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Messages - Dannye

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16
Modus Operandi Public Section / Re: FIGHTER & Rainbow - LowKey
« on: October 20, 2023, 06:13:00 AM »
I really enjoyed the relaxing vibes of the whole video, lovely work on the stunts and edit guys.
Very cool stunts from start to finish, with the LV carpark ledge stoppie to prec being a highlight for me, and the opener also.
Good stuff!

17
GTA Modding / Re: Freeplay
« on: September 18, 2023, 05:34:42 AM »
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!

18
GTA Modding / Re: Freeplay
« on: September 05, 2023, 05:53:54 AM »
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

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

19
Good stuff guys! Favourite stunts for me had to be the hole landings from Max and DC, plus Rainbow's bus grind and taxi prec. Also Smut, Sorcery and Gryzlek's stuff, the many impressive grinds and- really it was just cool to see everyone making such good use of this new playground! Editing-wise I really liked the camerawork used to showcase that bus grind (seeing the whole thing in one long take was extra satisfying, as was its blend into the following stunt - I liked that cam so much I didn't want it to end hah), also the building-wipe into Gryzlek's faggio prec (and the secondary angle of the landing showing off the precision really well), and the camera used to capture Smut's comet dropping off of the bridge.

Cheers to Haywire for the map, Angle.Fire for the organisation, and Ezraph for the edit!
I'm excited for more - that teaser for part 2 the end was a lovely way to cap it off.

20
GTA Modding / Re: Ultimate Stunters Main SCM
« on: May 31, 2023, 05:08:16 AM »
Is it something like this mod available for GTAV?
I have not done any modding or stunting outside of the VC/SA engine(s), so I can't be of much help in answering this, but I can only assume there are other mods/tools out there for the later games that do have similar features to the USCM, seeing as people still stunt in them. It might be worth asking around in the GTAS Discord?

21
GTA Modding / Re: Ultimate Stunters Main SCM
« on: May 19, 2023, 06:53:49 PM »
The last three releases (v4, v4b, v4c - thus those from the last couple years) can all be found on ModDB.

If you want something older than that, I've temporarily uploaded v3b (from 2009) here:
https://drive.google.com/file/d/1e3aYIXiwp86tR6BD1Z6EuRUIRIFfdS3B/view?usp=sharing

22
GTA Modding / Re: Freeplay
« on: May 19, 2023, 06:44:05 PM »
Cheers Cooper  :happy:

23
TMS Video Releases / Re: [SA] Explo - Cosmos
« on: April 30, 2023, 01:31:17 AM »
Cool to see ya back! Loved the all the clever, creative combo work, especially the incorporation of the more unusual vehicles as secondaries (the use of the dump truck and sweeper was fantastic). I very much enjoyed the edit too - showcased the stunts nicely, and fit together really well with the music (as one example, the syncing on the closing stunt was super satisfying). Great work!

24
GTA Modding / Re: Ultimate Stunters Main SCM
« on: April 15, 2023, 03:05:51 AM »
Glad I could help a little with the testing in United :D
Since I don't have any of SA's map-mods installed on my pc, getting USCMs working for them has required some assistance, so yes cheers for that, and to Ltab & Sheeptea for the AC version. Thanks all.



And now some quick fixes and small additions brings us to SA USCM v4c:

San Andreas USCM v4c, via ModDB

Changes mainly relate to car stunting:
  • "Trigger NOS" can now be done at any time while in an appropriate vehicle (no more strange quirks regarding that, and no more requiring that the vehicle has the NOS-bottle actually installed on it - in fact you'll get the best experience if you don't have it, aka no more unintentional NOS activations on teleport!)
  • Removed the "Toggle NOS installed on vehicle" feature (it is not needed anymore - see above)
  • New "Toggle Offroad Wheels" feature that adds/removes those potentially-beneficial alternate wheels to supported cars (triggered via the button combo that used to be for toggling a NOS install)

Other than some behind-the-scenes efficiency improvements regarding those car-mod-related features, the only remaining change is a bug fix relating to the Stats Overlay feature (in v4b a game crash could occur if loading a save that had been made while Stats were enabled in certain modes; this is fixed now).

Once again we are dealing with a release that is not compatible with older savegames, sorry about that. If you hadn't already updated to v4b, and you aren't interested in the new car-mod-feature changes, then you may prefer to just continue with the version you are already using. If you had updated to v4b already, then it may depend on how many saves you made for it already that you wanna keep vs how much you want the car stuff and/or the stats fix.

If you encounter any issues please let me know.

Cheers

25
GTA Modding / Re: Freeplay
« on: April 06, 2023, 07:29:14 PM »
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.

26
GTA Modding / Re: Ultimate Stunters Main SCM
« on: March 28, 2023, 01:38:00 AM »
A new minor release of the San Andreas USCM, v4b:

San Andreas USCM v4b, via ModDB

And I do mean minor, containing:
  • A few feature updates/fixes to be consistent with VC USCM improvements made since the last SA release (eg. teleport momentum carryover prevention, and the less-limited Limited variant)
  • The official inclusion of an enhanced Stats Overlay feature (not just off/on now, but a few different modes, and one being equivalent to VC's custom 'Simple Stats' USCMs)
  • The bundling of equivalent USCMs for both the SA map-mods of Alien City and GTA United.

See the included documentation for specifics.
(Also, for reference, details from the original v4 release: Changelog, Video)

Note that you may prefer to continue using your existing USCM version instead - if you don't need these updates and/or don't want to lose support for any of your current savegames (because, as always, this newest release will likely not be compatible with the savegames of any prior ones).

