GTAStunting

GTA Series => Grand Theft Auto - San Andreas => SA Un-Modded Video Releases => Topic started by: WaZ on May 13, 2020, 07:27:31 AM

Title: WaZ - REMINDER
Post by: WaZ on May 13, 2020, 07:27:31 AM
Hello guys ,
During the quarantine times i opened SA after 10 years of inactivity in stunting .
It's just a little video with a cool soudtrack and a simple and pure editing (cool cc and cam angles) do not expect epic stunting , i'm not in this place anymore , anyway i do lot of fun making this video !

HERE YOU GO ---------> https://youtu.be/L7ZzbbXjxDo (https://youtu.be/L7ZzbbXjxDo)

Title: Re: WaZ - REMINDER
Post by: Rainbow on May 13, 2020, 07:43:51 AM
Not an SA expert but this looks dodgy as can be.
Title: Re: WaZ - REMINDER
Post by: Avi on May 13, 2020, 07:59:51 AM
1:31 gravity mod :blink:   taxi boost too
Title: Re: WaZ - REMINDER
Post by: WaZ on May 13, 2020, 08:02:32 AM
1:31 gravity mod :blink:   taxi boost too

I expected this  :lol: no mod in this video ! even less in taxi boost wtf
Title: Re: WaZ - REMINDER
Post by: SoLoD on May 13, 2020, 08:46:16 AM
do u think nobody here tried taz's stunts? they can not be landed like that.
and that fucking taz's sf water gap, after u "landed" it, you decided to do that "little" jump just to show us u did not mod?
Title: Re: WaZ - REMINDER
Post by: WaZ on May 13, 2020, 08:51:10 AM
do u think nobody here tried taz's stunts? they can not be landed like that.
and that fucking taz's sf water gap, after u "landed" it, you decided to do that "little" jump just to show us u did not mod?

sry master only taz would be able to land his stunts so  :lol:
Title: Re: WaZ - REMINDER
Post by: SoLoD on May 13, 2020, 10:25:04 AM
sry master only taz would be able to land his stunts so  :lol:

It is not about landing stunts, it is about landing them without mods.
I do understand your confusion. You left in 2010 right? 2010-2011 were years of hard modding and overediting to hide them. Fuckers like baseline were using obvious 50-70% gravity and everyone were like "wow cool". But now it is a little but different time. People here know exactly how SA physics works. And they will say it straight to your face - MODS. That is how it works today. You can post as much smiles as you want if you think it is going to make your point "stronger". Or you can take another 10 years break to try to reach at least mental age of 16 y.o.
Title: Re: WaZ - REMINDER
Post by: Scavenger on May 13, 2020, 10:59:43 AM
Modded but i liked 1:50.
Title: Re: WaZ - REMINDER
Post by: WaZ on May 13, 2020, 12:55:39 PM
sry master only taz would be able to land his stunts so  :lol:

It is not about landing stunts, it is about landing them without mods.
I do understand your confusion. You left in 2010 right? 2010-2011 were years of hard modding and overediting to hide them. Fuckers like baseline were using obvious 50-70% gravity and everyone were like "wow cool". But now it is a little but different time. People here know exactly how SA physics works. And they will say it straight to your face - MODS. That is how it works today. You can post as much smiles as you want if you think it is going to make your point "stronger". Or you can take another 10 years break to try to reach at least mental age of 16 y.o.

I just mouseradding like BoxXx or TaZ  :)
Title: Re: WaZ - REMINDER
Post by: Sheep on May 13, 2020, 01:42:11 PM
Finisher looks fake. Camera trick or something.

