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Messages - Dannye

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1
GTA Modding / Re: Ultimate Stunters Main SCM
« on: Today at 05:39:28 AM »
The complete v8 release of the VC-engine USCM is now available! Its been a long time coming - at one point I thought I might have it done by the end of last year, boy was I wrong! But whats kinda cool is now (its finally done and I can relax, haha, but also) this big release also can be a bit of a celebration for the mod's 20th year! Crazy to think how far its come - I tracked down many of my ancient changelog notes to include in the documentation and my earliest entry was simply that I'd successfully made an 8-vehicle spawner. Cheers to all of you who've used and assisted with the mod over the years, hopefully it has helped ya stay sane and if you're still at it that it continues to do so. Happy stunting!

Download: VC USCM v8


Partial Changelog


New Interactive Features:

  On Foot
  • Warp to Random Location: Warp player to random position on the map
  • Vehicle Tracking: Use map/radar 'blips' to track player's two most recent vehicles
  • Teleport Loads Quietly: Loads wont trigger an audio chime or message - teleport in peace!
  • Teleport Loads Can Heal: Loads restore health+armour of player/vehicle to max values (wont repair visible damage)
  • Less Text: Prevent display of Zone/Vehicle Names on entering them + Optionally prevent ISB messages
  • Weapon Shop: Spawn a small set of temporary weapon pickups around the player
  • Weapon Drop: Immediately remove all of the player's weapons
  • Fast Jetpacking: Increases the base speed of horizontal Jetpack movements x4
  • Extra Settings Menu: Displays a menu for accessing additional USCM features (see below)

  In Vehicle
  • Repair Vehicle: Fully heal and restore current vehicle to pristine/undamaged condition
  • Swap Teleport Locations: Move Locations between Slots - 1 with 2, or 1/2 with 3/4 (+ thus everyone can use all 4)

  In Menu (the "Extra Settings Menu")
  • Change Control Scheme: Select your desired USCM Control Scheme at any time (inside the game now!)
  • Partial Feature Lock: Swap between a full vs cutdown/oldschool USCM feature set (prevents triggering many newer features)
  • Unlimited Ammo: Never run out of ammo when firing weapons
  • Unique Stunt Jumps: Prevent the USJ process (eg. slowmo + camera) [always used to, now its a choice] [VC/LC only]
  • Vehicle Submissions: Prevent Submissions by not the button activate them (+ no more message on entering their vehicles) [VC only]
  • Vehicle Weapon Gifts: Prevent player receiving weapons from entered vehicles (Shotgun via Police, Golf Club via Caddie)
  • Change Current Time: Manually adjust the time-of-day (in 6hr or 5min increments; can hold down for continued change)
  • Remove Current Weapon: Remove current weapon held-in-hand by the player (from their hands and inventory)
  • Give Selected Weapon: Select any weapon and give it/ammo to the player
  • Spawn Selected Vehicle: Select any vehicle and spawn it in front of the player
  • Start/Cancel Mission: Select any mission and start it (or cancel an active one) [VC only]
  • Change Teleport Location Status: View/Change the Status of any saved Location (available, save-locked, load-ignored)

  NB: Those whose Default State differs from prior USCM behaviour are "Unlimited Ammo" (Enabled), "Vehicle Submissions" (Disabled) and "Vehicle Weapon Gifts" (Disabled).

Existing Feature Improvements/Fixes: (Some of them)
  • Remember Vehicle: Now its a toggle, so you can UN-remember a vehicle! (+ Remember process now smoother for most vehicles)
  • Vehicle Spawner Sets: 2a now includes Kaufman-branded Cabbie + Regina, 3a now includes "hotringa" Hotring
  • Stats Overlay: New sidebar layout for 'Everything' mode (less distracting changes, more precision, share screen with ISB)
  • Jetpack: Can now do downwards+slowed movement (and its handy: auto-stops on collision!), + fixed 'randomly falling down' bug
  • Set Player Vulnerability Mode: Supports an extra mode, 'Vulnerable (Dynamic Health)', that doesn't lock max health/armour

