be chosen. Prior to VC v6, the GUI Releases were also the only way to get access to the Cusom FOV functionality (https://www.gtastunting.net/index.php?topic=38567.msg1371563#msg1371563).
Other Information:
- All the features are described in much more detail in the included Documentation file, as are installation/usage instructions, background information, compatibility information, FAQs and helpful hints. So be sure to check this out if you have any questions.
- The program is nowhere near perfect, there's lots of stuff I still wanna add/change/fix.
- If you still have any questions, feel free to ask.
Downloads: (source code included)
- VC Freeplay v7.1 (September 2023): Download (https://www.moddb.com/mods/freeplay-for-vice-city/downloads/freeplay-vc-v71) - Changelog (https://www.gtastunting.net/index.php?topic=38567.msg1377186#msg1377186)
- SA Freeplay v3 (Nov 2020): Download (https://www.moddb.com/mods/freeplay-for-san-andreas/downloads/sa-freeplay-v3-with-source) - Changelog (https://www.gtastunting.net/index.php?topic=38567.msg1370428#msg1370428)
- v3 GUI Edition, by MtS (Nov 2020): Download (https://www.dropbox.com/s/30y2onfuvvuqvo5/Freeplay%20SA.rar?dl=0) - Changelog (https://www.gtastunting.net/index.php?topic=38567.msg1370351#msg1370351)
Acknowledgements:
- With thanks to Darkstar and MtS for their contributions, and further valuable support and feedback from: Darkstar, MtS, the participants of the stunt video Lagoon, Tackleberry, Nitzkit, Fox, and everyone who has provided their comments here on the forums. Thanks all!
Happy recording!
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Updates:
- 5th September 2023: VC v7.1 (https://www.gtastunting.net/index.php?topic=38567.msg1377186#msg1377186)
- 5th March 2023: VC v7 final (https://www.gtastunting.net/index.php?topic=38567.msg1376490#msg1376490)
- 2nd September 2022: VC v7 beta 2 (https://www.gtastunting.net/index.php?topic=38567.msg1375598#msg1375598)
- 2nd March 2022: VC v7 beta 1 (https://www.gtastunting.net/index.php?topic=38567.msg1374716#msg1374716)
- 22nd May 2021: VC v6 (https://www.gtastunting.net/index.php?topic=38567.msg1372749#msg1372749)
- 9th February 2021: VC v5 GUI Edition by MtS (https://www.gtastunting.net/index.php?topic=38567.msg1371563#msg1371563)
- 11th January 2021: VC v5 (https://www.gtastunting.net/index.php?topic=38567.msg1371051#msg1371051)
- 22nd November 2020: SA v3 (https://www.gtastunting.net/index.php?topic=38567.msg1370428#msg1370428)
- 10th February 2013: VC v4.1 (http://www.gtastunting.net/index.php?topic=38567.msg1252506#msg1252506)
- 14th January 2013: VC v4.0a (http://www.gtastunting.net/index.php?topic=38567.msg1246370#msg1246370)
- 26th December 2012: VC v3.2 (http://www.gtastunting.net/index.php?topic=38567.msg1241145#msg1241145)
- 11th October 2011: VC v3.1 (http://www.gtastunting.net/index.php?topic=38567.msg1137269#msg1137269)
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wow
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2ndwoodling
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nice, will try right now
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I you Dannye
Edit: I downloaded it, opened VC, alt-tabbed out and then ran the exe. But the commands don't seem to work?
What should i try to do?
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Superpro, Dannye. I'll dl and check it out later.
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SHIT YEAH
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Well, no V 1.1?
That includes the original and the patched?
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While I don't have anything to edit at the moment, I gotta test this on some old favourite replays Some pretty awesome features you got in this, probably gonna be one of the mods that has helped me the most (second only to your main.scm I guess )
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im going to test this out :>
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@Vic: Well, you will only notice the effect of some of the functions in certain situations. Are you sure none of them are working? Is your VC patched (if so, that would be the problem)?
@Susp3ct: It should work with the original version, it probably wont work with the patch (but the next update I make will change that).
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gonnay try it out
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Hope it will work with Vista, downloading
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fuck yeah im gonna record all my old reps an d make a vid out of em to test this out. thanks very much dannye, this is the 2nd only to ur main.scm.
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So, Mythic?
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how to the setup?
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OMG Awesome.
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oh kool, now people won't be bugging me for it. thanks
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ive got the same problem as vic, im sure i saw a file that rolled back your vc to 1.0, anyone got a link?
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Holy crap, love some of those functions. Editing will be so much better now. When I get my new PC I'll download this, and try to edit something myself. Thanks Dannye! You're an inspiration
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well i opened my VC,and then opened the freeplay,went into VC next,but the camera angle got stucked
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Just one advice, when recording stunts for the main, just use the "no cin. cam" tool (you dont need to keep moving your mouse), and the one you can go around the player 360°. If you try out all the features like i did you will go crazy and delete all the clips and start again
Fto, I think you have to press V or X, to disable the fixed camera.
Great tool Dannye, I love you
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Wow! Great work man! oO
Awesome... I like it...
For Dannye:
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oh yea great work Dannye Dannye for most helped dude of 2008
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I'll download soon.
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Dangit, getting Mod Creator of the Year is impossible with Dannye and Nitz around.
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This is better than I expected I love it man. I was experimenting with most aspects of it and it's really cool to use. Love the misc ones, I kept making the cars huge and getting in them Then doing those funky cam angles, really fun. Puts a great swing on the normal rep recording, which imo can only benifit editors, more scope and more angles to the way vids can be edited.
Great job Dannye!
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Thanks guys, glad ya like it.
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Thanks Dannye!
Its not working for me
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That's actually the thing I was talking with FoX and Gunner about.
Thanks!
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oh kool, now people won't be bugging me for it. thanks
STOP FUCKING BUGGING HIM FOR FREEPLAY BECAUSE IT'S RELEASED NOW
STOP FUCKING BUGGING HIM FOR FREEPLAY BECAUSE IT'S RELEASED NOW
STOP FUCKING BUGGING HIM FOR FREEPLAY BECAUSE IT'S RELEASED NOW
STOP FUCKING BUGGING HIM FOR FREEPLAY BECAUSE IT'S RELEASED NOW
STOP FUCKING BUGGING HIM FOR FREEPLAY BECAUSE IT'S RELEASED NOW
STOP FUCKING BUGGING HIM FOR FREEPLAY BECAUSE IT'S RELEASED NOW
STOP FUCKING BUGGING HIM FOR FREEPLAY BECAUSE IT'S RELEASED NOW
STOP FUCKING BUGGING HIM FOR FREEPLAY BECAUSE IT'S RELEASED NOW
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Awesome Dannye, I'm pretty sure you'll win the award of The Mod Creator Of '08 because this thing is just fantastic, now recording replays will be a lot more fun. Downloading, will test soon.
Thanks a lot Dannye, you're the best!
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Great to see it in the public! It's a fantastic tool folks, be sure to give it a go and explore it's possibilities.
And hell yeah Killerstunter, the day Dannye opened up about this, I knew he would win that award.
Thanks once again for this magnificent tool Dannye, it's surely taking the stunting videos to a new level.
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And Dannye will win the most helpful member of the year too, he always does something for us so stunting and editing would be more fun and comfortable, I know I'll be voting for him for both categories.
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None of the people actually told the results of the test, so I'll do it myself.
The thing has lots of bugs and it feels complicated when it comes to adjusting cams. The zooming, freezing and weather changing works perfectly tho.
I've got the problems moving the Free Cam, maybe I got it wrong, but should it me moving wherever I want, right? Because it doesn't. And it feels complicated looking throw the manual to find things you need and then see how they doesn't work.
Anyway, maybe I have got it wrong because I was using it only for 15 mins.
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Sounds great and I will try this out later. Some sweet functions.
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None of the people actually told the results of the test, so I'll do it myself.
The thing has lots of bugs and it feels complicated when it comes to adjusting cams. The zooming, freezing and weather changing works perfectly tho.
I've got the problems moving the Free Cam, maybe I got it wrong, but should it me moving wherever I want, right? Because it doesn't. And it feels complicated looking throw the manual to find things you need and then see how they doesn't work.
Anyway, maybe I have got it wrong because I was using it only for 15 mins.
complicated? man when i had the beta is was perfectly simple. b + v gets rid of all barriers, and that's pretty much all I needed.
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There wasn't any combinations like "b + v".
Also, pressing 'b' and then 'v' gave me nothing but long zoom.
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When you view a replay normally, you can only move the cam around the vehicle/player in question. It's the same with the 'Free Cam' feature, you can zoom it out indefinitely for example, but it can only revolve around the vehicle/player.
....if that even was your dilemma.
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That means "Free cam" = "Zoom out as far as you want".
Because pressing '=' gave some wierd cam look which I could control with a mouse but it was horrible.
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It may be a little tricky to some folks but you'll get used to it, just view the manual over and over again to memorize all of the combinations. Also remember to check that you have the toggles for some features enabled.
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The weather is my favourite thing on this, can add so much to a video. I would be happy though if this was just a mod to get rid of that dam "jiffy time" . I was really surprised at how easy this was to use, thought it would be way more complicated. Great work Dannye
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Awesome mod dannye !
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oh yes!
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KIDwild, really think you need all of those pictures in your signature?
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Freeplay, By Dannye:
Games Freeplay Has Been Made For:- Vice City
- And all VC map mods, such as Liberty City
Features Include:- Changing the amount of idle mouse time before unique camera kicks in
- Switching between unique camera preset in-car views
- Freezing the game world
- Turning trails off and on
- Removing distance limits on the zoom function
- Changing the time-of-day during a replay
- Changing the weather of a replay[/b]
- Holding a certain cinematic view for an arbitrary length of time
- Forcing a change of cinematic view on your own terms
- Turning vehicle and/or player visibility on and off
- Disabling/Enabling the camera shaking
- Freezing the camera position during a replay
- Freezing a replay but still having the ability to move the camera around the frozen player
- Removing 'Free Cam' rotation/tilt limits
- Changing the colour of your vehicle
- Toggling your vehicle headlights on/off
- Toggling your vehicle (if emergency vehicle) sirens on/off
- And even a couple other random silly functions
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I really can't say more, it tells everything i think
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great..it works fucking well for me and the functions were all useful and cool
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Hu, mad(hacker) gets all the ladies again, that was obvious
Did you think about looking at the FoxHack source for some ingame menu? Might be usefull to you (even if its limited in many ways). If you need anything else just contact me
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Thanks Dannye , now do one for SA ;D
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@Thefty: Sorry if it was confusing. In the readme I was using the term "Free Camera" to refer to the first of the two standard replay camera modes - the one where you can move/rotate the camera around the player in replays (the other mode being the "Unique Camera" -where the game picks certain angles for you - which is usually enabled if you don't move the mouse for a while). The only reason I made sure to make note of them in the readme was because certain functions relate only to one of those two main camera modes (for example, the zoom-de-limiter function is only relevant to the "Free Camera", because that's the one where you can actually do zooming in the first place, unlike Unique Camera).
I know it may be a bit confusing to begin with guys, sorry about that. The readme actually went through many re-writes to get to the stage its at now - trust me when I say it could have been more confusing . As has already been mentioned, a good start is just pick a few simple yet effective ones that you always wanna turn on before recording (ie. Max Jiffy + Zoom Limits + Rotation Limits).
@Fox: Cheers, I may take you up on that at some stage (once I get stuck on certain ideas I have and can't figure out how to do them, or if they are even possible).
EDIT:
If anyone is having any problems getting a feature to work for them, and/or you think there is a problem/bug with one of the features, feel free to let me know here. Chances are, if its the latter I already know about it (and its something I'll already have written down on my list of future plans), but perhaps I didn't already know about it, so now I will. Or perhaps its the prior, and I can help better explain how something works for ya if you are having trouble (maybe even create a FAQ out of them, if they are common queries, to help other users too).
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i'm deleting the version that leaked LOL gonna use this one now
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I know Dannye gave it to a bunch of people who just simply asked for it, not suprised that there's jerks who automaticly spreaded it around without asking Dannye for permission.
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Works pretty nice so far, trying to change the color of my pcj crashed the game though (not really a big problem). Only thing that got me a bit bummed was when you freeze the camera ingame, then start the replay so you have the camera frozen in the spot you want to record from, the front wheel of the bike becomes invisible Might just be when the bike starts really far away though.
Other than that I have to say I'm very impressed by it. Fun to play around with and I got to bed at like 7 in the morning because of it
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I cant get mine to work, I do have 1.1 though. Anyone have a 1.o exe for meh? cant seem to find one.. I really really wanna try this, but it just doesent seem to work for me. Any ideas?
EDIT: GOT IT!!!!!!!!!!! okay a note to all Vista users out there, if you have the 1.1 VC exe and Vista, go to the freeplay.exe and right click, go to properties, set in compatibility mode for XP and run as Administrator. Thats what fixed it for me, works like a charm now. Thanks for releasing this Dannye, Its gunna make recording so much more user friendly and artistic
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Dannye
Just tried it out, works great man. Some really good features in there, very easy to use. One thing to note though. I was messing around with the unlimited zoom, and the unlimited rotation, and when i exited the replay, the in game cam was kinda wrong, it went too close. Know what I mean?
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Testin now
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Zomfgzor!!! Awesome!!
Are you gonna make one for SA soon too?
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Dannye
Just tried it out, works great man. Some really good features in there, very easy to use. One thing to note though. I was messing around with the unlimited zoom, and the unlimited rotation, and when i exited the replay, the in game cam was kinda wrong, it went too close. Know what I mean?
Don't stunt with Freeplay on, it keeps changing your game camera, I noticed this as well.
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YAY ! Dling this
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Good job dannye,thanks.
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i've only read the 1st 2 lines but... have my babies....
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Will there ever be a SA version, My god?
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Update:
I think I have found a way to, in replays, make the camera stay locked to a vehicle after you get off it - meaning for ditching stunts (for example) you can have the camera continue to follow the path of the vehicle (which, in those stunts, is the important part, rather than what happens to the player). In fact I actually first thought of the idea when watching the ditching video, Crackshot.
Unfortunately, as with alot of my features, it looks like its not gonna be perfect (it'll probably only work if using one of the unique camera views, ie. you wont be able to use the Freecam [the one where you move cam with mouse] while doing it), but nevertheless, its better than nothing perhaps (?). Anyway, still gotta code it, but pretty sure I have figured out how to go about that.
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Amazing job dannye im glad someone with your knowledge of coding is a stunter and can do these things for us .