And your personality reminds me of some older member here :hmm:
Title: Re: WaZ - REMINDER
Post by: Amaluna on May 13, 2020, 03:51:36 PM
Opener 'movement' at the cabbie boost, obvious speedboost at 0:58, probable slowitdown and finisher was funny too. Someone please move to the appropriate section.
Title: Re: WaZ - REMINDER
Post by: ARS on May 13, 2020, 04:30:16 PM
It could be a good video with this vibe and colors, but it's funny how you tried to hide the shit you did, especially finisher - just fake. Slowitdown easy to spot, btw.
There was good amount of vids and comebacks from the olds during the quarantine time, but it was organized with a vibe of nostalgia without shit or something, just stunting. It was cool. I just don't get why you trying to hide obviously modded stunts in 2020? It's just funny.
Title: Re: WaZ - REMINDER
Post by: Gh0stX on May 13, 2020, 04:58:31 PM
Mods on all Taz's stunts, + nice hide on the finisher you clearly were going beside the prec then you tried to hide by putting another replay and using that cam trick.
Man, it's 2020 no ones cares about gta anymore, so why mod and lie about it ?
The only good stunt was the prec on LS highway
Title: Re: WaZ - REMINDER
Post by: burn on May 14, 2020, 01:42:22 AM
brutally modded, please move this to the appropriated section  :ajaja:
Title: Re: WaZ - REMINDER
Post by: Diaz on May 14, 2020, 02:23:52 AM
finisher  :lol: you rarely see such 'execution'
the cabbie boost AND the landing were both great, sad that they didn't happen at the same time  :(
Title: Re: WaZ - REMINDER
Post by: Blaze on May 14, 2020, 03:00:58 AM
lol if that finisher is legit please post the rep  :lol:
Title: Re: WaZ - REMINDER
Post by: NumeRo on May 14, 2020, 05:20:57 AM
Slowitdown with silent patch is sexy combo :D
Title: Re: WaZ - REMINDER
Post by: WaZ on May 14, 2020, 06:34:51 AM
Slowitdown with silent patch is sexy combo :D

Silent patch is not allowed ? I have to install it for get my mouse working
Title: Re: WaZ - REMINDER
Post by: Rainbow on May 14, 2020, 07:02:59 AM
Slowitdown with silent patch is sexy combo :D

Silent patch is not allowed ? I have to install it for get my mouse working
This topic is actually very simple. Rockstar Games based Grand Theft Auto's original 3D trilogy upon a modified version of 'RenderWare', a game engine developed by Criterion. According to this (http://www.gamedev.net/topic/280810-gta-san-andreas-3d-engine/?view=findpost&p=2762659) post by RenderWare developer 'Simagery', the game only uses the 3D graphics engine of RenderWare, but uses Rockstar's own systems for everything else, including physics. CPUs use hardware-based oscillators to calculate time, and that information is fed back to the operating system. The original trilogy used PS2 as its lead platform, targeting a 33.3ms frame-time (30fps). Under these circumstances, Rockstar knew that the maximum frame rate was 30fps, and they knew that the game shouldn't drop too far below this value. As a result, most of the game logic and physics was set to operate at a fixed time step of 33.3ms. However, major aspects of the game logic and the physics were calculated using a variable time step, meaning that the game could adapt to variances in frame rate. This was mostly fine for RenderWare's graphics engine, but many aspects of the handling and physics were calculated more quickly as frame rates increased, resulting in issues like different friction, braking forces, rotation speeds, and more.

The difference with GTA San Andreas is that the game had an additional 14ms delay between frames on PC, which limited the frame rate to 25fps. This additional frame delay persisted when Vsync was disabled, and prevented the game from rendering unlimited framerates with Vsync disabled (FL-OFF). The problem is that this frame delay was core to the physics of San Andreas, because the game also needed more time to complete physics calculations. When you use modifications like SilentPatch - which remove this frame delay to restore the Vsync lock of 30fps, and allow frame rates up to an artificial cap of 1000fps - physics calculations happen more quickly at any given frame rate, and this results in the types of physics glitches you see when playing with these mods enabled, or playing MTA/SAMP, which both remove this delay themselves (albeit with different FPS limits).

Outside of frame-times, the only difference with San Andreas is that the replay system captures data at a fixed rate of 40ms (25fps), whereas Vice City captures data every time a new frame is rendered. San Andreas drops frames so that it can always capture the same amount of data per second, and make sure replays playback identically regardless of frame rate. Vice City suffered from variable frame rates within replays, so when you played them back at 30fps, they would play back more slowly/quickly depending on how much data had to be played back per second. Frame drops would result in faster playback, since it would take less frames to move the same amount of distance, and high frame rates would result in slower playback, because it would take more frames to move the same amount of distance. This also resulted in drastically shorter replay lengths, because more data had to be fit into a limited amount of 'blocks' stored in RAM. As Daffy mentioned, people could have instigated their own 60fps cap to allow for high FPS videos with consistent replay playback, but frankly, nobody did this because there was no demand for it, so the point is essentially moot. Of course, that doesn't stop anyone doing it now; it might be cool to see a video made with a 60fps cap, and past precedent is not a good reason to shy away. I don't think it's a good idea to change the standards now though, because they're not broken.