  (Plus from v8-alpha: 'Default' Control Scheme direct access to 3rd+4th Teleport Slots, "Stats Overlay" having Speed-only option)

General Improvements: (Some of them)
  • Only one main.scm per map now, with different 'variants' now being 'Control Schemes' that can be selected in-game
    • Q: Does that mean I have to change it every time I play if I don't want to use the Default Scheme?
    • A: Nope! Savegames remember the status of every USCM feature, so customise any/all features you want (such as Control Scheme) then make a save. Afterwards, loading that save instead of starting a New Game lets you begin a stunting session just how you like it!
  • Official support for 5 maps now (VC/LC/SAiVC/TDRVC/AC) plus a special generic USCM that potentially works on any/other maps
  • More New Game tutorial stuff removed from VC, and its 'Start Unlocked' behaviour finally includes opened Mansion
  • Significant documentation overhaul: content + usability (with additional details added/improved even for unchanged features)

Want to see the full list of changes, or learn more about some of the new features/updates than these one-line descriptions offer, be sure to check out the Documentation.html file included in the release package. Its 'Changelog' tab contains the full list of changes made for this release (and all past releases), and on its 'Features' tab you can click on any of the features to get additional details about what they do, how they work, and tips on using them.



As always, this new version will not be compatible with any savegames you have that were made using older versions, sorry about that.

If you are concerned about the overwhelming amount of additions/changes in this new version (which is understandable!), some things to keep in mind:
  • Half the new features are only triggered via the new "Extra Settings Menu" and thus don't need dedicated button combos
  • Most of the new features that are button-triggered are only accessed while on-foot, not in-vehicle (thus not during most stunts)
  • I tried to come up with button combos that were easy-to-use-when-desired and out-of-the-way-when-not, plus maintained some consistency/familiarity between the triggers of related features (new and old), following existing trends
  • If you find most newer button combo features are unnecessary/undesirable or wont need them often, you could use "Partial Feature Lock" to prevent any interactions with many of them until needed (and thus you would not necessarily need to learn/understand/avoid any of their button combos)
And hey, its all good if you'd prefer to just keep using whatever old version you're familiar with instead of upgrading.


Any feedback or questions are welcome.
Cheers

2
VC Un-Modded Stunting Video Releases / Re: Elysian
« on: April 29, 2025, 03:41:23 AM »
Video turned out fantastic guys, good stuff! The mix of taxi stunt types was great - climbs, precs, grinds (let alone the combinations of them) - so much solid stuff in there, right from the word go with Max's clever opener. In addition, some highlights for me would also include Darkstar's crazy washbeach roof prec, Max's massive tank-hit building ledge prec, TurBo's perfectly neat-and-tidy diner sign prec + unexpected fire-escape prec... and I could easily continue listing many more, from everyone!! I really enjoyed the edit too, with the music choices great and ditto the setting of the stunts to them (plus I can't deny the satisfaction of Rainbow's musically-appropriate hole-in-the-wall stunt - a fun stunt already, made even moreso). Lots of lovely camerawork and transitions also: like the shaky-cam lead into Max's LC climb, the early tracking shot at the start of TurBo's Starfish Island roof hopping, the tease shot of Max's tank-hit prec, the stationary-to-moving cam swap for Darkstar's tall rooftop prec, the transition from Max's double-grind to TurBo's antenna, and the road-gap camera on Max's borgnine roofing. Very cool video everyone!

3
I didn't recall the original so after watching this new one I then went and played them both side-by-side and man that was some damn fine recreation work guys, impressive! Fascinating to see such a strong correlation on all aspects with the stunts, camerawork and editing. Right down to that tool-shop grind getting caught up at the exact same spot on the ledge! I can't imagine it was easy to redo these stunts, with so many big-air ones in there, so really well done there everyone - and seeing that this edit itself was also done in such a short time is also quite the feat, hats off! And as a couple quick random asides - I very much liked the look of the fire on puzzle's junkyard packer bump, and the framing on the composite-angle to show those shared zen-garden taxi landings. Great stuff all!

