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Messages - Dannye

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46
VC Un-Modded Stunting Video Releases / Re: VC Throwback 2
« on: February 28, 2022, 12:52:39 AM »
Thanks for all the feedback everyone, its been lovely to read and watch!

An updated Freeplay was indeed used for this video - both it and the video were developed side-by-side throughout. Either one would've been completed faster without me doing the other, but neither would be as good without the other. I had hoped to have the new Freeplay ready-to-go in time with the video's release, but I have been making some last minute changes to try and smooth off some of the rough edges (as any issues I found that didn't impact my progress with the video were often ignored) and finish converting my changelog into a decent bit of documentation on the changes (it will just be a plaintext file for now, as it would take much longer to properly incorporate everything into the html file I normally use). My aim now is to get it finalised and uploaded within the next few days.

Cheers!


47
VC Un-Modded Stunting Video Releases / VC Throwback 2
« on: February 26, 2022, 12:30:14 AM »
Yep, it's finally here!
A sequel to the first VC Throwback project - a collaboration video with a focus on celebrating some of our favourite stunts of the past*.

Youtube Streaming: https://www.youtube.com/watch?v=wFQMuSR5nkE
GTASDB: https://www.gtasdb.com/video/vice-city-throwback-2
Temporary Direct Downloads: 720p (470mb), 1080p (840mb)
Behind-the-scenes/Commentary: https://www.youtube.com/watch?v=zpXUxYBg1CI

With big thanks to Skuller for organising and getting me involved, and also to Lex & Ezraph for their work on the first video and getting this sequel project up and running. It has been a long editing process for me - the most time I've spent on an edit by far (thanks again to Skuller for putting up with me, haha, and my progress updates that were few and far between) - and so I am very excited to now have it completed and available to watch.

Stunters involved: alieNboy, AllBeast, ARS, Dannye, Ezraph, Faiz, Gavran, Hedgehog, jooker, Kaneda, Khaimyk, Kingjad, Lhvin, Max, MaXpoWer, Nem, Ruiner, Sheeptea, SkilZ, Skuller, Smut, Sorcery, Sport, and ZeRo.

Thanks to everyone who contributed and those who provided me with assistance during the project.
Enjoy!

(*If a couple stunts snuck through that don't fit the bill perfectly, my apologies, hopefully it won't distract too much from the whole. Ditto for a few submitted stunts that I chose to keep in the video despite them ending up featuring in other projects released during my edit process, as they remained great fits for the video and I was quite fond of the captures I had already made of them that I couldn't bring myself to swap them out)

Update:
If anyone is keen to get their hands on the latest version of Freeplay which made this edit possible, it is now out and can be found here.

Update 2:
Added some direct-download links and a new companion video - a behind-the-scenes/making-of Commentary, available on youtube.

48
ATS Video Releases / Re: ATS - Hand Jive
« on: February 06, 2022, 04:12:57 AM »
It's always a joy to see a new Kaneda creation! Loved the stunts - those small gaps/landings were extremely satisfying (especially bumping back into the barn and slotting the infernus under the billboard), even further so thanks the fun edit that showcased them oh so nicely (the triple stoppie sequence was perfect). Capping it off with the beach sequence was awesome too. Nice work dude!

49
VC Un-Modded Stunting Video Releases / Re: ♦ Skyward 4 ♦
« on: October 14, 2021, 06:25:24 AM »
Awesome to see the Skyward series continue, and this was a fantastic addition - I'm stoked that I was able to take part in it again. The commitment to the style of the video in the edit is super impressive, and that intro leading into it was lovely to watch.

Such a great collection of stunts (and so many!), with good variation in there as well. It is so satisfying these days seeing all the clever lead-ins people come up with for taxi stunts, and indeed there were some sweet ones in here too. With those precision landings it was especially cool how many seemed so focused - only taking as much air as they needed to hit their spot. It was also neat having a few cases of similar landing areas being tackled via very different approaches. Highlights for me would have to be all that aforementioned precision stuff, plus Max's bridge grind, Haywire's multi-part combo to roof (being shot to leave us unsure what was gonna happen next was a great touch) and... well everything really.