This highlights the central issues people have with FL-OFF in Vice City. Frame rates are uncapped, so physics calculations are far faster than San Andreas, and Vice City's replay system doesn't drop frames at higher frame rates, so replays invariably look different on different systems, and the length of replays isn't good enough. However, what people consistently fail to realise is that almost exactly the same things happen when you use FL-OFF in San Andreas, barring Vice City's replay system issues. Why don't people understand this? The differences simply aren't as obvious, because San Andreas has an additional 14ms of delay in physics calculations, and frame rates are locked at ~71fps without modifications (the frame-times aren't 100% accurate, so you may find small deviations). - Most people seem to run mods that cause the game to max out around ~142fps instead (7ms), but I'm not sure which modifications specifically cause this; perhaps it's to do with No-CD patches, or Windows, or AMD/Nvidia's drivers? Would require more testing than I have time for. - SilentPatch is perhaps the greatest demonstration we have of this, for it shows how San Andreas' handling and physics operate under similar conditions to Vice City's runtime. That is why people vehemently stick to 30fps in Vice City, and why using SilentPatch is considered modding in San Andreas. Now as for why people use FL-OFF in San Andreas... different people come to different conclusions, and the negative effects of San Andreas' unlocked frame rates were not as apparent when the game was released, especially since computer hardware was far less powerful in 2005, so many people didn't even realise there were any differences until they discovered the RAD method, by which time they were already used to FL-OFF.

Should anything be obvious, it is that FL-OFF in Vice City is not "modding", it is simply looked down upon, because those who use it have a significant advantage over the stunting community as a whole, who have all stuck to FL-ON. San Andreas stunters may well have done the same, had they understood the consequences of FL-OFF from the start. If you want to stunt in the same conditions as Vice City stunters, you should stick to FL-ON, and for San Andreas, you should usually stick to FL-OFF, outside of circumstances where FL-ON is beneficial. As for what remains unknown, we don't have access to the source code, where we could definitively see how each individual function is calculated. Without that, all we can do is research the effects of FL-OFF within the game itself. As a community, we have a pretty good understanding of what that means, but in order to document the exact differences, that would require tangible efforts on the part of those whom it concerns. I don't see that happening right now, all I see is the playground attitude that pervaded the stunting community long ago.

Disclaimer: I'm not a programmer, I just did some research about this back in the day. I might be wrong about some things regarding fixed/variable time steps, for I'm working with other people's documentation, and I have never done any programming, so I can't practically test my findings. If you want more detail about fixed/variable time steps, and their relation to game logic or physics, ask somebody else.

tl;dr: It's not allowed.
Title: Re: WaZ - REMINDER
Post by: WaZ on May 14, 2020, 07:21:48 AM
Slowitdown with silent patch is sexy combo :D

Silent patch is not allowed ? I have to install it for get my mouse working
This topic is actually very simple. Rockstar Games based Grand Theft Auto's original 3D trilogy upon a modified version of 'RenderWare', a game engine developed by Criterion. According to this (http://www.gamedev.net/topic/280810-gta-san-andreas-3d-engine/?view=findpost&p=2762659) post by RenderWare developer 'Simagery', the game only uses the 3D graphics engine of RenderWare, but uses Rockstar's own systems for everything else, including physics. CPUs use hardware-based oscillators to calculate time, and that information is fed back to the operating system. The original trilogy used PS2 as its lead platform, targeting a 33.3ms frame-time (30fps). Under these circumstances, Rockstar knew that the maximum frame rate was 30fps, and they knew that the game shouldn't drop too far below this value. As a result, most of the game logic and physics was set to operate at a fixed time step of 33.3ms. However, major aspects of the game logic and the physics were calculated using a variable time step, meaning that the game could adapt to variances in frame rate. This was mostly fine for RenderWare's graphics engine, but many aspects of the handling and physics were calculated more quickly as frame rates increased, resulting in issues like different friction, braking forces, rotation speeds, and more.

The difference with GTA San Andreas is that the game had an additional 14ms delay between frames on PC, which limited the frame rate to 25fps. This additional frame delay persisted when Vsync was disabled, and prevented the game from rendering unlimited framerates with Vsync disabled (FL-OFF). The problem is that this frame delay was core to the physics of San Andreas, because the game also needed more time to complete physics calculations. When you use modifications like SilentPatch - which remove this frame delay to restore the Vsync lock of 30fps, and allow frame rates up to an artificial cap of 1000fps - physics calculations happen more quickly at any given frame rate, and this results in the types of physics glitches you see when playing with these mods enabled, or playing MTA/SAMP, which both remove this delay themselves (albeit with different FPS limits).