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This mod is a great tool for this community and something that should be shared as broadly as possible with other GTA sites and video game video sites as well. Whilst I personally will have little use for this (unfortunately) I thank you for providing the tools that will let me enjoy a greater level of interesting editing in VC videos
And if you ever want to try for SA, go right for it ()
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Dannye, I've got a question. I've been reading the instructions, I switch the game and switch Freeplay on, the colors kinda go wrong(like they're not filled, it's like when you see something very far, you don't see it very well and seems like a messed up color) and it stays in a weird angle, is that supposed to happen? Reading the instructions again, sorry if I missed something.
Edit: Never mind, fixed it. Thanks for the great tool Dannye!
Edit2: I think it was because I deleted vcset recently, I put it back in it's place and everything works.
Good luck with the adding new features and stuff Dannye, although we're not rushing you because we have this now, take your time with this.
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Glad ya fixed it mate, because I had no idea what to suggest.
Cheers for the support guys.
EDIT:
Finished doing the Vehicle Camera Lock function, and it works as expected.
Check it out in the next version I release.
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Dannye!you are cool! i real like it! GJ
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hey dannye do you think you could post this n your scm's over at Gta4mods? i wana try and build up the amount of mods we have on the site
>Gta4mods forums< (http://gta4mods.com/forum/index.php)
and you can host them on the main page too if you'd like alternative links
>Gta4mods main page< (http://www.gta4mods.com/)
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That's damn sweet shit Dannye
WE LOVE YOU DANNYE!!!!!!!!!
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Okay, I couldn't help myself, I started work on a SA version. It'll probably take a while though.
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Oh my sweet Jesus DANNYE!!! That's awesome man , good luck with it , It'll be the most awesome thing ever Can i betatest?
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WOW!!! Man, this tool is so helpfully, i love ya . Great.
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Okay, I couldn't help myself, I started work on a SA version. It'll probably take a while though.
Oh Hai.
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VC Progress:
I have improved the freeze camera function (still not perfect, but much closer). Previously it was flawed if you tried to freeze it while in one of the Unique Camera mode presets - now it'll work fine in that scenario too. I also added a sweet new function relating to frozen cameras (big thanks to Tack for the idea).
SA Progress:
Not heaps so far, because not long after starting I went back to do more VC stuff (as mentioned above). But still, got one of the easy functions done, and (more importantly) one of the harder functions done, Freeze Camera.
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You could go talk to gunner, he already made a freeze and reverse mod for replays
e// add a function putting a lady on the backseat
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Can't wait to see some epic videos because of this tool.
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when i start freeplay when i alt-tapped out of VC or LC and then press.. F3 .. the camera is stucked on a point under water or just at the end of the .rep .. i wanted to record a p2b i have just done with freeplay.. but the replay starts at the end .. gets stuck.. and the player and bike are invisible.. tried all the button like unfreeze camera but nothing works
someone has got a solution because i want to try this out
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dont really get what you mean, but if you press crouch the camera freeze like camhack can. maybe its because of that
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bazrun !!! it was the C button lol and the x at the same time i got it working and i love it..only what u can do with zoom? dont understand that..
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If you didn't already know, as part of the game to begin with, you can zoom the camera in/out in reps by holding both mouse buttons and dragging the mouse up/down. However the distance you can zoom in/out is limited by the game, so this is where the 'Remove Zoom Limits' feature of Freeplay comes in - it removes the limits so you can zoom in/out as much as you want.
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very useful with tanks since they cover like 60% of the screen
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Dannye you absolutely rock! XD
I used Freeplay for my latest edit [Not Alone] and its pawn ass
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Can you make this for SA?
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Read the thread.
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I was right, 97FAD4h is the current zoom:
(http://img222.imageshack.us/img222/8499/zoommp1.jpg)
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Cheers mate, thanks for all the advice, I'll have a go at the method from that pm and let ya know how it goes.
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Awesome
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Awesome hell yeah
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Why are you so smart Dannye?
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Figured I'd post a new version of VC Freeplay, seeing as I have fixed a few things since the first release, and added a couple more functions. First post has been updated with download links for v2, and the list of features in the first post has been updated as well.
The specific changes in this latest release are as follows:- Fixed function clash on "," button (previously defined both to the Trails function and to the Colour Picking function. Now the Trails function has been changed to the "`" key.
- Added "Camera Vehicle Lock" function, bound to "/" key.
- Added "Save/Load Frozen Camera" function, bound to "8" & "9" respectively.
- Fixed "Freeze Cam" so it now also works fine in Unique Camera modes (previously only worked properly in Free Cam mode)
- Improved 'Hold Cinematic View' function - now works perfectly in all situations.
- Simplified some of the readme.
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nice job
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Good job.
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Nothing happends for me :S i start VC, alt + tab start the .exe and nothing happends when i do any cmd
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The specific changes in this latest release are as follows:- ...Now the Trails function has been changed to the "`" key.
- Added "Camera Vehicle Lock" function, bound to "/" key...
The problem with this is that we who don't have English keyboard layouts have a hard time finding our corresponding key. :/
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Hmmm, crap, I didn't think of that.
Are letters and numbers fine, and its just some of the symbols that can be problems?
I haven't made use of any of the command (probably not the right word) keys, such as tab, shift, control, alt, enter, home, end, page up, ... etc - would it be easier if I remapped some of the problematic ones to more obvious keys like these?
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Hi, i need it for SA... Do you make it for SA? Pls..
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wow, thanks Dannye
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I just tried it (I am sooo late)
But this really pwns!!
Now go make this for SA
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Hi, i love this but can I ask you a question?
How can i zoom in and out ?
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Hold down both mouse buttons and drag the mouse up/down.
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My player just dissapiers after 1 or 2 secs :S :S
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That often happens while zooming when viewing an (unsaved) rep via F1 - it shouldn't happen when viewing a (saved [via F2]) rep via F3. If the latter is the case, then I got no idea why its happening, if its the prior, then I suggest first saving the reps with F2 (being sure to rename/backup any previous 'replay.rep' file so its not overwritten) then watching them back later using F3.
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How's the SA version going? You were working on that right? (Otherwise I must have been dreaming or something )
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Yeah, haven't done much as of late - just haven't been interested in working on it to be honest (probably in part due to my lack of interest in stunting in general at the moment). Features that I've converted so far include: the idle-mouse-time (before switching to unique cam's) min/max'er, removing the zoom limits, removing the tilt/rotation limits, weather changing, time changing, freezing everything (not to be mistaken for the much cooler function of freezing everything but the camera), invisible bike & player (albeit both are far from perfect at the moment), and the freeze-camera function (which probably works better than it did in the VC version - same concept, obviously, just has less bugs/issues).
EDIT: Thanks for asking, I probably wouldn't have gotten around to making a progress-post such as this (at least any time soon) otherwise, and there's probably guys who appreciate the info.
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Had some nice bits of progress over the last while, on both versions of the mod, here's some info:
- [VC] Controls to move the position of a frozen camera along Z/Y/Z axis. [Thanks to Nitz for inspiration!]
- [VC] Manual zoom control - zoom with the touch of a keyboard button - no more risk of accidentally moving the camera while dragging with your mouse. Obviously you don't have as much control over the speed of zooming than you do with the mouse, but I've got a 2 zoom mode speeds: normal and slow, at the moment.
- [SA] The ability to toggle up/down a plane's exhaust pipes and landing gear (the latter of which, seems to also act to enable/disable the cool blue-ish exhaust FX).
Cheers
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Coudl someone please re upload as both links are dea
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http://www.mediafire.com/download.php?oyscxezkyox (http://www.mediafire.com/download.php?oyscxezkyox)
If you need any other tools have a browse through http://www.mediafire.com/?sharekey=dc33a74a6155e87a9bf8d6369220dcabcf7723a30cddc966ce018c8114394287 (http://www.mediafire.com/?sharekey=dc33a74a6155e87a9bf8d6369220dcabcf7723a30cddc966ce018c8114394287). It has lots of them (USCM, Fraps, TXD Editors, etc!)
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sweet cheers mate
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could i get a working link to the newest SA freeplay please?
Edit: nevermind i got it ;)
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could i get a working link to the newest SA freeplay please?
Edit: nevermind i got it ;)
where did u get it from?
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http://rapidshare.com/files/307632990/SA_Freeplay.rar.html (http://rapidshare.com/files/307632990/SA_Freeplay.rar.html)
http://www.megaupload.com/?d=DQEEWYMI (http://www.megaupload.com/?d=DQEEWYMI)
http://www.mediafire.com/?ydnjww5mqmh (http://www.mediafire.com/?ydnjww5mqmh)
http://www.zshare.net/download/6852657305b94bd3/ (http://www.zshare.net/download/6852657305b94bd3/)
http://www.badongo.com/file/18404947 (http://www.badongo.com/file/18404947)
http://depositfiles.com/en/files/r7s5uenvk (http://depositfiles.com/en/files/r7s5uenvk)
http://hotfile.com/dl/17680288/3a392c9/SA_Freeplay.rar.html (http://hotfile.com/dl/17680288/3a392c9/SA_Freeplay.rar.html)
http://www.2shared.com/file/9196241/4db8b500/SA_Freeplay.html (http://www.2shared.com/file/9196241/4db8b500/SA_Freeplay.html)
New links if someone need. There is great site (Multiupload.com) on which you can upload file and this site will upload this file on 8 other hostings :D
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Links are broken :(
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No, the 2shared one works.
I'd like to see some documentations though, since all I get is a simple console application. Not knowing what features it has and how to activate them is kinda useless. I'm talking about the SA version. Is it even public? Since I don't see anything in the first post.
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Dannye, is it possible to see the tilt of the dumper with freeplay? as you already did it with packer, it would be useful for a lot of people (me especially ^^).
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No, the 2shared one works.
I'd like to see some documentations though, since all I get is a simple console application. Not knowing what features it has and how to activate them is kinda useless. I'm talking about the SA version. Is it even public? Since I don't see anything in the first post.
I don't know what version you have - all the proper releases contain an extensive readme file which explains everything. I suppose it is possible that someone's re-uploads don't have this file.
Sorry about possible dead/missing links and such in the first post. Throughout the forum issues I tried to keep track and have new ones in the first post, but as the issues kept continuing (and I started caring less, heh) I eventually stopped keeping track. I did reupload them to FF a while back (when I was keeping track), here:
http://www.filefront.com/user/dannye36 (http://www.filefront.com/user/dannye36)
Has latest versions (I think) of both the Freeplay's, and the three main SCMs.
EDIT:
Can't be bothered at the moment to properly fix the first post, but I put a temp fix up which ought'a do the job.
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Yeah, thanks man.
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It's terrible when aussies are in power... we're too lazy to do anything..
When i can be arsed I'll have a look at messing with your 1st post lol.
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You don't have a version to non-numpad users?
I'm in a laptop so I think I got owned :(
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This is better than the ordinary Dannye's main, but i won't use the Freeplay! :mellow:
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Can I get confirmation from anyone else using Windows 7 64bit that this does not work?
Doesn't seem to be working for me on my new compy (that said, I didn't spend much time checking it worked or not, because I had the more important issue of the mouse not working [consistently] - stupid VC and its random mouse problems).
Cheers.
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Running Win7 x64 and some of the functions are working fine. Basic weather/time/zoom-limit-removers working fine, but working with Insert/Delete/PageDn-Up keeps crashing the game pretty often.
Freeplay V3 by the way. But still a step to the better direction when compared to VC's limited replay function.
Thanks for this, hope you'll solve the problems with Win7. :)
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Dannye, is it possible to see the tilt of the dumper with freeplay? as you already did it with packer, it would be useful for a lot of people (me especially ^^).
No ?
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Can I get confirmation from anyone else using Windows 7 64bit that this does not work?
Doesn't seem to be working for me on my new compy (that said, I didn't spend much time checking it worked or not, because I had the more important issue of the mouse not working [consistently] - stupid VC and its random mouse problems).
Cheers.
i have that always lol btw it works fine for me at win7 64bit
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This has never worked properly for me...not on XP and not on Windows 7, probably has something to do with my version of SAiVC (game freezes when I try to use one of the functions)
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This has never worked properly for me...not on XP and not on Windows 7, probably has something to do with my version of SAiVC (game freezes when I try to use one of the functions)
which version are you using sir? I use the one of cdarmy...
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Freeplay is working fine for me now in Win7 64bit - just had to set it to run as administrator. All functions seem to work too - no crashes or anything (although I only quickly tested it).
Mouse problems are gone now too after setting compatability on the game's exe to Windows 98/ME. Sure, it does mean that the user files are stored in a slightly stupider location (users/public/public documents), but I don't mind, just chucked a shortcut to it in the proper windows saved games folder.
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Freeplay is working fine for me now in Win7 64bit - just had to set it to run as administrator. All functions seem to work too - no crashes or anything (although I only quickly tested it).
Mouse problems are gone now too after setting compatability on the game's exe to Windows 98/ME. Sure, it does mean that the user files are stored in a slightly stupider location (users/public/public documents), but I don't mind, just chucked a shortcut to it in the proper windows saved games folder.
I Have it still...any solutions?
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Sorry man I got no idea.
Did get Freeplay to crash though, 'twas while using the 'no camera shake' function. No suprises really, I was never really sure about that one, don't think the way I found to do it was a very good way. No matter, not a commonly used function anyways.
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This is going to sound like a stupid request but.. anyway of getting freeplay to freeze replays automatically when you watch them so you have time to set stuff up without worrying about freezing yourself? also maybe a better looking interface? I haven't really used freeplay but I've tried once and it looked like a dos command prompt which looks hella intimidating :P
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Not stupid at all - I often do that myself (freeze the rep immediately after starting it) when recording too, especially on shorter reps when there really is no time. Not sure about making it happen by default though, may freak some people out (also could be kind of awkward to code).
However I can't see updates of any kind happening any time soon anyways. Sorry, I just don't have as much time.
You are right about the boring look of the command prompt, alas I am just best in c++ where GUIs are just a major hassle (unlike, say, VB).
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Well if you decide you want to work on a better face then let me know and I'll get you in touch with some guys that can help make it easier for you, I don't have direct contact with many of them but once they see what you can do then they'll want to get to know you :P and thus help you.
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The simplicity of the tool is a good thing, as you have said in the readme file. Don't change that, I think people would like to keep it simple.
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What I'm suggesting is making it a little more simple. The way it is now I don't really like it but if it was to immediately pause the replay to give us time to think and the interface was a little more user friendly, it would no doubt make stuff easier too :P
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Well I got both at school C++ and VB, I know how to make interfaces in VB but I got no clue how to make interfaces for programs in other languages :cheersad:
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What I'm suggesting is making it a little more simple. The way it is now I don't really like it but if it was to immediately pause the replay to give us time to think and the interface was a little more user friendly, it would no doubt make stuff easier too :P
It's interface is plain because you should know what commands u want to use. Write them down,
and might I suggest you actually use this tool more than 15 minutes. Before you go asking for improvements. Give half the time and effort Dannye put into this and anyone can make it work.