The editing too provided numerous satisfying moments, from first watch through to my subsequent ones, and just a few would have to include: the intro's final flyby shot leading up to the wormhole; the end of the first stunt - the way the camera dips off below the ledge as the taxi teeters in that direction (and similar with the closing stunt, as the camera angle follows the tilt of the vehicle trying to come to rest); the run-up shots leading into Max's massive LC boost with how it turns the corner at speed (and certainly also the great moment in the middle there with the pause-and-pivot); and the cinematic angle chosen to show Skuller's landing slide across the roof's edge in his LS roof.

Solid work Haywire, and everyone involved! Cheers


@Omma!: Good memory! That I had even contributed to Amped 2 had completely slipped my mind until I was reminded of it (and thus this spot) a little while back, and indeed that's what led me play around in the area to try and find a decent VC-engine equivalent.

50
VC Un-Modded Stunting Video Releases / Re: MOPEDBOI$
« on: October 14, 2021, 06:23:33 AM »
What a great little collab this was! A whole vid of just faggio stuff made to look effortless even though I'm sure it was anything but. So many clever combos and precision landings in there! Sport's mountain climb was a lovely surprise - I had no idea that was even possible - and the editing/music there gave it an almost eerie vibe, which fit well with me being taken aback by what was I was seeing. Max's consecutive grind combos were lovely as well, as was seeing Aries giving the faggio some packer-bump love.

Some nice camera work throughout also - I was quite fond of the selection of camera angles chosen for your stunt Ez at 1:10, I thought they showcased that spot really well. Also the camera work for ARS's roof-to-prec - the initial shot covering the air till the landing - I thought was quite nice.

Great stuff everyone, glad I had something I could contribute to it!
(Most of my attempts with that technique was done with the PCJ, so I am very happy that at one point I swapped over to the Faggio - thinking that it being lighter might make a difference - and got lucky with that ring landing. The glitch is fun to play around with, though you're just as likely to get a dud that goes nowhere, or the bike morphs underground.. but occasionally some cool weird flings can occur - I even had a pcj at one point reach the very top of the stadium, only to sadly explode/bounce back down off the side)

51
VC Time Limit Videos / Re: A Loose 24
« on: September 01, 2021, 02:54:01 AM »
Lovely vid you put together Aries! A very satisfying collection of stunts for such a short time-frame, and packaged together quite nicely. I'm happy that I was able to contribute (yay for random driving around in an ambulance leading me finding a couple spots), and for what is the first time-limited vid I've been involved in. Cheers!

52
GTA Modding / Re: Ultimate Stunters Main SCM
« on: September 01, 2021, 02:06:37 AM »
Are you trying to load from an existing savegame? The one issue with scm mods like this (at least the way I write them) is they are not compatible with savegames that were created using different scm files. When you first use it you will need to start a New Game to avoid any crashes (you can then create save games from that point on and they will work fine). Hopefully that's the issue/solution here, as otherwise I am not sure at the moment what else could be the cause.

53
GTA Modding / Re: Ultimate Stunters Main SCM
« on: August 20, 2021, 08:07:47 PM »
Vice City USCM v7b is out now!

Download it from here: (includes source code)
https://www.moddb.com/mods/ultimate-stunters-scm/downloads/vice-city-uscm-v7b

See description of changes/additions here: (post updated since originally made)
https://www.gtastunting.net/index.php?topic=9046.msg1373340#msg1373340
(for a more in-depth changelog, see the documentation included in the download)

With thanks to Rainbow and Kingjad for their suggestions/advice which helped improve this release  :happy:

Happy stunting!
(but do be careful with the "All Teleport Loads Cut Replay" feature... accidentally triggering a teleport after a successful stunt with it enabled would be a damn shame - this is also why the feature is off by default; though note that even when off, replay cuts will still occur when doing a foot-to-car teleport, as they always have with all prior versions of the mod)

54
GTA Modding / Re: Ultimate Stunters Main SCM
« on: August 06, 2021, 08:44:11 PM »
Does anyone else have issues with old uscm and new version having replays crashing? I stunt with new version and sent my stunts to editor (SkilZ) and replay crashes every time press F3.
I sent my uscm files and still same issue... what is going on?