Outside of frame-times, the only difference with San Andreas is that the replay system captures data at a fixed rate of 40ms (25fps), whereas Vice City captures data every time a new frame is rendered. San Andreas drops frames so that it can always capture the same amount of data per second, and make sure replays playback identically regardless of frame rate. Vice City suffered from variable frame rates within replays, so when you played them back at 30fps, they would play back more slowly/quickly depending on how much data had to be played back per second. Frame drops would result in faster playback, since it would take less frames to move the same amount of distance, and high frame rates would result in slower playback, because it would take more frames to move the same amount of distance. This also resulted in drastically shorter replay lengths, because more data had to be fit into a limited amount of 'blocks' stored in RAM. As Daffy mentioned, people could have instigated their own 60fps cap to allow for high FPS videos with consistent replay playback, but frankly, nobody did this because there was no demand for it, so the point is essentially moot. Of course, that doesn't stop anyone doing it now; it might be cool to see a video made with a 60fps cap, and past precedent is not a good reason to shy away. I don't think it's a good idea to change the standards now though, because they're not broken.

This highlights the central issues people have with FL-OFF in Vice City. Frame rates are uncapped, so physics calculations are far faster than San Andreas, and Vice City's replay system doesn't drop frames at higher frame rates, so replays invariably look different on different systems, and the length of replays isn't good enough. However, what people consistently fail to realise is that almost exactly the same things happen when you use FL-OFF in San Andreas, barring Vice City's replay system issues. Why don't people understand this? The differences simply aren't as obvious, because San Andreas has an additional 14ms of delay in physics calculations, and frame rates are locked at ~71fps without modifications (the frame-times aren't 100% accurate, so you may find small deviations). - Most people seem to run mods that cause the game to max out around ~142fps instead (7ms), but I'm not sure which modifications specifically cause this; perhaps it's to do with No-CD patches, or Windows, or AMD/Nvidia's drivers? Would require more testing than I have time for. - SilentPatch is perhaps the greatest demonstration we have of this, for it shows how San Andreas' handling and physics operate under similar conditions to Vice City's runtime. That is why people vehemently stick to 30fps in Vice City, and why using SilentPatch is considered modding in San Andreas. Now as for why people use FL-OFF in San Andreas... different people come to different conclusions, and the negative effects of San Andreas' unlocked frame rates were not as apparent when the game was released, especially since computer hardware was far less powerful in 2005, so many people didn't even realise there were any differences until they discovered the RAD method, by which time they were already used to FL-OFF.

Should anything be obvious, it is that FL-OFF in Vice City is not "modding", it is simply looked down upon, because those who use it have a significant advantage over the stunting community as a whole, who have all stuck to FL-ON. San Andreas stunters may well have done the same, had they understood the consequences of FL-OFF from the start. If you want to stunt in the same conditions as Vice City stunters, you should stick to FL-ON, and for San Andreas, you should usually stick to FL-OFF, outside of circumstances where FL-ON is beneficial. As for what remains unknown, we don't have access to the source code, where we could definitively see how each individual function is calculated. Without that, all we can do is research the effects of FL-OFF within the game itself. As a community, we have a pretty good understanding of what that means, but in order to document the exact differences, that would require tangible efforts on the part of those whom it concerns. I don't see that happening right now, all I see is the playground attitude that pervaded the stunting community long ago.

Disclaimer: I'm not a programmer, I just did some research about this back in the day. I might be wrong about some things regarding fixed/variable time steps, for I'm working with other people's documentation, and I have never done any programming, so I can't practically test my findings. If you want more detail about fixed/variable time steps, and their relation to game logic or physics, ask somebody else.

tl;dr: It's not allowed.
Ok so this is definitely modded and that’s why i can’t ever get a proper stoppie or make backstoppie, but no slowitdown used in this video or gravity ! Only this silent patch , anyone know how to make mouse working on Win10 without this patch so ?
Title: Re: WaZ - REMINDER
Post by: Hugo on May 14, 2020, 11:35:58 AM
That was funny thx !
Title: Re: WaZ - REMINDER
Post by: Joep on May 14, 2020, 02:17:20 PM

Ok so this is definitely modded and that’s why i can’t ever get a proper stoppie or make backstoppie, but no slowitdown used in this video or gravity ! Only this silent patch , anyone know how to make mouse working on Win10 without this patch so ?
[/quote]


Dinput8.dll is a fix. Just drop it in SA directory.
Title: Re: WaZ - REMINDER
Post by: Herb on May 14, 2020, 11:01:43 PM
If you're that old member named Wazoust, you were busted for modding in VC back then too lmao
Title: Re: WaZ - REMINDER
Post by: Erwin on May 15, 2020, 02:42:29 AM
 :lol:
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