Don't be intimidated.
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Dannye could you make the sa version working with the DEVIANCE crack?
Would be awesome.
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I can't open the link and i really need it :O
the page doesn't open
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I can't open the link and i really need it :O
the page doesn't open
http://www.multiupload.com/3KN7Y4RYCR (http://www.multiupload.com/3KN7Y4RYCR)
uploaded it for you :euro:
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Can someone please help me? I click the .exe but all it does is bring me to the cmd prompt. Or is that what its supposed to do? Nvm. Im stupid and cant read. :P
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wow.everything works fine and u need help.thats cool
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So i have this problem. I didn't bother reading the topic but im sure other people had it too.
It doesn't seem to be working on my saivc. I use cdarmys version. It doesn't work at all. It's not like some function or some, its the whole freeplay. I tried v3 btw. So is it even possible to use it in saivc and if so then how? Or am i supposed to put these files in saivc folder?
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bump :euro:
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I have no idea about what's wrong.. but do you have Vista?
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XP that is.
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well.. atleast when i open my VC/LC or SAiVC as an administrator, then my freeplay doesn't work.. it's weird.. but don't know what's the problem then :unsure:
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It doesn't seem to be working on my saivc. I use cdarmys version. It doesn't work at all. It's not like some function or some, its the whole freeplay. I tried v3 btw. So is it even possible to use it in saivc and if so then how? Or am i supposed to put these files in saivc folder?
Bumping this up again cause I find this seriously annoying when editing.. I cannot use this is SAiVC and I have no clue why I cant :cheersad:
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Hi bumping it again :euro: Im wondering is there freeplay for v1.1? Cause i guess thats the reason why its not working for me. Tho it also isnt working on cdarmys saivc and allbeasts lc. :unsure:
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It works on all's LC, but you are right about CD's SAiVC
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then i wonder what am i doing wrong? I put the file into gta folder (i also tried not puting it there). I open vc first then freeplay. I also tried opening freeplay first. Nothing. Doesn't work :/
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Its certainly possible that significant changes to the exe, for example the v1.1 patch, possibly some versions of SAiVC, etc, would cause it not to work as expected, because some/all of the memory offsets will be different.
There is a way to make it work for v1.1, but it requires a bit more development that I am unable to do at the moment. Regarding SAiVC, it seems there are a bunch of different versions floating around, with varying amounts of extra crap (other than the basic map-mod) attatched/removed, so that's why it may work on some but not others.
For now, if you can go back to v1.0 then give that a shot, if you are having trouble with a map mod (LC/SAiVC), see if you can get somebody who does have it working for the mod send you the exe they use.
Not having v1.1 nor SAiVC I can't confirm or test any of this however.
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sry for bumping but i have problem with it and i couldn't find anything about it in the faq
freeplay bug (http://www.youtube.com/watch?v=QvLms37eqBU#)
e: nvm it fixed itself wtf :lol: :lol: :lol:
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Can one of you guys (who have it) re-upload the new Freeplay for me, so I can post the link for anyone else interested here at GTAS. I am unable to do this myself at the moment, and I really shouldn't continue forgetting about it any longer :P Cheers!
____________________________________________________________________________
http://www.megaupload.com/?d=V4JJWOSN (http://www.megaupload.com/?d=V4JJWOSN)
____________________________________________________________________________
This is the latest Version of Freeplay.
Updates
-----------------------------------------------------------------------------------
VC Freeplay Release Version 3.1 ==> Changes Since v3 :
-----------------------------------------------------------------------------------
* Added Custom Cinematic Camera function.
* [2 years later: Whoops, never released this! I can't even remember if it works, I hope so!]
-----------------------------------------------------------------------------------
VC Freeplay Release Version 3 ==> Changes Since v2 :
-----------------------------------------------------------------------------------
* Selected updates/changes corresponding to ones made during creation of SA Freeplay:
- Some underlying code changes to improve stability/performance.
- Keys changed for some functions, some functions work slightly differently.
- Added 'Custom Weather Selector' function.
- Added 'Debug' and 'Disable All' functions.
- Added Game Minimized/Closed checks.
- Added 'Move Frozen Camera' controls.
- Added 'Manual Zoom Control' function.
* Fixed clash on colour/weather pickers and 'Move Frozen Camera': the pickers get Num0 precedence.
* Fixed 'Cinematic Hold': now works all the time, hopefully (well, at least more often than before).
* Fixed performance issues with 'Manual Zoom Control' and 'Move Frozen Camera'.
* Fixed potential problem with leaving Freeplay open between multiple instances of VC: Freeplay now knows that all functions states would be reset.
* Added 'Function Lock' function.
* Added performance enhancements.
* Fixed potential problem where one Numpad button press may register as two of the same button [with colour changers].
* Fixed clash: Shift + Num0 = Insert. [Ie. Move Frozen Camera downwards, slowely = Toggle Vehicle Visibility]. Now cannot do 'Vehicle Visibility' if camera is frozen.
-----------------------------------------------------------------------------------
Enjoy
Much Love for Dannye! :wub:
Cheers
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Thank you!
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Thanks heaps Sam. Sorry never got around to re-uploading this myself guys.
Here's a quick extract from the readme for the new function (yep, just one new function, but a cool one!):
Enable Custom Cinematic View: With this function, you can have the awesomeness of the cinematic camera (a stationary camera that dynamically changes its facing to always be looking directly at you) with the added bonus of being able to choose the location for the camera yourself! Normally with the Cinematic camera you are forced to settle with one of the game's randomly selected camera positions, well no more! Note: This function will automatically enable 'Hold Cinematic View', because, well, you have just got an awesome spot, and probably don't want the game to cut away to a different one two seconds later!
I wrote this new function about 2 years prior to releasing the updated version with it, and writing this little chunk for the readme. I therefore cannot remember even if I ever finished testing to ensure it worked perfectly in every scenario. I do remember testing it, just not whether I finished testing it. Lets just hope its all good!
And regarding the whole 2 years thing... yeah, sorry about that too!
Anyways, enjoy!
I shall update the first post of the topic now, see if I can't clean it up a bit.
EDIT:
And I also added a bit to the readme regarding compatibility info:
This is made for Vice City v1.0 (that is, NOT the patched v1.1).
The program was developed and tested on a 32bit Windows XP machine.
I have no idea when it comes to Windows Vista/7 and 32 vs 64bit. I have a 64bit Windows 7 machine now and haven't tested it fully, some functions definitely work, but some may cause crashes, I don't know... perhaps they always did and somehow I didn't notice. Either way, it could always be worth messing with the programs compatabily settings, such as 'Running in compatability mode for (some older Windows OS)', and/or selecting to run as Administrator.
EDIT2: Okey dokey, first post updated (for the first time in yonks!)
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Is there any reason custom cinematic wouldnt trigger after hitting f3? I keep pressing it and it finally engages after the bike passes the camera :L
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Can't wait to test it! Thanks Dannye :D
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Can someone reupload this? Stupid FBI >:(
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http://www.sendspace.com/file/a9smv2 (http://www.sendspace.com/file/a9smv2)
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sweet, thanks! :D
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I still have Freeplay 1.0 for SA. Am I actually missing something?
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I need the SA Freeplay, can someone upload it for me?
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Hentai (http://gtasd.cba.pl/gtad/freeplay/Freeplay_SA.rar)
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Thanks :happy:
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First post has been updated with fresh links for both the VC and SA versions of Freeplay. Chosen filehost deletes files inactive for 180 days, so these links will hopefully be good for at least half a year.
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I got a strange bug: If I press "C" to freeze the camera, the entire screen is getting white. o.O
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Yep, it sometimes happens to me too. Dunno why though.
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I recall similar: the freeze-cam crashing the game. Didn't used to happen to me when I was writing/testing Freeplay. I am guessing it has something to do with said writing/testing (and compiling) taking place on a 32bit XP machine, and instead now using it on a 64bit win7 machine. I don't know for sure, and currently don't have the ability to try and figure it out. Sorry guys.
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It's no problem. Doesn't happen too often.
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It's no problem. Doesn't happen too often.
Yep.
Not always, but its kinda annoying... But thanks for replying, Dannye ;)
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I'm working on my new movie. I need a custom camera position. But I dont work, because if I press "C" the game crashes. Is there ANY possible way to fix this or some other way to custom place the camera?
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I have just done a quick run-through of all of the Freeplay features to see exactly which ones are causing crashes. The only one I can get consistently is this Freeze Camera one. While I did have the game crash on me a few other times, I couldn't find a specific feature usage which caused it (inconsitent bugs are horrible!). Anyways, if I have a bit more time I might start peaking through the code (although I still don't have the ability to recompile it if I even knew what changes to make to fix it).
Sorry I don't have anything useful to offer up now, the closest working (as far as I can tell) feature to Freeze Camera is the really cool 'Custom Cinematic View' one. However, while the camera is indeed frozen, it will automatically change its angle to keep the player in the middle of the screen. This may not be what you want. Even if you don't mind this behavior, depending on the look you're after, it may take alot more work to get the camera where you want it (since you don't get access to Freeze Cam's "move the camera" buttons) - instead you'd probably be best freezing the replay (with 'X' - the one that lets you still move the camera), then enable the functions which increase zoom, tilt/rotation and 'jiffy' time, then ever-so-slowly trying to drag the camera (move mouse to get desired offset from player, then zoom like crazy) to where you want it.
(Important) EDIT:::
Spent a bit more time with it... Solution seems to be surprisingly/disturbingly simple! As far as I can tell (unless my VC is messing with me) Freeze Camera works fine as long as long as you don't leave the same instance of Freeplay running over multiple instances of VC. To explain: I built Freeplay such that it will notice if you close/crash VC and will wait patiently until you re-open it again (you will see a message along the lines of: "Vice City Game Closed. Freeplay will remain in standby until itself closed, or another instance of Vice City is opened." when VC is closed, and then "Freeplay has recognised and connected to new instance of Vice City. Welcome back." when it is re-opened). It would appear, in this scenario, if you open VC again, then and only then will Freeze Cam cause crashes. So if you have to close and re-open VC, simply close the existing Freeplay and open a new instance of it (probably best to do before the VC reopen, but I didn't double check if this is required).
(Assuming this post isn't too late and you've stopped trying) Best of luck, let me know how it goes!
Oh, and as for why this all happens, I am not sure, I guess my code for the "re-initialise on new game instance" is dodgy. Seems odd I never came across the issue back in the day when I was coding/testing. Perhaps for some reason it wasn't a problem back then (PC and OS changes on my end since), or I just plain missed it. Whoops!
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Thank you. I will try this out. Hopefully I helps me and btw. I use only san andreas. I'm not familiar with VC stunting...
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Wow, that was silly of me to just assume VC. Well, it is quite possible that the solution I proposed wont work at all for SA, but hey, worth a shot!
Unfortunately neither of the alternate functions I mentioned ('X' and 'Custom Cinematic') don't exist in the SA version, so that fallback option is out the window, alas.
Let me know how you go, and if no luck I guess I might need to start looking into it again - this time in the right game!
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ARS Pause feature (http://www.youtube.com/watch?v=3WQ03xV3sbQ#)
Wasn't there such a function for the VC version already? If ya ever get to work on this again, do ya plan to add that to the SA one also? Been missing this for ages already :lol:
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Yeah VC Freeplay has had that since the beginning, but never SA. Why? Gunner is smart! For me it was a fluke I even pulled it off for the VC one... I accidentally figured out a way to do it while trying to do the opposite - the Freeze Camera function. Digging through the memory addresses and assembly code is most daunting, and I never really knew what I was doing :lol: (and Freeplay was my first and only experience in doing such a thing)
Some Freeplay functions were (relatively) simple to figure out because they were modifying single values, and a subset of them required little work at all because the memory addresses for them were already discovered/published on the web so I didn't even need to find them myself. The 'Replay Camera'-related stuff on the other hand, that was very different... actually changing the code being executed, and none of it revealed on the web already (that I could find), because no-one else much cared for modding stuff for inside Replay-Watching mode (except us nutters! :D).
Long story short, I stumbled onto it by accident for VC, but despite trying I could not get that same luck in SA. (And to be honest, I had a massive bias towards VC so my focus was always first and foremost on that)
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Hi Dannye, thanks for all the awesome work on Freeplay :). I have a quick question though - Freeplay doesn't seem to work at all for me on my PC, and I have no idea why. I have tried opening VC and the FP, and vice versa to no avail. Would running 64bit Windows have anything to do with it? Even the debug mode doesn't appear to be coming up.
And finally...any plans to make Freeplay open source? :wub:
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I usually run both as admin & they seem to work just fine. I also have a 64 bit windows.
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If just running as admin doesn't work, try some other compatibility modes. That always worked for me.
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What's new feature in 3.1 ? how to use it ?
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What's new feature in 3.1 ? how to use it ?
Download it and check the change logs if he added any. I like your avatar/sigs by the way.
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Ya , I'm Fan of Dragon Ball and Japan Anime :lol:
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Hi Dannye, thanks for all the awesome work on Freeplay :). I have a quick question though - Freeplay doesn't seem to work at all for me on my PC, and I have no idea why. I have tried opening VC and the FP, and vice versa to no avail. Would running 64bit Windows have anything to do with it? Even the debug mode doesn't appear to be coming up.
And finally...any plans to make Freeplay open source? :wub:
Any luck with the compatibility and/or 'run as administrator' options? I have 64 bit Windows 7, and although it doesn't seem to work as perfectly as it used to, I can get running and functioning without problems (I think I do the latter of those two options - I set it to Run as Administrator).
Regarding releasing the source, yes I would like to do that. I had thought it might be neat to release the source for Freeplay and the USCM (less important admittedly, since it can be easily decompiled - but my original sources would include meaningful label/variable names, and inline comments) in one big bundle when I did a 'best of' video or something. Considering I've had in mind to do that video for over two years and nothing has happened, perhaps I should just go ahead with the other part of the plan :P
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New version is here, again just a single addition, but a pretty cool one.
http://www.gamefront.com/files/22784305/VC_Freeplay_v3_2_zip (http://www.gamefront.com/files/22784305/VC_Freeplay_v3_2_zip)
What it adds:
- Previously you could use keys to move the camera when it was frozen with the 'freeze camera' functions. Now those same keys also work, and do the same thing, when the camera is in a 'cinematic' mode. Now you can move the camera while letting the game take care of the hard part of always having it perfectly aimed at the player.
Notes:
- This is designed to work hand-in-hand with the 'choose your own cinematic angle' function which was included in the last release.
Anything Else:
- First post has been updated with the new link and info
- Sorry SA fans, again this is an update for just the VC version
- Only tested on my 64bit Windows 7 machine... hopefully no-one encounters any problems. Let me know if you do!