Damn, sorry to hear that. I've tried replicating this on my end (playing back replays created on v7 uscm's while running on an older version) but haven't seen any resulting crashes. Since it sounds like they still occur when you have provided the exact scm you were using then I guess something else is likely the cause? Sadly I have no idea what.

The closest thing I have experienced to this is with my copy of LC. Whenever I start a new game in LC and immediately try to load a replay, the game will 100% crash every time the replay stops. I'm pretty sure however this is just an issue with my copy of LC, as it happens even when I run the original scm it came with, and regardless of whether I use new/old replays. Thankfully the solution for me is to just to wait and move around a little bit before trying to playback any replays (or normally I'd just load from a savegame instead of a newgame), as then all is good.

As for the issue you're having, I'm not sure what to suggest re trying to solve it, best I can think to do is try and see if we can narrow it down at all:
  • Does every single one of your reps you've sent to SkilZ cause a crash, or only some of them? If only some, does it seem related to which map/mod they were created in (and/or the vehicles involved)?
  • Presumably SkilZ has no trouble watching back reps of their own stunts, and it's only an issue with yours? Is there someone else whose reps could be tried out on SkilZ's system to see if they trigger crashes too?
  • Since you've already tried having SkilZ watch your replays with the exact same scm you use, and it still cause crashes, how about the other way around? If SkilZ can send you the scm they normally use, you create a replay file using it, send it back, and then see if that replay crashes for SkilZ?
  • Do the crashes occur immediately on first pressing F3 to start viewing the replay, or only on pressing F3 a second time to end the replay (or when it ends naturally)?
  • If you'd like, you could also send me an example of one of the problematic replays (and maybe even the old scm that SkilZ normally uses) and I could see if it works on my end.

55
GTA Modding / Re: Ultimate Stunters Main SCM
« on: August 06, 2021, 07:04:57 AM »
Yup, its so much more convenient - sometimes I'd be doing car stunts where to try and get a cleaner rep I'd jump out every so often, or hammer F3 between attempts, but quite often I just couldn't be bothered, so this will be much nicer. That said - and I never thought I'd make this mistake - but a few months ago I was doing a car stunt where I did indeed accidentally trigger a teleport after landing it (I found myself often holding handbrake during the landing part, and when I finally got it, to get a better look at my landing spot I hit look-right, and bam, teleport load!). Needless to say I was thankful I hadn't yet been using this feature, so instead of a lost stunt I just have one with a very abrupt ending :lol: . I gotta be more careful now!

A little bit more progress:

  • Jetpack bugfix is out. Caused more problems than it fixed, infact I am no longer sure it fixed anything. So goodbye to that.
  • Teleport Load momentum/rotation cancelling is in, so say hello to this instead, with thanks to Rainbow :) . Foot-to-car and in-car loads should both be improved in this department - the teleport should now always put you exactly where its supposed to. And yep, no more cases of an on-bike teleport load taking you off it (usually because it was triggered moments before a collision) - that shouldn't happen anymore either.

Always nice to add something if I have to take something away :D

56
GTA Modding / Re: Ultimate Stunters Main SCM
« on: August 06, 2021, 12:49:59 AM »
(re: the momentum/rotation speed being sometimes kept after a teleport load)
Haha yeah I had gotten so used to it as well that honestly it never even occurred to me to try and fix it!
So today I have been trying to finally sort it out and I think I've been successful, yay!

57
GTA Modding / Re: Ultimate Stunters Main SCM
« on: August 04, 2021, 06:58:12 PM »
VC USCM v7b is in-progress and nearing completion.
Here's a look at the changes/updates implemented:

New Features:
  • Show Prior Vehicle - have camera go and look at your vehicle/s while you are on foot (ported from SA)
  • Teleport Load Always Cut Replay - toggle whether you want all teleport loads to do this or not (when off it will still do it for foot-to-car teleports as always) (ported from SA)
  • Show Stats - display player coords/angle and car speed/health on screen (ported from SA)
  • Teleport Loads Can Respawn Lost Vehicles - toggle whether on-foot loads should try and do a foot-to-car load even when the assoc car is unavailable (eg. despawned), instead spawning a replacement to use (note this can even work after loading a savegame to restore the vehicle you'd last used when the savegame was made)
  • Get Out Of Car When In Water - always-on access to the standard "Exit Vehicle" button/functionality to leave your in/underwater vehicle (normally prevented by the game)