4
That was a fun video - sweet set of stunts with a cool edit!
Favourite stunt for me had to be that backwards sanchez reverse wallslide thingy, that was unexpected awesomeness, and loved its truck landing finish. I also enjoyed the little hotring water gap bounceback, and the freeway bump to hotel roof with the slight grind ending - and indeed that stunt is a great example of a highlight for me in regards to the edit too, starting from the cool blurry traffic lights fade-in, the whole nighttime rainy vibe, and camerawork on its landing.
Nice work Sorcery, Ltab and the stunters!

5
Introduce Yourself / Re: Hey guys! Been a long time!
« on: March 30, 2025, 05:40:54 AM »
Good thanks man, and I appreciate the kind words, cheers!

6
Introduce Yourself / Re: Hey guys! Been a long time!
« on: March 21, 2025, 02:48:44 AM »
Hey Macsta, cool to see ya back around here again!

7
VC Un-Modded Stunting Video Releases / Re: OMINOUS PLAYGROUND VOLUME 3
« on: December 20, 2024, 01:09:21 AM »
That was awesome - outstanding work on the edit Sport, and in running the project!

It was also great, yet again, to see another big set of quality stunts in this map, now 3 videod into the series. Max's crane drop bump (and massive tank closers + heli taxi roofing), Sorcery's bike grab to bus, Ltab's road ledge double grind, Ezraph's building wallride-up to grind-down, the Ltab & puzzLe shared grinds to surprise precs, and Sheeptea's zebra building hole pair are all up there as highlights for me, with many more really awesome ones too.

Once again I gotta say the edit and camerawork throughout was really impressive, even more so considering all the composites and crossovers (and the length!). The establishing shots and transitions were also all great, plus I really liked the first song and all the editing choices made to fit it so well. More specifically, some favourite moments would include: The camera angles for Max's crane drop bump, the camera pivot-down after MadX's skimmer bump with following packer tease, the editing style on Sorcery's grab to bus, the music timing for Ezraph's spiraling tank gap, the transition shot between Sheeptea's zebra hole pair, and the shared top-down rotating angle with Ltab's dual circular silo wallrides.

Great work all! Glad I could be a part of it (and also I really liked how you captured and edited my stunts, cool stuff!)

(PS: For anyone curious about my Hunter stunt, the ice-cream truck was just sitting there normally, not stuck - sometimes Hunter hits fling a vehicle like you'd expect, other times you get the bounce-back instead, like here, and often in those cases the other vehicle isn't affected at all)

8
SA Un-Modded Video Releases / Re: Sheeptea - Omniverse [AC Solo]
« on: November 30, 2024, 06:20:06 AM »
Great work Sheeptea and team! Lots of clever stunt ideas with solid executions. Highlights for me would be: the infernus dome bounce to rook, the massive bmx gap to grind, the nrg wallride-loop to prec, reverse/angled stoppie to grind, and definitely that amazing cabbie finisher! Editing was good stuff too, with some nice introductory camera angles for some of the stunts, and I especially liked the camerawork used on the cabbie boost as its leaving the glass enclosure, and the way you cut into the first beat of the credits music on the landing of that finisher. Good stuff guys.

9
VC Modded Stunting Videos / Re: Panther 3
« on: November 30, 2024, 06:19:00 AM »
A bunch of really good stuff here - seeing insane ideas become possible with half grav (like being able to actually bump all the way up into the building with the hole in it, and to see a tank boost bounce off the silos and become an island gap) makes for quite the enjoyable watch - nice work! (And in addition to those other two, a couple more highlights for me definitely include Cooper's stunt and the stadium full-ring-stoppie to prec, both very cool to see)

10
VC Un-Modded Stunting Video Releases / Re: One More Time
« on: November 30, 2024, 06:18:02 AM »
Nice fun video guys! Super cool to hear of old members diving back into stunting after the comm video, thats awesome! The movement of the bike during the grab after that stoppie at around 4:15 was very satisfying, also the packer bumping into the carpark slot was neat, and I'm a sucker for freeway stuck-stoppies so they were sweet to see too. Good stuff guys, welcome back!