If you encounter any issues please let me know.

Cheers

27
GTA Modding / Re: Freeplay
« on: March 04, 2023, 10:58:16 PM »
Modding season continues: the full v7 release of Freeplay for Vice City is finally here!

Download: VC Freeplay v7 Final with source, via ModDB

This release not only contains new additions/improvements over the prior beta releases (beta1, beta2), 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 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 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

28
VC Chat & Support / Re: TDRVC Collab Organization
« on: January 24, 2023, 12:54:47 AM »
Nice! I was pushing to try and get something for this, some more time sounds great - gives me a chance to try and improve the execution of the one I landed and see if I can find any others.

29
GTA Modding / Re: Replay Longer [VC]
« on: December 19, 2022, 02:23:57 AM »
Is there any risk with corrupting reps using this?
Honestly I'd hesitate to say anything more definitive than 'hopefully not'. That's something nice about Freeplay - I can do as many crazy hacks as I want and I know since it is only meant to be used AFTER stunt/replay creation, the worst case scenario on something going wrong is a mild inconvenience. But indeed with the context of this mod being during-stunting, bugs are a big deal. I feel like I have a pretty good understanding of the parts of the game code that I am changing to hopefully know that I have made the correct changes (and I've spent a bunch of time testing it to try and find any issues and everything has seemed fine thus far), but there's that word again. I'd understand anyone not wanting to risk it, and that'd be another reason to consider an approach to using this mod where you only activate it when intending to work on a stunt that truly might need the extra space. That said, I have got the mod setup on each of my copies/mapmods of VC, so that way if there is a problem there's a good chance it's me that'll find it (or at least also get screwed by it).


i just wondering, why only 8x time longer, from where this limit  come?
It mostly comes from the desire to reduce the number of, and complexity of, the game hacks necessary to make the mod work (and thus reduce chance of error). [More detail: the x8 improvement comes from me changing a value that the game usually has set to 8 and instead making it 64. I pick 64 because it is a power of 2 and less than 127, and they are both important factors as otherwise I'd be needing to make many more changes to the game code/logic in addition to what is mainly just swapping numbers around, and that was not an enticing idea (also anything > 255 would require insane amounts of extra work)]


I usually save 5-10 replays whenever I land a VC/SA stunt, by saving one replay, alt tabbing to make a copy, and repeating the process until I have multiple replay backups - this helps sidestep the risk of corruption. Perhaps you could add a validation step to the replay write to ensure the data isn't corrupt, while also allowing the user to save multiple replay backups with a single press of F2?
Regarding corrupted replays in normal/unmodded versions of the games, that is not something I have much knowledge of - other than a vague recollection that there is a chance of it happening in SA (is it really an issue in VC too? or do you also do your multiple-rep approach there just out of habbit of needing it for SA?) - and I certainly don't know why it can happen (nor why multiple rep saves in a row can produce a working one if priors were bugged), so unfortunately I'm not sure if I'd be able to do something like what you've described, though I can understand the desire for it.

30
GTA Modding / Replay Longer [VC]
« on: December 18, 2022, 04:18:22 AM »
Replay Longer, By Dannye:
The purpose of this mod is to provide support for longer replay files, and thus allow for the reliable capture of stunts which may otherwise be unable to fit completely within one replay.rep file (eg. due to factors such as length, weather, pedestrians, traffic).

Supported Games:
  • Vice City [v1.0, for Windows] (and any map-mods based off this game-engine)
(sorry, no San Andreas support at this time)

Details:
  • This mod extends the maximum filesize for replay files, and thus the amount of gameplay they can potentially include. Normally a replay file will be no larger than 781kb, with this mod they can reach up to 8x that size (thus around 6mb).
  • This is an "ASI" mod, so if you want to use it just put the ASI file in your game directory and then it will automatically be applied whenever the game is run - you don't have to do anything.

Compatibility:
  • If a replay you create while using this mod has a filesize that doesn't exceed the the normal game max of 781kb, that replay file will also be compatible with copies of the game that are not using this mod (thus this mod is not required to playback those replay files). If you use this mod to create a replay file larger than that filesize however, playback will only be possible on games with this mod applied.
  • Some features of the latest official Freeplay release (v7 beta 2) have issues when being used on games that have this mod applied. Using any older Freeplay avoids the issue, as does simply not using the problematic features (Replay Loopback and Breakpoint Jumping) in the latest version - but more importantly a newer Freeplay version will be released soon that includes fixes to prevent these issues.

Usage Notes:
  • In many cases this mod is not necessary (and perhaps not desired at all), as the default max replay size of the game is generally sufficient, and so if you don't "cut" your replays before each stunt attempt this mod will potentially just be increasing the number of prior failed attemps that get included in the replay of a successful stunt, which is of no benefit. Thus you may prefer to only use this mod when beginning a stunt session where you intend to work on stunts that may require the extra length, or have it always applied but indeed make sure you do cut your replays while stunting (note that the USCM provides two approaches for automating this if you'd prefer to not have to manually do it via F3).
  • Since this is a memory-editing mod that needs to be active while stunting, you may wish to know more about what it is doing to the game before you are comfortable using it. To assist in this, the commented source code for the mod is included in the release package.

Downloads: (source code included)
  • [VC] Replay Longer v1.0 (Dec 2022): Download

Acknowledgements:
  • With thanks to Darkstar and Knapman

Happy (longer) stunting!

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