- On my machine, I still had to do the usual 'compatibility' stuff (run as admin, run in xp sp3) to get it working.
--- The Quirks of VC's Cinematic Camera ---
99% of the time a 'Cinematic Camera' is a camera frozen in a random position which automatically aims itself at the player. Cool, yes? However, occasionally it instead may take the form of a camera 'attached at an offest' to the players vehicle (near the left-side mirror/door), and wont aim itself anywhere except forward, and will move with the vehicle. Cool, kinda, but very damn different! Lets refer to this as the 'dodgy' mode for now...
When in this dodgy mode the new functionality of this Freeplay, which lets you move the camera position, will not work. Now that makes sense, it's designed for the other 99% much cooler cinematic camera mode of operation. However, sometimes this dodgy mode is hard to avoid. For example, whenever you first enter into a Cinematic Camera you almost always start in this dodgy mode. That's where 'Force Cinematic Change' comes in handy I suppose.
This ugly problem rears its head even more when trying to use the 'choose your own cinematic angle' function. Pressing F12 to do it should automatically enable Cinematic Camera at your current position, however our dodgy mode really likes to try and ruin our fun. I'd love to make some changes to the code of Freeplay itself to alleviate this problem, but until I can, here's a quick runthrough of what I'd often find myself doing when filming What Kind of Day Has It Been when I wanted a 'custom cinematic':
- Get the camera exactly where I wanna enable a 'custom cinematic' at. "Save" (PageUp key) this position.
- Get yourself into the 'cinematic' mode normally (eg. unfreeze camera, then 5 key), and in doing so you are almost always placed in the dodgy mode, so use "Force Change" (d key) to get to a normal cinematic mode *
- Now "Load" (PageDown key) your perfect position, and press the magic F12 and hopefully you'll be good!
* This step is the key. Do the 'freeze game but not camera' to give you time if needed. Note: Its possible to find yourself pressing D and the game cannot escape dodgy mode, if this happens it may be because the vehicle is in a tight space. In this case you'll need to try D-ing earlier or later in the replay until you can find a spot where it'll escape. This step needs to take place in the same viewing of the replay you are trying step 3 on (step 1 could be on a different prior viewing if desired/easeier)
Best of luck!
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i love and thank you for this soooooooooo mcuh :wub:
have a good one!
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BIG THX!!!
And I can't download it from Game Front,can someone upload to the else place please?:rolleyes:
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BIG THX!!!
And I can't download it from Game Front,can someone upload to the else place please?:rolleyes:
Just fake ip to other country and you can download from gamefront
here : https://dl.dropbox.com/u/79775552/VC_Freeplay_v3.2.zip
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BIG THX!!!
And I can't download it from Game Front,can someone upload to the else place please?:rolleyes:
Just fake ip to other country and you can download from gamefront
also here : https://dl.dropbox.com/u/79775552/VC_Freeplay_v3.2.zip
thanks a lot for resolve and upload!!! :jajaja:
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Sweet, I'll be fucking around with this for a while. Thanks, Dannye. :happy:
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Thanks once more man. you freaking rock. Keep owning :wub:
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Awesome dannye, really respect you for this, gunna muck around with the new feature and see what happens :cc_detective:
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Dannye, question: will you ever release a new version for SA's Freeplay? There's a ton of functions that I (or everyone else here for that matter) would love to have which only VC has right now.
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Naise :P
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Please Dannye do update for GTA SA Version. VC Freeplay is amazing :ajaja: GOOD WORK !
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Quick note (re VC version): I have discovered a nasty bug that appears to have existed for ages. Long story short -> don't use "freeze replay" (the one where you can still do camera stuff) + "freeze camera" + then use the mouse to change the direction of the camera while frozen. Even with all that stuff it may not crash straight away, but things start to get wonky. No idea how I'll fix it. (For now, if you're going to do something along those lines, unfreeze the replay before unfreezing the camera, or don't do the mouse move)
Re the SA requests: Sorry guys, I generally don't find myself working on Freeplay at all anymore (with the exception of the past few weeks, I hadn't touched it in ages). It would be nice to have feature parity with the VC version, but its not easy (my preference for VC combined with the fact that implementing a feature in one game doesn't necessarily make implementing it in the other game any easier). I would like to at least add some of the stuff to the SA one. If I continue with my rewrite of the VC Freeplay source into doing the same for the SA one too, perhaps I can look at some missing functions that wouldn't be too difficult to add. We'll see.
All that said, the point of the current rewrite I'm doing is to improve the source ready for public release, so who knows, perhaps someone else will be able to start making additions/fixes to the VC and/or SA Freeplays for us!
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It might just be my PC dannye, but on the new version of freeplay in SAiVC, if I freeze the replay, then use the 'c' camera, place it where I want it, and then unfreeze the replay, my game crashes. It only occurs when the camera is not facing the player, not sure what's going on, but it's happening every time without fail.
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Hmm, actually that sounds kinda like what I was just describing (does it?), perhaps I shouldn't be too surprised.
Does it crash if:
- You try the exact same thing in VC?
- You do the exact same thing but don't touch the mouse while the camera is frozen?
(I know this mightn't help because you probably want to use the mouse to angle the camera, but it would be good to know if it is the same crash I am noticing)
Probably not helping the situation is another bug which exists in all the current released versions (I have fixed this on my WIP rewrite) -> while Freeplay is supposed to be okay left open over multiple game instances, it IS NOT OKAY (if you plan on using 'freeze camera' on subsequent VC openings). So, if your VC crashes, close Freeplay too and open a new Freeplay for the new VC. Sorry!
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It's a very similar issue, but the main thing is the player visibility, i can freeze the replay, go into the 'c' camera, move it around with the mouse as much as i feel free to, and as long as I keep the camera on the player, i can unfreeze the rep perfectly fine.
- You try the exact same thing in VC?
It works perfectly in VC and LC, no issues there at all, can place the free cam wherever I like, don't have to look back at the player, and can unfreeze the rep. For me at least it's only an issue in SAiVC.
- You do the exact same thing but don't touch the mouse while the camera is frozen?
(I know this mightn't help because you probably want to use the mouse to angle the camera, but it would be good to know if it is the same crash I am noticing)
I'll try this for you tomorrow as I'm currently rendering some stuff, but i'm pretty sure it won't make a huge deal of difference, but yeah i'll try it out and let you know (you can always do little tricks like get the right angle of the camera before you hit 'c' and then just move it and leave the mouse alone :lol:).
+ yeah i've been doing that every time the game crashes, opening up a new version of freeplay, ran as admin, and still this issue occurs.
It's not the biggest issue in the world, the new feature can still be used perfectly in SAiVC as the camera is focusing on the player the entire time, it's just the still shots as the player would drive past or over the camera, anything like that. Cheers for replying man, hope there's some sort of solution for this :).
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Cheers for replying man, hope there's some sort of solution for this
I hope so too! Unfortunately these are two of the nastiest (complicated/confusing/I-got-no-idea-what-i-am-doing) features, so I fear I may lose my mind before I find it, heh.
I suppose another temporary alternative is to not use 'freeze replay' (x). Leave the replay running while you 'freeze cam' (c) to find that perfect angle, then 'save camera' (pageUp), restart the replay and 'load camera' (pageDown). However the length of the replay then determines how much time you have to get that perfect angle. But not necessarily: You can always cut down your work outside of the replay - 'save camera' works both inside and outside of replays! (eg. 'function lock' Freeplay, use the USCM (or something else) to jetpack around to roughly the right spot, 'un-lock' then 'save', start replay, then 'load').
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Yeah you got a point there, move it up bit by bit in a rep or just find the right area in the game first of all. Only really noticed this issue on reps with only one attempt, as with reps with multiple attemps there's no need to freeze the rep, you can just play around with angle whilst the attemps whizz past :lol:.
Anyway cheers for the help, i'll let you know about that 'non mouse moving' in SAiVC and see if it crashes.
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The problem (or at least the one I am experiencing), seems to be with the Vehicle (1st/3rd person etc) and Cinematic Camera after having 'x' then 'c' then move camera with mouse then 'un-c'. You can do all those things with no problems/crashes if on 'un-c'-ing you immediately enter the 'Freecam' camera mode (the one which is where you move the camera with your mouse around the player), which you almost certainly will automatically (but you can increase the odds by making sure you have 'a' turned on). Then if you need to use the Vehicle or Cinematic cameras (or don't have 'a' on and the game will force you back to cinematic when 'jiffy' time expires), you need to F3 out of the replay, and F3 back in.
So its something to do with these 2 camera modes (the freecam mode is fine, Vehicle modes cause freezing/stuttering until you go back to freecam, and Cinematic mode can crash the game)... and then only in this specific scenario...
(Nevermind this post, mainly just trying to jot down my thoughts so I don't forget. I am getting no closer to a solution alas.)
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Any idea why it's only happening in SAiVC (for me anyway)? My guess is that it's because SAiVC has a much larger map, and the combination of the game loading all the textures in shot and freeplay unfreezing the rep just causes the whole system to have a meltdown, then the game crashes.
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Have had my head buried in assembly code for the last few hours. Good times!
No success on fixing the previously mentioned bugs, but who cares, I found some cool new features I can hopefully add!
- Normally while zooming in/out (holding mouse buttons), up/down mouse movements don't affect the camera's up/down angle - it kinda 'locks it in place' so only left/right motions move the camera. This is kinda neat, and now I should be able to make it a simple toggle like everything else, so if you ever want to lock the camera position on that axis, you can do so, without constantly holding down two mouse buttons.
- Some possible improved versions of the 'hold cinematic angle' and 'force change cinematic angle', but they both already work fine, so nothing too exciting here. Not sure if I'll even bother with the new methods or not. Although I may have found some improvements to 'F12' - you may recall my long post describing the woes of a particular 'evil cinematic angle', well I might be able to fix some of that so F12 should work perfect every time.
- But I'm nowhere near as excited about any of that as I am for this: a potential new function that removes 'obstruction checks' during freecam (the standard move-your-mouse-to-move-cam-around-player camera)!!!! No more (if you so desire) will a pole or building or anything passing between the camera and the player cause ugly cuts as the camera trys to always see you! Take that VC!
Apologies for the strange post, I am wired and tired! I should really go to bed now.
Oh, and update on the source code front: I have completed the VC rewrite and the code is much nicer now (plus a couple minor bug fixes). I will either release it sometime soon, or hold off a bit while I try and add some of this new functionality too. If there is much interest in the source, I may as well do the prior - incase properly implementing these guys takes a while.
Sorry I got no ideas MikeyMouse regarding your SAiVC woes (they do seem to be something slightly different to what I am experiencing in VC [which I don't know how to fix either]). I don't have the mod so cannot test/replicate these bugs myself. You could be right that the extra complexities of SAiVC are causing problems. Also for any mod that messes with the exe too much (and I beleive SAiVC is right up that alley) there is an increased chance of incompatability.
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Thanks for putting the time into making a clean open sourced version Dannye.
I wouldn't know if i could ever add new functionality, but might as well ask as you've probably looked into it. Think it is possible for someone to code in having a toggle to slo mo reps, perhaps to "adrenaline" speed + 2x "boooooooring" :hmm:
A replay version of the Kan's TFC intro :happy:
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'Fast forward' had been on my wishlist for a while, but I hadn't considered 'slowmo' before, both would be nice. I actually was able to pull off the prior in SA Freeplay (pretty much the only thing SA has which VC doesn't). That was a fluke though, I've got no idea how to do either for VC, alas.
---
Source is here now! I am calling it v4.0a, saving a neat v4.0 for when I add some interesting new functionality (the stuff from my previous post (http://www.gtastunting.net/index.php?topic=38567.msg1245756#msg1245756)). If you're not interested in the source, there's probably not much point downloading this latest version. Here's the small list of changes:
- Complete Re-write/Cleanup of the source code in preparation for this release
- Potential performance improvements due to the improved code, I am not sure, certainly nothing noticeable.
- One main bug-fix that I remember (possible other minor stuff too): the 'can leave Freeplay open over multiple instances of VC' ability was broken until now, causing the game to crash on the use of 'freeze cam' on any subsequent VC instances after the first.
- Removed 'Invisible Vehicle' function (the one on 'INSERT'). Nothing too dire here, probably never used by anybody. And it can still be performed: enter 'first person' camera in a vehicle, then move the mouse to enter 'freecam' (its an oddity of VC, the now-removed feature pretty much did exactly this). Can 'turn off' by going back to any 'third person' view. Freeing up the INSERT key I believe alleviates potential conflicts of Num0 + Shift (not uncommon a key combo when moving a frozen camera, but keyboards can treat this combo as 'insert' too, which could've lead to unintentional use of this function)
- Manual Zoom Controls (num+ and num-) no longer 'force-enable' Expanded Zoom Limits. If the expanded limits function is enabled, you wont be able to num+/- past the games defaults. Solution is to simply enable the expanded limits function first.
I think thats it. See link below. I will add this to the first post shortly.
https://dl.dropbox.com/s/37s3d5y8vzh8nfv/VC_Freeplay_v4.0a_With_Source.zip?dl=1 (https://dl.dropbox.com/s/37s3d5y8vzh8nfv/VC_Freeplay_v4.0a_With_Source.zip?dl=1)
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Oh wow so the vehicle/player pointer is the same one in the replays! Is it the same for SA? Also I read on the gtamodding wiki that the player pointer +0x160 gives the speed value. Have you checked that out? I'm highly interested in making a speedometer for replays so that sudden boosts and handling.cfg changes can be recognized.
Can't wait to ding in further! Also do you plan on releasing the SA source?
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Dunno, if it looks like its the same and it works, then I guess so! Hehe, its been a long time since I wrote lots of it, I don't remember. I seem to recall looking into vehicle speed, or maybe it was that I was thinking of looking into it, not sure. I certainly don't recall discovering anything, so it was probably the latter.
Regarding SA Freeplay source: just as the VC version had been (up until now), its all a bit of a mess at the moment (its also nowhere near as cool as the VC version). So if I were to do it I'd need a bit of time to clean it up for you guys.
I probably have a bunch of resources for anyone interested in this sort of thing: minor snippets of code, interesting-sounding memory addresses, and whatnot. If there's much interest, perhaps I can peruse it, see if there's stuff worth sharing (though most is probably straight from common sources such as GTAForums' Memory Addresses topics). Also, for those who are new to the whole idea of memory editing, if I could find the time perhaps I could whip up a little 'beginners guide' type thing, if people would like (with big disclaimers attached to say that I am by no means an expert, I could quite possibly be suggesting bad ways to do things, and other people could probably guide you better, etc etc).
The first post has now been updated to include a link.