11
VC Un-Modded Stunting Video Releases / Re: wviMis - Panther II
« on: November 30, 2024, 06:17:01 AM »
That was wild! Those grind combos were crazy, I could never guess where/when they'd end, with suprise precs, extra grinds (and Barracks!) coming left and right, all super satisfying. Heaps of really clever stuff in there, with great executions, and I'd say exactly the same for the editing and camerawork too! And the music syncing work made the satisfying grinds even moreso - with the 'slam' on the packer 180 pivot grinds near the junkyard being especially so. Some more specifics I enjoyed included the opening camera angle on the airport grind-stoppie-trailer, the match-cut going into the stunt that followed it, and also the down-the-line angle at the start of the grinding at the LC carpark. As for all those lovely grinds, some of my favourites would include the 90degree switch-up grind-pair early on, the vc airport edge grind to stoppie to trailer prec, the lc wallride to broken-top building edge grinds, and that lc bridge-top ledge grind to angled support grind (the bail was a bummer, but it was still so damn cool). Great work!

12
SA Un-Modded Video Releases / Re: [Burn] Fragment
« on: November 30, 2024, 06:16:05 AM »
That sparky spinny double grind gap, the neverending reverse stoppie combo to grind, and the monster bounce to tight prec were all top notch. The map was unfamiliar to me, but it seemed quite large and indeed well suited to big air stuff - which you provided an impressive collection of too! Nice work!

13
SA Un-Modded Video Releases / Re: Here To Stay
« on: November 30, 2024, 06:15:02 AM »
Cool stuff, and a fun watch! Just as with Gryzlek's video as soon as I started watching I was getting that immediate satisfying hit of the distinctive PS2+SA style that I very much enjoy (makes me wanna go back and watch more from that era). And as with that video also my hats off to you for dealing with the no-assist stunting that comes from PS2-land, and especially so for doing it with a remake project too!

14
SA Un-Modded Video Releases / Re: Vandals - GENESIS
« on: November 30, 2024, 06:14:07 AM »
A fantastic crew debut, with a heap of top quality stunts, and great editing, with a fun vibe and cool camerawork and transitions (a tiny little touch I particularly enjoyed was the handling of the 'woo' at 2:50). As for some stunts that I enjoyed the most, I'd have to include the MV's cabbie boost to (perfect!) tower prec, TurBo's bridge freeway shenanigans, puzzLe's infernus crane cargo prec, breyt's crazy bmx tripple-jump to buoy (and really all the bike stuff!), and MV's bizarre backwards boat barbing. All solid stuff, nicely done Vandals!

15
VC Un-Modded Stunting Video Releases / Re: DeathCobra - Halcyon
« on: October 22, 2024, 06:08:37 AM »
Outstanding work here DC, each stunt was top-notch stuff start to finish, just wow - such an impressive display of talent, and making for a damn fine video. The time and effort you must have poured into this really shines through, and the lovely edit by Haywire showcases it all so perfectly, really allowing you to fully take-in each stunt - with that great approach of starting each with a stylish shot of the setup or a neat tease of whats to come, followed by a nice clean continuous shot of the stunt itself, lovely work.

Favourite stunts for me would probably be the two wallie to grinds (spinning bump in SAiVC and pool bump in VC), the SAiVC planter bump to purple thingy, the LC double grind, and definitely that SAIVC PSM to BB grind (in which the wallride-down ending was a perfect cap - super satisfying)... but really they were all super cool, and made even cooler again by their perfect executions (eg. seeing you land that very top prec on the SAiVC pirate ambo stunt was already sweet, but then you were even perfectly centered and aligned on it!). Some of editing highlights would have to be wonderful camerawork used throughout the LC double fence grind, ditto the runnup shot for the LC packer bump to bridge, the shooting of the SAiVC planter/purple stunt, and that very nice choice for timecyc colours used all the way through.

DC and Haywire, my hats off to both of you!

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