Happy coding!
PS: If anyone comes up with cool new stuff while messing around with the source, feel free to share it in this thread.
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I couldn't compile the source because PROCESS_SUSPEND_RESUME isn't part of windows.h. I fixed it by adding
#define PROCESS_SUSPEND_RESUME 0x0800
to utilities.h.
Also the speed thing didn't work, it returns 10 when in a replay and 0 when you're not.
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Sorry about that. Strange... must be some weird compiler settings I have or something?
All the PROCESS_ stuff was new to me with this release, previously I had always just passed in a single flag for 'allow all'. In doing the most recent rewrite I found a page documenting these flags and it mentioned some potential compatibility issues with using the 'all' one, so I had to do them all separately. Perhaps I put more in than necessary, not sure - I started off with only a few that sounded like what I needed, which worked but the game wouldn't close while Freeplay remained open, so I chucked a few more in and that did the trick.
---
For anyone interested in the project (perhaps even adding to it), here's a culled list of hopefully feasible, cool-sounding ideas which I (and other members here) had for potential Freeplay features (but as of yet I haven't tried to implement, or haven't been successful in doing so):
- Speeding up and/or slowing down the replay (eg. 'fast forward', 'slowmo').
- Speeding up the time-of-day (the replay would play at normal speed, just time would advance quickly... think seeing timelapse-style sunrise/setting during the course of one stunt)
- Simplified/Improved 'freeze camera' functionality (if possible still including the ability to aim with mouse while frozen)
- Make it work for users of VC v1.1 patch (if that's anyone?). There is a 'VC Version Library' which should make this easier, I just never fully looked into it.
- Improved 'no camera shake' which works in all situations (this is an old idea, I am not sure exactly what is not covered currently, 'on foot' perhaps?)
- Remove a weapon being held in the hand of the player (handy!)
- Improved 'camera say on current vehicle even when I get out' functionality (eg. so it works in 'freecam' too). Perhaps extend to a more generic 'change/lock camera vehicle target' which even lets you toggle through *any* 'previous' vehicles?
- Remove the rubbish that can appear on the ground (texture mods can do this presumably, but still, in Freeplay would be nice too)
There's more too, some of it obscure or implausible, others pretty simple I should have done myself, thus weren't really worth mentioning. And there's a couple more that had been on the list for ages but the other night I discovered how to do them (see a few posts back), and hopefully they'll see the light sooner rather than later.
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Yesterday I found all the offsets for the handling values and I think I might be able to determine whether someone landed the stunt in the replay with a modified handling.cfg. I still need to gather all the defaults values to compare them to though.
I will look at some of your ideas particularly the time lapse thing, I don't think that would be too hard.
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The timelapse idea is awesome Dannye, do it :euro:
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Just letting you know Dannye that the issue I was having is now occurring in both LC and VC, so it's pretty much the same issue as you mentioned earlier on, and is not limited to SAiVC.
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I used to use Freeplay for VC but suddenly, about one or two months ago, it just didn't work. I've tried the latest one out and it didn't work as well. I tried to run it as the administrator and modified the compatibility but neither of them worked. Weird.
EDIT: It worked again after I shut down the goddamn anti-virus software.
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New Freeplay VC (v4.1) update is here!
Quick link: https://dl.dropbox.com/s/ycxu3d1ngpx6kf9/VC_Freeplay_v4.1_With_Source.zip?dl=1 (https://dl.dropbox.com/s/ycxu3d1ngpx6kf9/VC_Freeplay_v4.1_With_Source.zip?dl=1)
[Source included, once again]
New Stuff:
- NEW Toggle Freecam obstruction checks. Eg. No more annoying quick cuts as a pole enters the frame between the camera and the vehicle. Move the Freecam wherever the heck you want, inside a building if thats what you're into!
- NEW Toggle mouseY movement processing. 'Lock' the camera's Ylevel so any future up/down mouse movements will be ignored. Just like what happens when you are holding down the mouse buttons while zooming, but without the need to do any of that!
- UPDATES Custom Cinematic Camera. Even more protections against the 'fake' cinematic modes that make this function not work. Now provided in two flavours F11 and F12 - F12 does its most to avoid these annoying guys, while F11 is the quickest/smoothest. Your call! (see readme for much more info)
First post has been updated.
Any questions, concerns, ideas, problems, whatever, let me know.
Cheers.
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Great idea to find a solution to the obstructions, appreciate the hard work Dannye.
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http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
Why everyone still ask..
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First post, maybe?
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All the download links in the first post still work, as far as I am aware.
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Thanks Dannye for the Freeplay V4.0 :happy:
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Finally no more obstructions, I love your work Dannye.
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In SA how i fix the bug when the camera get glitchy a sec when you do a grab? heres a rep to see :ajaja:
http://www.mediafire.com/?dufzqewfa104fa5 (http://www.mediafire.com/?dufzqewfa104fa5)
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Thank you Dannye boy. :)
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In SA how i fix the bug when the camera get glitchy a sec when you do a grab? heres a rep to see :ajaja:
http://www.mediafire.com/?dufzqewfa104fa5 (http://www.mediafire.com/?dufzqewfa104fa5)
Bump.
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Hi, i need help when i press c in a replay my screen become like that and the game freeze
(http://uppix.net/5/0/c/93399071959c4011a8df0e8186dc7.png)
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if you have windows 7, try to run freeplay as an administrator.
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In SA how i fix the bug when the camera get glitchy a sec when you do a grab? heres a rep to see :ajaja:
http://www.mediafire.com/?dufzqewfa104fa5 (http://www.mediafire.com/?dufzqewfa104fa5)
Bump.
I really need to solve this problem, anyone?
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if you have windows 7, try to run freeplay as an administrator.
Problem solved thanks you man
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Bump.
So whenever I try to use the newest version of the VC Freeplay, my game ends up 'lagging'.
It runs perfect for like 2 secs and then the whole gameworld freezes(can move my camera) and then the game continues like it normally would for 2 seconds again and this goes on the whole time(Backspace doesn't help and I don't press X nor Space). I tried downloading it again, running it in different modes(VC too), rebooting my PC but nothing helps.I really want to use the new features, though.
Does anybody have a solution to this? I use Windows 7 64bit if that helps.
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I have a similar problem, I try to record & my angle constantly changes & tommy & the vehicle blinks during the whole time, it only happens in VC though, works fine on LC/SAiVC. What I do to fix this is set up everything I need (jiffy time, weather, time, zoom limit etc.) & close freeplay, then the it stops glitching. If the weather changes by itself, just change the ingame weather & it'll show up in replays as well.
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Any tips for slower and smooth zoom ?
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If you mean free cam, use Cam Hack in conjunction with Freeplay.
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If you mean free cam, use Cam Hack in conjunction with Freeplay.
nope , i mean zooming player with num "+" and "-" in VC
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Hold both mouse buttons, lol.
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That's the worst question I've ever seen :lol: :lol:
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Hold both mouse buttons, lol.
doesn't work , holding rshift still a abit fast for me .
That's the worst question I've ever seen :lol: :lol:
stfu .
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Hold both mouse buttons, lol.
doesn't work , holding rshift still a abit fast for me .
pull down/up the mouse slowly while pressing and holding left and right click
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Or record normally and use pan/crop, zooming in and out should only be minimal and subtle anyway.
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Or record normally and use pan/crop, zooming in and out should only be minimal and subtle anyway.
that will reduce quality , especially for big zooms . so i want to keep the quality as best i can . Except you record in bigger resoulution , but i only have 1280x800 with this crap laptop so better way always in-game recording :P
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Determined? People aren't listening to us :(
and @ MM pan/crop can't make as beautiful zooms as ingame zooms as it isn't 3d
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That's their own fucking loss, I can't comprehend how can someone not have the common sense to do this, I thought everyone has that instinct.
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- SA Freeplay Release Version 2.0: http://www.gamefront.com/files/21416771 (http://www.gamefront.com/files/21416771)
I wont be annoying but google lead me to your forum again , i thought here should be the best mod that i need but face a problem .
If anyone know something about it .
https://www.youtube.com/watch?v=XhKokdppOsU (https://www.youtube.com/watch?v=XhKokdppOsU)
[/list]
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- SA Freeplay Release Version 2.0: http://www.gamefront.com/files/21416771 (http://www.gamefront.com/files/21416771)
I wont be annoying but google lead me to your forum again , i thought here should be the best mod that i need but face a problem .
If anyone know something about it .
https://www.youtube.com/watch?v=XhKokdppOsU (https://www.youtube.com/watch?v=XhKokdppOsU)
[/list]
http://www.sendspace.com/file/p70rnm (http://www.sendspace.com/file/p70rnm)
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Thank you so much , i know the rest from the posts in this thread .
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http://gtasd.cba.pl/ (http://gtasd.cba.pl/)
there aswell
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if you have windows 7, try to run freeplay as an administrator.
solved my problem aswell, thank you
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Freeplay doesn't seem to work with the steam version of VC. Can probably downgrade VC or whatever but guess it's worth pointing out.
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I gotta bump. Does anyone have a link for the 4.1v of the VC Freeplay? The Dropbox page gives me an error.
Before someone links me to 'gtasd', I've downloaded the file from this page and Freeplay won't stop changing my camera from third person to first person view while in a vehicle.
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https://www.sendspace.com/file/tn7o8u
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Thank you! :ffvsielj3:
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I have a question to editors who use freeplay.
Usually i see in gtas videos that you place bike/car in a center of screen. So, then you are using -+ to find needed distance.
But when replay is over and you start it again - camera goes to default position.
Question is if you can save properties, because if replay is short, i have no time to play with camera, i need to record video as fast as i can.
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4.1v pls ;_;
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I packed VC freeplay 4.1 and SA freeplay (I don't know which version..)
https://drive.google.com/open?id=1OJmHNXle1LZeaoVVdsFnxu0cw71IByxF
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I packed VC freeplay 4.1 and SA freeplay (I don't know which version..)
https://drive.google.com/open?id=1OJmHNXle1LZeaoVVdsFnxu0cw71IByxF
Need permission to open it.
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Give link please
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For VC or SA ?
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sry, SA
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https://www.sendspace.com/file/1wn9en
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Thank you
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I packed VC freeplay 4.1 and SA freeplay (I don't know which version..)
https://drive.google.com/open?id=1OJmHNXle1LZeaoVVdsFnxu0cw71IByxF
Need permission to open it.
Sorry its my first time using google drive...
https://drive.google.com/file/d/1OJmHNXle1LZeaoVVdsFnxu0cw71IByxF/view?usp=sharing
now this link may work! ;D
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hello, could someone please hang me freeplay for vc? thank you very much
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https://www.mediafire.com/file/2wxv3dyi1xxsfh8/Freeplay.exe/file
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thank you! :wub:
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Does Freeplay work with all versions of Windows? I tried using it earlier and it didn't want to do anything. It's my usual VC and as it was same version of VC and Freeplay I'd used on Windows 7 before, I was assuming the only difference would be me using Windows 10 now, for some stupid reason.
Anyone else had issues?
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Does Freeplay work with all versions of Windows? I tried using it earlier and it didn't want to do anything. It's my usual VC and as it was same version of VC and Freeplay I'd used on Windows 7 before, I was assuming the only difference would be me using Windows 10 now, for some stupid reason.
Anyone else had issues?
Worked for me without issues on both 7 and 10 on my laptop and desktop (both did the upgrade). It does seem to take a bit longer to open on 10 though for me.
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Turns out I forgot the whole 'run as administrator' crap. Been a while since I've been on a desktop when not having to do actual work and just for fun!
Dannye never really got the credit he deserved, did Freeplay and the MAIN.SCM. What a hero.
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Thanks! I had good times back in the days (and nights, hah, some long nights I recall - trying to figure out how to get some of the Freeplay function ideas to work) building them both. I do wish I'd managed to get Freeplay off the ground a few years earlier than I did, but ah well, it was great to release it see people embrace it, and I was very happy for every video I got to make afterwards where I could utilise it!
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Omg Danny is back? How old are you now?
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It's a pleasure to see someone without da stunting wouldn't be moar easy and cool as it is till now. :wub:
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bump: i had Freeplay work this one time and now it doesn't anymore. Running a Windows 8.1 machine...
EDIT: i had to restart to get it to work again. there should be a fix so you can use it on any OS without any probs...
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someone knows why my game freeze when i used some of keys of freeplay
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someone knows why my game freeze when i used some of keys of freeplay
Did you press keys like Z or X or does the game crash? And what are you pressing that causes it?
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everything, it crashes and close the game
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Never had that, sorry :unsure:
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what OS are you at rn
i remember it crashes when i use it on 1.1 exe, but it doesn't on 1.0, i was using windows 7 that time tho so i never had any problems since, except it doesn't work and i had to restart my OS (i'm using 8.1)
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Sorry to hear some people are having trouble getting Freeplay to run. I'll mention the two primary causes of issues below, though both have been already mentioned in this thread so apologies if it is not of any use, but I currently cannot think of anything else I can suggest to help:
It is true that Freeplay will only run on the VCv1.0 version of the game/exe, and thus it will likely crash or not work if trying to run it on VC1.1. It is also likely that the same issues would occur on the Steam version of the game (unless there is a 'downgrade' tool for that, I don't know). The reason for this is that the memory addresses Freeplay hooks into are all slightly different across the different versions of the game exe. I had always meant to look into adding support for the other versions of the game, but that went over my head a bit (though there are tools that attempt to help, such as one called 'vcversion') and more to the point I just never got around to it - and at the time most stunters (I think) were using VC1.0 anyway.
The other important thing is "run as administrator" - when trying Freeplay now, on my Windows10 PC, I cannot get it to work without that flag set. It is also possible setting a "compatibility mode" helps, I have noticed that previously (though when I just tried it again now it worked okay without it, surprisingly).
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yup!, VC 1.1 is crap, even modloader isn't working or you game with that version! I hate that skyhigh
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A few weeks ago Max asked me if I could change freeplay to modify the speed of the cameras, so I made a modificated version that includes a trackbar input to control the speed of the free camera mode and the zoom function.
(https://i.imgur.com/n7tV6Jn.jpg)
Here's the link, it includes the source code:
https://www.dropbox.com/s/0s0xn8p6huo95te/Freeplay%20VC.rar?dl=0
https://www.dropbox.com/s/30y2onfuvvuqvo5/Freeplay%20SA.rar?dl=0
It's a very simple add up but a lot of people seem to find it useful, so I hope it helps.
Thanks to Dannye, Max and Sorcery for all the help!
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A few weeks ago Max asked me if I could change freeplay to modify the speed of the cameras, so I made a modificated version that includes a trackbar input to control the speed of the free camera mode and the zoom function.
(https://i.imgur.com/n7tV6Jn.jpg)
Here's the link, it includes the source code:
https://www.dropbox.com/s/w7bxgdavoe0lv95/Freeplay%20VC.rar?dl=0
It's a very simple add up but a lot of people seem to find it useful, so I hope it helps.
Thanks to Dannye, Max and Sorcery for all the help!
Awesome MTS !!!
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I hope we get something like that for SA as well. Looks fantastic!
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A few weeks ago Max asked me if I could change freeplay to modify the speed of the cameras, so I made a modificated version that includes a trackbar input to control the speed of the free camera mode and the zoom function. blah blah blah blah here's the link https://www.dropbox.com/s/w7bxgdavoe0lv95/Freeplay%20VC.rar?dl=0
It's a very simple add up but a lot of people seem to find it useful, so I hope it helps.
Been rocking with your version, thanks :D
I hope we get something like that for SA as well. Looks fantastic!
Yes I agree. ♥
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I hope we get something like that for SA as well. Looks fantastic!
Yes I agree. ♥
Oh right, I'll do that!
e/ I just realized I only have the source code for the VC version, if anyone can provide the SA version's source code, that would be very helpful.
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I hope we get something like that for SA as well. Looks fantastic!
Yes I agree. ♥
Oh right, I'll do that!
e/ I just realized I only have the source code for the VC version, if anyone can provide the SA version's source code, that would be very helpful.
Dannye was very active lately, I think he'll comeback again shortly. You could send him a message
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I hope we get something like that for SA as well. Looks fantastic!
Yes I agree. ♥
Oh right, I'll do that!
e/ I just realized I only have the source code for the VC version, if anyone can provide the SA version's source code, that would be very helpful.
Dannye was very active lately, I think he'll comeback again shortly. You could send him a message
I hope he still has the source code for it. It would be cool to do stuff without camhack.
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I do still have the source code for SA Freeplay. There was a big under-the-hood rewrite of the source code between the VC v3 and v4 releases, and it was only after that (thus v4) where I was finally happy with the code enough to include it in the official release. SA Freeplay never got any such update, so the source code for it is still a mess. If it is urgent I can share it as-is, otherwise I'll try to take a look at it and see how much work it'd be for me to clean it up a bit (making it more consistent with the VC source) first.
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I do still have the source code for SA Freeplay. There was a big under-the-hood rewrite of the source code between the VC v3 and v4 releases, and it was only after that (thus v4) where I was finally happy with the code enough to include it in the official release. SA Freeplay never got any such update, so the source code for it is still a mess. If it is urgent I can share it as-is, otherwise I'll try to take a look at it and see how much work it'd be for me to clean it up a bit (making it more consistent with the VC source) first.
Could you also share me the source code? I'll try something
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i realized the source code i uploaded wasnt right, it was one that i was testing some modifications and some functions were commented (thus disabled if you were to compile and run it)
also the exe wasnt compiled including the libs statically which could give an error of missing libraries, so i recompiled with them
i updated the link, everything should be alright now
i'll wait for dannye to organize the code in the SA version and then i'll include the modification here
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Thanks, just take your time Dannye.
SA freeplay + source code would be great!
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And here it is :D
----
Hi all, I have made a new proper release of SA Freeplay to go along with the behind-the-scenes source code overhaul/release.
Get SA Freeplay v3 (with source code included) here:
https://www.moddb.com/mods/freeplay-for-san-andreas/downloads/sa-freeplay-v3-with-source (https://www.moddb.com/mods/freeplay-for-san-andreas/downloads/sa-freeplay-v3-with-source)
The main change from the previous release is the aforementioned source code overhaul, which should have little effect on anyone wanting to use Freeplay itself (but for those inspecting the source, note that now it should be much more consistent with the VC Freeplay source code - it still isn't the best, but trust me its heaps better than it used to be :lol:).
However I couldn't help myself but go for a few bugfixes and improvements to include as well. Of note are the following (see changelog included in release for more info):
- ADDED FUNCTION: "Disable Freecam Obstruction Checks". VC Freeplay already had this, but SA didn't, so, now it does!
- Freeze Camera will now also work when activated while viewing a replay in one of the 'Custom Unique Camera' Modes (previously it was only supported for use while in 'Free Camera' or the 'Default Unique Camera'). Misc bugs associated with this functionality have also been squashed (or at least reduced).
- Freeplay will no longer misbehave (or at least do so less) when changing between the 'Custom Unique Camera' Modes while your out-of-replay player character is in a vehicle. (It used to be that because of this issue I recommended never being in a vehicle when viewing a replay).
Thanks all, enjoy. Let me know if you have any questions/issues.
NB: I'll be updating the first post, and hopefully doing a re-upload (without change, so just for the reliable hosting) of the VC version, sometime in the next few days.
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Hello dannye, thanks alot for creating a proper release of SA freeplay in 2020. I really appreciate your hard work.
Your tool is verily revolutionary. The only thing that is really missing is that you can create smooth cam angles on the stunts. Something more advanced than Camhack. Maybe It's possible in the near future :P
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finally, y'all got what y'all wanted thanks to him :D
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Hello dannye, thanks alot for creating a proper release of SA freeplay in 2020. I really appreciate your hard work.
Your tool is verily revolutionary. The only thing that is really missing is that you can create smooth cam angles on the stunts. Something more advanced than Camhack. Maybe It's possible in the near future :P
Im doing it now. ;)
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thanks dannye
here are both versions, did some slight modification in the source code for the VC one
https://www.dropbox.com/s/0s0xn8p6huo95te/Freeplay%20VC.rar?dl=0
https://www.dropbox.com/s/30y2onfuvvuqvo5/Freeplay%20SA.rar?dl=0
let me know if there are any issues
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So we can finally make slow camera movements in freeplay without camhack?
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So we can finally make slow camera movements in freeplay without camhack?
Very correct. :euro:
Hello dannye, thanks alot for creating a proper release of SA freeplay in 2020. I really appreciate your hard work.
Your tool is verily revolutionary. The only thing that is really missing is that you can create smooth cam angles on the stunts. Something more advanced than Camhack. Maybe It's possible in the near future :P
I actually have some ideas that I might implement someday, maybe make a new camera tool if everything works well.
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I actually have some ideas that I might implement someday, maybe make a new camera tool if everything works well.
that would be great, that'll replace camhack :D
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thanks dannye
here are both versions, did some slight modification in the source code for the VC one
https://www.dropbox.com/s/0s0xn8p6huo95te/Freeplay%20VC.rar?dl=0
https://www.dropbox.com/s/30y2onfuvvuqvo5/Freeplay%20SA.rar?dl=0
let me know if there are any issues
It works like a charm. Finally we don't have to use Camhack anymore. Thank you for your effort.
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thanks dannye
here are both versions, did some slight modification in the source code for the VC one
https://www.dropbox.com/s/0s0xn8p6huo95te/Freeplay%20VC.rar?dl=0
https://www.dropbox.com/s/30y2onfuvvuqvo5/Freeplay%20SA.rar?dl=0
let me know if there are any issues
do you have any options for downloading?
it seems dropbox itsn't working for me, im sorry for disturb.
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thanks dannye
here are both versions, did some slight modification in the source code for the VC one
https://www.dropbox.com/s/0s0xn8p6huo95te/Freeplay%20VC.rar?dl=0
https://www.dropbox.com/s/30y2onfuvvuqvo5/Freeplay%20SA.rar?dl=0
let me know if there are any issues
do you have any options for downloading?
it seems dropbox itsn't working for me, im sorry for disturb.
dropbox worked for me hmmmm
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thanks dannye
here are both versions, did some slight modification in the source code for the VC one
https://www.dropbox.com/s/0s0xn8p6huo95te/Freeplay%20VC.rar?dl=0
https://www.dropbox.com/s/30y2onfuvvuqvo5/Freeplay%20SA.rar?dl=0
let me know if there are any issues
do you have any options for downloading?
it seems dropbox itsn't working for me, im sorry for disturb.
http://www.mediafire.com/folder/genrf3xlcq66r/freeplay_w_camspeed_trackbar
https://mega.nz/folder/74I3kADa#JkQI-9HebkC7JDwZvpL5zw
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thanks dannye
here are both versions, did some slight modification in the source code for the VC one
https://www.dropbox.com/s/0s0xn8p6huo95te/Freeplay%20VC.rar?dl=0
https://www.dropbox.com/s/30y2onfuvvuqvo5/Freeplay%20SA.rar?dl=0
let me know if there are any issues
works damn fine! thanks mts
do you have any options for downloading?
it seems dropbox itsn't working for me, im sorry for disturb.
http://www.mediafire.com/folder/genrf3xlcq66r/freeplay_w_camspeed_trackbar
https://mega.nz/folder/74I3kADa#JkQI-9HebkC7JDwZvpL5zw
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Hi all, just a quick post to say I have finally done a re-upload of the latest base version of VC Freeplay (v4.1). If you already have it, nothing has changed, it just now has a stable hosting provider. If anyone needs it, the link is:
https://www.moddb.com/mods/freeplay-for-vice-city/downloads/vc-freeplay-v4-1-with-source (https://www.moddb.com/mods/freeplay-for-vice-city/downloads/vc-freeplay-v4-1-with-source)
I have also updated the first-post of the thread - now includes the new working download links to the latest VC and SA Freeplays, both the base versions and MtS's variants as well.
Cheers
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I am excited to announce there will be a new version VC Freeplay, coming soon!
I had no specific plans to do further work on it, but then I started doing some stunts where the player is not always on the primary vehicle, and thus I knew that any filming of the stunts would require the 'Vehicle Camera Lock' function. But in checking it out, I was reminded just how lacking that function was - it only worked for Cinematic/Unique Camera modes (and didn't even work perfectly for them) and most disappointingly it didn't work at all for Free-Camera (mouse-controlled rotate-around-player Camera). It's been quite difficult to track down, but I have finally figured it out - though that difficulty was quite useful as in the meantime I ended up figuring out a bunch of other unrelated potential changes (mostly bug fixes and/or minor additions) I can make too. More details when I can properly implement everything.
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Sounds real good! Always exciting to see new freeplay features.
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I am excited to announce there will be a new version VC Freeplay, coming soon!
I had no specific plans to do further work on it, but then I started doing some stunts where the player is not always on the primary vehicle, and thus I knew that any filming of the stunts would require the 'Vehicle Camera Lock' function. But in checking it out, I was reminded just how lacking that function was - it only worked for Cinematic/Unique Camera modes (and didn't even work perfectly for them) and most disappointingly it didn't work at all for Free-Camera (mouse-controlled rotate-around-player Camera). It's been quite difficult to track down, but I have finally figured it out - though that difficulty was quite useful as in the meantime I ended up figuring out a bunch of other unrelated potential changes (mostly bug fixes and/or minor additions) I can make too. More details when I can properly implement everything.
Whatever that is, I'm down for the new features! Looking forward :D
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Pleeeeease Mr Dannye, are you able to look into FOV adjustment? Tools like ViceFOV allow a higher FOV (fisheye-like effect) during replays, but nothing will allow a lower FOV (telescopic lens effect).
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Happy to say it has been progressing well, here's what I've been able to implement so far (there's a couple other things I want to look into, but I'd say this may pretty much end up being the full list of changes):
(updated with additions from this subsequent post (https://www.gtastunting.net/index.php?topic=38567.msg1370989#msg1370989))
New toggle on/off Features:
- Hiding of ground-level rubbish/leaves
- Application of White and/or Green 'scan-lines' filters (used in-game for security video footage, for example), with option on Green to include/not its time counter
- Invisibility of player-held weapons (if have a stunt with Tommy holding one while on a bike, for example, now you can hide it)
- 'Fast Forward' - speed up replay playback (helpful to get through a rep with multiple failed attempts at start)
- Fast 'Time of Day' progression - see the time advance quicker through a replay (watch the sunset and it become night-time during a stunt, for example). Provided with 2 speeds
- Block processing of x-axis mouse movements for Freecam (already had a similar feature for y-axis movements)
- Hiding of the 'steam' effect that appears on the ground during/after rain (with 2 variants of being enabled, one being more aggressive in its removal of the effect)
- A custom Time Picker (I already had something like this for Weather selection, now it's available for time too; lets you type in an Hour value [in 24hr time] and it will snap to that hour of the day)
New always-on Features:
- Hide flashing 'REPLAY' text during replay playback
- Hide the 'on screen' rain/water droplets
(In both cases, I know other methods are generally used to achieve these, hence why I simply have them as always-on. They're only here for completeness)
- Changes the game's default behaviour of having the Cinematic Camera being a little too 'sticky' to vehicles in replays where you get out of them and/or get into new ones (eg when getting into a 2nd vehicle in a replay, the Cinematic Camera may initially/temporarily return to the 1st instead). This will no longer occur - Freeplay has an explicit function for doing this, and doing it properly, via 'Vehicle Camera Lock', so it makes no sense for the game to act this way by default anymore.
Feature fixes/improvements:
- 'Hold Cinematic Angle' bugfix (previously there was an obscure case that could lead to a temporarily misbehaving camera)
- 'Change Cinematic Angle' improvements (previously it might change angle more than once per request, so you may have seen a brief flash of one new angle before resting on another)
- 'Custom Cinematic Angle' improvements
(F11 unchanged, F12 [the more reliable one] is more efficient [still a delay on activation, but less] and even more reliable [previously it sometimes wouldn't work as expected in some cases such as where the vehicle was in a tight/enclosed area]) I have been able to combine the best of the F11 variant (speed - no delay on activation) and the F12 variant (reliability - more likely to actually work) into just one, that shares both aspects. I have also further improved the reliability (re cases of a vehicle in a tight/enclosed space). I am keeping both the F11 and F12 triggers, for anyone who is used to one vs the other, but note they both do exactly the same thing now. - 'Freeze Replay' improvements (previously triggering this could interrupt player animations [thus wouldn't be a perfect freeze], could cause time-of-day to unintentionally proceed, and could cause problems if active prior to starting replay playback)
- 'Vehicle Camera Lock' support added for using Freecam now (not perfect, but much better than it previously not being supported at all), in addition to improvements when used with Cinematic/Unique Camera modes (previously could lose the lock when the camera mode/angle was changed, and when used multiple times on multiple vehicles in one replay it could previously get stuck to the wrong one). Of note, a change from previous behavior: now this function can only be activated during replay playback (will be automatically deactivated at the end, if not done so manually) and while in/on a vehicle - hopefully this matches people's general use of the feature anyway, as outside of this the behavior never would have been clear.
- Headlight/Siren/Colour-Change feature improvements (previously could act on the wrong vehicle in replays where the player uses multiple vehicles, and could be unintentionally triggered while on-foot). Of note, they do all work in-sync with 'Vehicle Camera Lock' - eg will always affect the 'locked' vehicle, even if you are in another, or on-foot.
Usability improvements:
- The 'allow changes in replays' Features for Weather/Time/Headlights stuff will now auto-enable if you trigger one of their associated value-changing features (eg. if you press "J" for 'Stormy Weather', you no longer have to have first pressed "G" for 'Allow Weather Changes In Reps' for it to take affect in a replay)
- The 'Logging' Feature (previously called 'Debug', which was not an appropriate name for it), will now be enabled by default. It still has a toggle for turning it off/on, as always, if desired.
- The 'Trails' Feature (which is probably rarely used, if ever) remains, but I have added a protection on its attempted usage - there has always been the requirement that you are in the in-game Menu before toggling this feature (else the game will crash), and yet Freeplay didn't check this - now it does, and the feature will not attempt to operate unless you are in the menu.
Hopefully a release won't be too far away!
Pleeeeease Mr Dannye, are you able to look into FOV adjustment? Tools like ViceFOV allow a higher FOV (fisheye-like effect) during replays, but nothing will allow a lower FOV (telescopic lens effect).
Good news, MtS has been working on an FOV feature! So hopefully something like what you're after will be on its way to a Freeplay sometime too :)
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Pleeeeease Mr Dannye, are you able to look into FOV adjustment? Tools like ViceFOV allow a higher FOV (fisheye-like effect) during replays, but nothing will allow a lower FOV (telescopic lens effect).
Good news, MtS has been working on an FOV feature! So hopefully something like what you're after will be on its way to a Freeplay sometime too :)
I can't wait. With the new FOV feature Mateus is working on, at least make it so it should be compatible with ThirteenAG's widescreen fix mod since I use it for a living. Looking forward to this one holy shit.
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I've made some a few more changes/additions since my last post, so in addition to that earlier list (https://www.gtastunting.net/index.php?topic=38567.msg1370965#msg1370965) (which I'll update to include this stuff too), there's also:
New toggle on/off Features:
- Hiding of the 'steam' effect that appears on the ground during/after rain (with 2 variants of being enabled, one being more aggressive in its removal of the effect)
- A custom Time Picker (I already had something like this for Weather selection, now it's available for time too; lets you type in an Hour value [in 24hr time] and it will snap to that hour of the day)
New always-on Features:
- Changes the game's default behaviour of having the Cinematic Camera being a little too 'sticky' to vehicles in replays where you get out of them and/or get into new ones (eg when getting into a 2nd vehicle in a replay, the Cinematic Camera may initially/temporarily return to the 1st instead). This will no longer occur - Freeplay has an explicit function for doing this, and doing it properly, via 'Vehicle Camera Lock', so it makes no sense for the game to act this way by default anymore.
Feature fixes/improvements:
- Even more 'Custom Cinematic Angle' improvements! I have been able to combine the best of the F11 variant (speed - no delay on activation) and the F12 variant (reliability - more likely to actually work) into just one, that shares both aspects. I have also further improved the reliability. I am keeping both the F11 and F12 triggers, for anyone who is used to one vs the other, but note they both do exactly the same thing now.
Usability improvements:
- The 'allow changes in replays' Features for Weather/Time/Headlights stuff will now auto-enable if you trigger one of their associated value-changing features (eg. if you press "J" for 'Stormy Weather', you no longer have to have first pressed "G" for 'Allow Weather Changes In Reps' for it to take affect in a replay)
- The 'Logging' Feature (previously called 'Debug', which was not an appropriate name for it), will now be enabled by default. It still has a toggle for turning it off/on, as always, if desired.
- The 'Trails' Feature (which is probably rarely used, if ever) remains, but I have added a protection on its attempted usage - there has always been the requirement that you are in the in-game Menu before toggling this feature (else the game will crash), and yet Freeplay didn't check this - now it does, and the feature will not attempt to operate unless you are in the menu.
And with that I think I'm happy to call it done for this release now! I just gotta work on updates to the documentation and maybe a bit more last minute testing. v5 coming soon :D
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The 'Trails' Feature (which is probably rarely used, if ever) remains...
There's always the trails plugin that adds that feature to VC's video settings...HAHAHAHAHA
I'm excited for this.
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That's huge! Thanks for all the work and time you invested in these updates
Can't wait to test it out
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VC Freeplay v5 is now available!
Download here: VC Freeplay v5 with source, via ModDB (https://www.moddb.com/mods/freeplay-for-vice-city/downloads/vc-freeplay-v5-with-source)
See this post for a full changelog: Changes made for v5 (https://www.gtastunting.net/index.php?topic=38567.msg1370965#msg1370965)
The download package also includes an updated documentation html file (no more plain text help files!), which covers all the information, features (with extended details) and complete changelog.
A modified version which includes MtS's fantastic camera movement speed improvements will be on its way soon.
Cheers all
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Love u Dannye and MtS <3
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This is great :wub: Very excited for the FOV feature on its way!
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I finished doing the FOV feature and setting up the camera speed slider to the new version of freeplay, now there are 2 sliders:
(https://i.imgur.com/5lM3OSr.jpg)
Here's a preview of the FOV feature:
https://www.youtube.com/watch?v=lzRQrAyGwt4&feature=youtu.be
Keys
F7 - Enable/Disable FOV change
F5 - Decrease FOV
F6 - Increase FOV
Link:
https://www.dropbox.com/s/a30pokkd2b6kefq/freeplay_vc.rar?dl=0
Let me know if there is any trouble.
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I finished doing the FOV feature and setting up the camera speed slider to the new version of freeplay, now there are 2 sliders:
(https://i.imgur.com/5lM3OSr.jpg)
I was hoping that the new features work with ThirteenAG's widescreen fix but alas it did not. FeelsBadMan. Good thing is there's still that camera speed slider that I always use for a living. :D
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I finished doing the FOV feature and setting up the camera speed slider to the new version of freeplay, now there are 2 sliders:
(https://i.imgur.com/5lM3OSr.jpg)
Here's a preview of the FOV feature:
https://www.youtube.com/watch?v=lzRQrAyGwt4&feature=youtu.be
Keys
F7 - Enable/Disable FOV change
F5 - Decrease FOV
F6 - Increase FOV
Link:
https://www.dropbox.com/s/a30pokkd2b6kefq/freeplay_vc.rar?dl=0
Let me know if there is any trouble.
THank you very much :)
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Fantastic work MtS! ;D
I've updated the first post to include the link/details.
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Awesome!! Works great, thanks MtS and Dannye :)
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I need this FOV for SA :o
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I need this FOV for SA :o
Up for that
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I'll try to get it done for SA until the end of the week.
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VC Freeplay v6 (aka the "I'm running out of unused keys on the keyboard" edition) is now available!
Download here: VC Freeplay v6 with source, via ModDB (https://www.moddb.com/mods/freeplay-for-vice-city/downloads/vc-freeplay-v6-with-source)
The documentation file, included in this package, contains full detail on each feature (updated for the new/changed stuff, in addition to making them easier to read) and a complete changelog.
Excerpts from the Changelog:
- Moving a frozen/cinematic camera via the arrow keys will now be performed in relation to the direction the camera is facing. Eg. Up Arrow will always make you go forward, Left Arrow will always make you strafe left. If you find an angle you like, you can also hold RShift to move based on that, such that you can re-aim the camera and it wont affect movement directions.
- The Custom FOV toggle/modify features have been incorporated into base Freeplay package (thanks MtS!).
- Added on-the-fly 'Speed' updates for the Camera-Movement and FOV-Adjustment features.
- Added ways to Simulate Mouse Movement via the keyboard (so can potentially get smooth/consistent motion). These become available once the corresponding Mouse Axis
BlockingOverride feature/s are enabled. Also the blocking + simulation now affects all in-game mouse movement other than the Main Menu (no more limitations on their effectiveness). - Added button to instantly activate Free Camera mode (which, combined with the default game behaviour of remembering your last Free Camera Rotation & Tilt, and the also-new Freeplay behaviour of also ensuring your Zoom is remembered, means you can get back into Free Camera exactly how you last left it).
- Added ability to enforce your own custom Free Camera Zoom, Tilt (mouse up/down), and even Rotation (mouse left/right) limits.
- 3rd Person Unique Camera is now supported by the Zoom Adjustment and Remove Obstruction Checks features (both were previously Free Camera only). Also, the 3rd Person Unique Camera will no longer temporarily snap to 1st Person when flying under a bridge (this is a new always-on feature).
- Provided access to the Look-Left/Right/Behind angles when using a 1st/3rd Person Unique Camera.
- Can now interact with multiple features simultaneously much better than before.
- Bugfixes:
- Frozen/Cinematic Camera Movement speed will not double when holding the buttons to move in more than one direction at a time.
- Starting Free Camera for the first time in a session without moving your mouse will no longer lead to an awkward/unresponsive camera.
- Toggling your headlights now works for cars (previously it only worked for bikes, whoops!).
- (And likely a whole bunch of potential ones more relating to behind-the-scenes changes that I hadn't encountered, but were possible, and I'm glad wont be experienced now)
Cheers all!
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Gonna try out the speed update for the cam movements, if it is what I think it is I'm a very happy guy. Thanks Dannye :wub:
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I've been lazy as hell with actually trying out the new freeplay features, but I still gotta give massive thanks for giving us all the freedom imaginable to manipulate camera angles.
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Wow, that looks like a major update. I'm curious what kind of things people are going to do in the future with different variations of camera angles. Especially the smooth camera option made it for me.
Thanks dannye.
I hope the SA Freeplay gets an update like this as well :wub:.
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Wow, that looks like a major update. I'm curious what kind of things people are going to do in the future with different variations of camera angles. Especially the smooth camera option made it for me.
Thanks dannye.
I hope the SA Freeplay gets an update like this as well :wub:.
You wait for my solo with never seen before camera angles
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I'm surprised that you dropped v6, because right now I connected to the forums with a fucking proxy and now this shit. Holy fuck.
This functionality has been written to (hopefully) work as expected even if using the 3rd-party "WidescreenFix" mod in conjunction (this is a 3rd party modification that also interacts with the game's internal FOV settings)
Holy shit, I've been using it all the time and before v6 I asked MtS to make it so the FOV feature is compatible with the plugin, and happy to report that it worked, so shoutout to him :wub: :wub: :wub:
I prefer the "slider" version from Mateus tho, so let's just wait for him to drop his part :D Can't wait to force myself to use a fucking fullsized keyboard to try out the angles because I'm using a fucking TKL XDXDXDXDXDXD
Wow, that looks like a major update. I'm curious what kind of things people are going to do in the future with different variations of camera angles. Especially the smooth camera option made it for me.
Thanks dannye.
I hope the SA Freeplay gets an update like this as well :wub:.
You wait for my solo with never seen before camera angles
yeah, expect Kacknase-style angles from him soon XDXDXD
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Cheers for the kind words everyone :wub:
With thanks to Max, a minor hotfix may be on its way - it turns out that my use of the left/right mouse clicks for on-the-fly camera speed adjustments may not have been the best idea, as sometimes it simply doesn't work. The update thus includes an alternate key binding for those features, assigned to the left/right square-bracket keys (support may be subject to the overall keyboard type you use... hopefully at least one of the approaches will work for everyone). I might play around with it a little bit more, to see if I can get a better understanding of what the deal is with the mouse stuff, in case somehow there's a way around it, but if not I'll be sure to post the updated version here soon. Until then, if anyone else notices this issue (or any others), let me know.
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Big update time! :D
A beta release of version 7 of Freeplay for Vice City is now available:
VC Freeplay v7 Beta with source, via ModDB (https://www.moddb.com/mods/freeplay-for-vice-city/downloads/vc-freeplay-v7-beta-with-source)
This release contains significant additions and changes from v6 and (despite being labelled as a beta) I highly recommend using this v7 rather than the older v6. The main reason I am calling this a beta is that there are still some rough edges to it, some more changes I am hoping to make to it, and I haven't had the time to dedicate to fully updating the official HTML-based documentation file (as such, the primary help file for this release, documenting all the new v7 stuff, is contained in a plaintext file; the OUTDATED v6 HTML file is also included, for reference).
Some highlights from v7:
- Camera saving & loading is no longer limited to Static Camera positions. It can now be used for Free Camera (Zoom + Tilt + Rotation) offsets, and customised Unique 3rd Person Cameras. Each of these three versions of camera saving/loading now support their own set of NINE distinct Save Slots, so you can have multiples of each saved and available at any time.
- Most 'customisable' settings (those that aren't simple on/off toggles, rather the harder-to-replicate specific values) can now be BACKED UP to a "frep-file" which can then be RESTORED at any point later, even on a new instance of Freeplay. In addition, if Freeplay remains running and the game itself is closed then re-opened, these settings will be automatically REMEMBERED now.
- Trigger Slow Motion during replay playback! You can customise just how slow it goes.
- "Breakpoints": a way for Freeplay to automatically pause/freeze the replay/game when a specific pre-defined frame is encountered. You can setup as many Breakpoints as you want. To continue playback from a Breakpoint, just press the normal "x" button to unpause (you can also choose to do this in a way that removes the Breakpoint too).
- "Smooth Motion": any Freeplay-triggered manual camera movement will now be performed in a much more reliable, consistent and smooth manner (by having their application be in-sync with the game's refresh/frame rate).
- More options now available for setting "Custom Limits" on things, allowing for planned/predictable/consistent camerawork.
- Convert any camera to become a "Free Camera" at its current position. If done while using a Camera already aimed directly at the player (like Cinematic Camera, a Freeplay-provided alternate mode of 3rd Person Unique Camera, or a very precisely-aimed frozen camera) this transition will appear seemless!
- The Cinematic Camera can now be used while the player is on-foot.
- New features that can be used to increase various settings relating to Draw Distance.
- Much much more - additional features, improved features, and bugfixes.
My recent edit of the VC Throwback 2 video was extremely reliant on a bunch of the new features/changes included in this release, I hope they can be of use to you guys too!
Any feedback, questions, etc are welcome.
Cheers
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damn dannye back at it again with the update POG
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The second beta release of Freeplay version 7 for Vice City is now available.
Download: VC Freeplay v7 Beta 2 with source, via ModDB (https://www.moddb.com/mods/freeplay-for-vice-city/downloads/vc-freeplay-v7-beta-2-with-source)
This is a smaller update compared to the first v7 beta, however it still contains a number of new features, updated features, and general usability improvements. Once again I am referring to it as a 'beta' as I still have not had time to properly update the official HTML documentation file, and as such (just like with Beta 1) the details of the changes made in this release are noted in a changelog-like plaintext file. (For reference, this package includes not only its specific help/changelog file, but also the Beta 1 version, and the outdated v6 HTML file).
General Usability Improvements:
- Now able to use EITHER "Shift" key (aka for any feature whose button trigger involved "Right Shift", you can now use "Left Shift" if you'd prefer).
- Removed chance of accidentally triggering an additional feature when interacting with one via a Numpad number key.
- Improved responsiveness of using multiple features simultaneously.
New Features:
- Replay Looback: Allows playback to automatically return to the start upon hitting the end of the replay file, rather than ending.
- Quick-Restart: Like above, but manually triggered at any time during playback to return to the start prior to reaching the end.
- Breakpoint Jumping: Lets Breakpoints essentially become "chapter markers" that you can immediately jump playback backward/forward to (as long as you have encountered them at least once during the playback).
- Greenscreen: The entire gameworld no longer renders, with the exception of Peds/Vehicles, and the empty space is coloured one single solid colour (to assist a colour-masking approach to compositing stunts in editing), with support for changing/customising the colour used.
- Some other minor stuff (disabling shadows, disabling particles, saving/loading mouse movements along an axis).
Updated Features:
- Ped and Vehicle Invisibility can now be toggled independently (and both features now work much better than before).
- Rain-Steam Invisibility feature is simplified (no more need for two different triggers/approaches).
- Some existing features have had their assigned buttons changed.
See the included help file for further details/hints/caveats/etc on all of these.
Any feedback or questions are welcome.
Cheers
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Absolutely fantastic additions once again. Also enjoy to read through your changelogs and really understand the functionality/use cases. Your explanations are spot on
Thanks Dannye!
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noice
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Truly the man when it comes to ease of life additions to the game.
I have but one request for the next release; could we please have a more interactive UI for the external program? A feature I would LOVE is programmable hotkeys. There are a handful of features I will always turn on when I begin filming, or will need to keep turning on with each replay (such as weather, time), or some hotkeys get in the way of other windows functions or game inputs. How possible is it to introduce a programming menu where we can force default states of each feature, and allow us to choose our own hotkeys, including setting multiple features to the same hotkey?
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Thanks for the kind words all! :happy:
I have but one request for the next release; could we please have a more interactive UI for the external program? A feature I would LOVE is programmable hotkeys. There are a handful of features I will always turn on when I begin filming, or will need to keep turning on with each replay (such as weather, time), or some hotkeys get in the way of other windows functions or game inputs. How possible is it to introduce a programming menu where we can force default states of each feature, and allow us to choose our own hotkeys, including setting multiple features to the same hotkey?
Something like that would definitely be great to have, but the hurdle has always been that I unfortunately don't have any experience with doing GUI stuff in C++ (from trying to get my head around it, it seems significantly more complicated than doing command-line-only stuff). That said, I still would love Freeplay to have some sort of customisation like what you've described, so I am keen to try and figure out ways to do it even without a GUI... perhaps something along the lines of a settings file that can be edited - it might not be perfect, but a step in the right direction at least (I certainly would not miss the absurdity that was having to memorise/repeat a big string of keypresses everytime I started a new recording session while working on the Throwback video :lol:). I'm definitely gonna look into this.
In regards to the Weather issue:
Having to re-set it for each replay I think stems from a combination of how I implemented the feature in Freeplay and also how I did the related feature in the USCM as well. I must try to revisit that stuff, but as a (hopefully temporary) workaround for the time being, from my experience you can get away with only having to set the weather once per recording session (assuming you are wanting the same weather type for each replay you capture) by making use of the USCM: while in normal gameplay (not watching a replay), use the USCM feature for cycling through weather types to set it to the one you're after, then enable Freeplay's "Weather Control" toggle directly (as opposed to just using Freeplay to activate a specific Weather type, which automatically enables "Weather Control" at the same time), and that should do it, one-and-done.
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I just have an idea and I really dont know if it's suggested or thought before.
Would it be possible to add Free Camera feature which can be controlled as a helicopter on first person view? I'm sure crazier edits can be done with easier controlling.
Edit: I mean like the start of this video but in Freeplay (First 15 seconds) https://youtu.be/1z3c5PuvKNI
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Modding season continues: the full v7 release of Freeplay for Vice City is finally here!
Download: VC Freeplay v7 Final with source, via ModDB (https://www.moddb.com/mods/freeplay-for-vice-city/downloads/vc-freeplay-v7-final-with-source)
This release not only contains new additions/improvements over the prior beta releases (beta1 (https://www.gtastunting.net/index.php?topic=38567.msg1374716#msg1374716), beta2 (https://www.gtastunting.net/index.php?topic=38567.msg1375598#msg1375598)), but also finally incorporates a fully updated HTML Documentation file (significantly overhauled - not just to cover the new changes, but also to improve the document, with better readability and consistency, and even updates to the details sections for much of the unchanged functionality).
========= Highlights of stuff new to this release =========
(see the Changelog section of the Documentation file for the complete list)
New Features:
- "Hide Flying Planes & Exhaust Trails": prevent the appearance of automatically-flying planes and their exhaust trails
- "Pristine Vehicles": ensure all vehicles in replays are shown with no visible damage (including always-attached & properly-closed doors!)
- "Force Replay Camera": provides full access to the 'Replay-captured Camera' during replay playback, with thanks to Darkstar!
- This means support for the playback of custom camerawork defined using his awesome Replay Manager (https://www.gtastunting.net/index.php?topic=72178.0) tool
- "Cycle Camera Vehicle Lock": cycle the camera between any vehicle present in the replay to enable "Lock Camera to Vehicle" on one without needing the player to be in it at the time
Updates & Fixes:
- "Override Time Control" and "Override Weather Control" now do their jobs better - while enabled nothing except Freeplay (aka you) can change the time/weather
- "Hide Peds" and "Hide Vehicles" both have new partner functions for modifying the scope of their behaviours (hide-all, hide-all-except-player, hide-player, etc)
- "Disable All" is now "Revert All", as its purpose is now more clearly to return Freeplay to its initial/default state (which for some features may be enabled, not disabled, especially since those defaults can be customised now...)
Usability & Customisation:
- Freeplay is now fully compatible with replays created using the Replay Longer (https://www.gtastunting.net/index.php?topic=72185.0) mod
- Freeplay will now automatically request Admin permissions to run (you won't have to edit the properties of the exe anymore)
- Many more features will now remember their enabled/disabled state across multiple game instances while Freeplay remains running
- Yes, (some) Customisation!
- Via editing a settings text file, you can set your preferred default state (enabled/disabled) for many features, so they can be automatically set just how you want them without having to press their keys
- And speaking of keys, you can now define a subset of them that you want Freeplay to ignore, thus not act on their usage. If there are features you don't/rarely use, or whose buttons you need to press for other mods/tools, you can make Freeplay pay no attention to your presses of them. (An associated toggle is available for turning on/off this blocking of your defined keys)
Any feedback or questions are welcome.
Cheers
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Would it be possible to add Free Camera feature which can be controlled as a helicopter on first person view? I'm sure crazier edits can be done with easier controlling.
Edit: I mean like the start of this video but in Freeplay (First 15 seconds) https://youtu.be/1z3c5PuvKNI
of course there's replay manager, but before that i used to use the skimmer and play around with it, then save a replay and hide the player vehicle for some halfway decent shots (close to the one you shared)
also, congrats for the release @dannye! stoked to try this shit out for sure
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Thanks Ez :happy: Hopefully it works well for ya!
(and cheers for the follow up on AF's question)
I have just discovered a bug, so there may be an even smaller update on the horizon... "Cycle Camera Vehicle Lock" may not work in a replay where there is only a single vehicle, I think due to a problem with my logic for trying to make it a bit more efficient behind the scenes. Its no big deal probably (I doubt its a feature that needs to be used much, also there's still the original vehicle-lock feature that can be used without issue if the player is in/on the vehicle at any point, and also in VC at least there's rarely ever only a single vehicle in the scene, due to parked cars, bus, etc), but I will try and get a fix out for it sometime soon. If anyone notices any other issues let me know.
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Thank you Dannye for these wonderful tools, you made stunting easier (possible in my case lmao) and totally improved stunt recording ;D
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Cheers Cooper :happy:
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A minor update brings us to v7.1 for Vice City Freeplay.
Its only one new feature (and one bugfix) but it is a feature I'm keen to use myself - and now wish I had made ages ago - so I wanted to rush it out in case anyone else might find it handy.
Download: VC Freeplay v7.1 with source, via ModDB (https://www.moddb.com/mods/freeplay-for-vice-city/downloads/freeplay-vc-v71)
The new feature is "Display Frame Counter", which when enabled will make it so the game displays (and constantly updates) the current replay frame number during playback, in the top-left corner of the screen. Not good for 'final' stunt captures, but a potentially useful tool to assist in mockup/prep/planing.
One example: if your process involves initially mapping out the edit using simple/temp video captures of the stunts, the inclusion of this frame counter in them could help later for easy identification of what range of frames you'll need to capture per stunt (and thus plan/build camerawork for), exactly what frames line up with any potential music sync points, etc.
This feature also supports being remembered across game instances, and can have its default state customised via the settings file. And lastly, the bugfix: "Cycle Camera Vehicle Lock" will now work when used while on-foot in a replay that contains only a single vehicle (previously it failed to trigger under these circumstances and thus would not be able to lock onto that one vehicle).
Any feedback or questions are welcome.
Cheers
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Thank you Dannye for your great work! The new feature "Display Frame Counter" is very interesting.
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A minor update brings us to v7.1 for Vice City Freeplay.
Its only one new feature (and one bugfix) but it is a feature I'm keen to use myself - and now wish I had made ages ago - so I wanted to rush it out in case anyone else might find it handy.
Download: VC Freeplay v7.1 with source, via ModDB (https://www.moddb.com/mods/freeplay-for-vice-city/downloads/freeplay-vc-v71)
The new feature is "Display Frame Counter", which when enabled will make it so the game displays (and constantly updates) the current replay frame number during playback, in the top-left corner of the screen. Not good for 'final' stunt captures, but a potentially useful tool to assist in mockup/prep/planing.
One example: if your process involves initially mapping out the edit using simple/temp video captures of the stunts, the inclusion of this frame counter in them could help later for easy identification of what range of frames you'll need to capture per stunt (and thus plan/build camerawork for), exactly what frames line up with any potential music sync points, etc.
This feature also supports being remembered across game instances, and can have its default state customised via the settings file. And lastly, the bugfix: "Cycle Camera Vehicle Lock" will now work when used while on-foot in a replay that contains only a single vehicle (previously it failed to trigger under these circumstances and thus would not be able to lock onto that one vehicle).
Any feedback or questions are welcome.
Cheers
Neat idea and it just spawned a thought in my mind.
Let's say you're watching a long replay (or a number of assorted replays). You just want a quick and dirty recording of the 'successful' attempt. Or just the attempt where you hit F2. Not so much for use in the actual editing of a video. But more for just quick sharing with others - situations like that.
At the moment, if that desired attempt isn't the first one, you gotta wait and try and guesstimate which attempt will be the one you want to record. Which obviously tends to create extra recordings where you misjudged the correct attempt.
With the Frame counter - I guess it'd improve that somewhat, where you watch the replay once, note the frame count at the start of the attempt that is the one you want. Then watch a second time and record.
But to further streamline it, is there a way to have an indicator (maybe turn frame count a different colour?), that the current attempt is the -final- attempt in the replay? Perhaps based on it being the last time a Load Position was used in the replay?
Literally as I'm writing this though I've realised that'd involve somehow writing USCM information into the .rep somehow. Or detecting the vehicle teleporting via coordinates or...something.
Maybe not all that viable, but something I'd make good use of if it is :P
Thanks again for your tools :a-cheer:
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Nice job as always! :)
With regards to DC's suggestion, I have a streamlined solution in mind (as long as it's technically achievable). Freeplay has the ability to recognise which frame is being played at any given moment, so why not let the player tap a hotkey while watching a replay to set their desired starting point, and then whenever a replay is opened, Freeplay would automatically start the replay on the frame number which was set by the hotkey, which could then be disabled by simply tapping the hotkey again?
This seems better than writing USCM data into replays, since that wouldn't work with old replays, and it seems better than detecting large deviations in coordinate data too, since that wouldn't work with things like Monster Dynamics in SA which can instantly teleport you elsewhere. Sometimes it's beneficial to position your angle before the successful attempt begins too (especially when the runup is short), which would also be possible with this method :euro:.
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Freeplay is my passion
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Yeah having to work with longer replays that may contain many failed attempts can be kinda annoying, though hopefully its not a too-common occurrence these days? (With USCM always clearing the replay buffer on teleports triggered after bails, and now having the option to do that for all teleports - not sure how many people use the latter but I normally do).
My approach for dealing with such reps has been to enable fast-forward and use Shift+X to create breakpoints every so often while it plays (also being sure to have loopback enabled so the rep doesn't end unexpectedly [I have this auto-enabled via the settings file as I always prefer it on]), then once I realise we've finally hit the important part I can jump-backwards to the most recent breakpoint and work from there (potentially narrowing it down further subsequently if needed, and taking note of the frame number if I think I'll need to do it again later). Still quite inconvenient I admit, but its something at least, and can be done with just one playback.
Regarding the frame-counter colouring idea: I do quite like that as a concept, but indeed it does seem that making it based on custom data baked into the rep and/or coordinates could be problematic, so the best I can imagine is maybe a version where its based on how far through the total rep you are (eg. green for first third of a rep, orange for second third, red for last third), though even then I'm not immediately sure if that's something I can do, and ofcourse that doesn't necessarily relate to when the stunt occurs.
Regarding starting/jumping to a point within a rep: Yeah ideally the ability to jump around to different parts of a replay (currently done via breakpoints [and kinda has to be, else I'd have trouble with conflicts between it and breakpoints/frame-tracking]) would be more flexible such that you could jump to any breakpoint at any time during playback, and thus if you had one setup at your desired starting point (either added during a prior playback, or loaded via a frep-rep file [which can always be trimmed down to contain solely the breakpoints definition line, and thus affect nothing else when loaded]) you could immediately go there after starting playback. Unfortunately I'm not sure that the way replay progress is tracked in freeplay vs the game plays too nice with that, hence the added need to first reach/pass the point in the active playback naturally before being allowed to jump there - I'd love to remove this restriction, but I am not too confident in being able to do so.
I'll be sure to keep pondering this stuff.
Cheers for all the feedback and kind words guys!
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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 (https://drive.google.com/file/d/1H0dnp4W220TdTgM49lrilk8HRr6MvYvh/view?usp=sharing)
Lots of changes this time around (though many are smaller-scale changes), with most stemming from work on Momentum (https://www.gtastunting.net/index.php?topic=72379.0) - 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
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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
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Seeing you still work on this is nothing but inspiration :wub: can't wait to see these wather/clouds features in action.
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awesome update Dannye, looking forward to putting it to use :D