Modified Features:
  • Set Prior Vehicle Preference - button combo to trigger this toggle now includes extra button (was Aim+Action, now Aim+Action+Left, to free up combos for the other new features) (ported from SA)
  • Water Respawn - now more useful in map-mods without paths (like SAiVC). In these cases, instead of placing you in the same useless/undesired location (x=0, y=0, z=0) every time, it will take you out of the vehicle and automatically enable jetpack

Bug Fixes:
  • Show Stats - now ensures correct display of negative sign for X/Y coords between 0 and -1
  • SAiVC loading improvements - still takes "quick" approach as per previous release, now hopefully reducing any issues relating to low-quality "LOD" models not being updated to their proper versions when you get close to them
  • Teleport Loads - reduced/removed cases of pre-teleport vehicle rotation/momentum affecting the teleport destination position/angle; plus no more being taken off your bike by a teleport load triggered just before you were about to fall off it
  • Vehicle Vulnerability - a "vulnerable" tank is now correctly invulnerable to bullets, as that's how tanks are supposed to be (like they are with explosions - which the USCM was already handling correctly)

Other:
  • The 'Legacy' variant finally includes support for a number of additional features from the primary USCM feature-set that it was missing (still doesn't cover everything, but gains quite a few that it was missing)
  • Removal of some more unnecessary pickups in the Vice City version (the "you cannot purchase this property yet" ones)
  • Just a note: The USCM's "Save Game" feature, present since v7, is sadly useless in some copies of SAiVC where the main menu entries to get to "Load Game" have been stripped out. While outside the scope of the SCM, it should be possible to restore these menu items, allowing you to load saved games in SAiVC again (I have been able to do this, though without much testing nor the knowledge of why it was removed, so I can't be sure whether this is a good idea or not)

Coming soon :)

58
VC Un-Modded Stunting Video Releases / Re: NEM'S LAST STAND
« on: July 08, 2021, 03:48:25 AM »
An impressive project Nem/Ezraph - and I quite enjoyed watching it - I can't imagine the work involved in putting it all together, great work to both of you, and everyone else involved! It was cool to see such a large collection of stunts from so many stunters, and the music selection tied it all together nicely, giving it a fun vibe. I'm happy that I could be a part of it - I was in a classic air-grab mood that day and had good fun playing around with that spot, so it's sweet to see that stunt get a home here.

Some misc highlights for me, stunt-wise, included Max's fence grinding antics, Aries's psm 2 grind, and shifftee + jooker's tree landings. Some editing-related highlights included: seeing a hint of that first stunt over the video title, the opening angle for theonly_one's LC skimmer bump, the shared/transition shot between the freeway and boat junkyard stunts, and starting the credits off with the remainder of Nem's grind (also a cool stunt!) along with the cool camera angle/movement used to capture it. It also looks like a great deal of effort must have been spent on the various scripted interludes throughout the video, so hats off to those involved in the planning and execution of that! Ooh, also, seeing the list of stunters at the end labelled as 'cast of characters' was cool.

Good stuff!
(I also watched Fugitive's video too, and found that quite fun and interesting, cheers for that!)

59
Modus Operandi Public Section / Re: Max - Vigilante
« on: June 15, 2021, 03:27:26 AM »
That was awesome!

It was eye-opening to see the full potential of what the tank has to offer, and it definitely makes me wanna play around in it more. All of the stunts were absolutely top-notch! I very much enjoyed all those natural island/water gaps, especially those where the stunt kept on going after the gap, which was a wonderful surprise!

The editing was spot-on too, a well-crafted intro script, music choices that fit really well, and lovely camera work throughout. It was so cool seeing those shared-angle transitions, the time-of-day work too (both it changing throughout stunts and the use of day/night swaps at sync points), and the 'multi ball'-style compilation shots (complete with moving camera!) - which made for a delightful outro (with a perfect song choice to go along with it).

Outstanding work Max, I loved every minute of it!
(and that turret LOD fix is sweet too!)

60
GTA Modding / Re: Freeplay
« on: June 04, 2021, 02:50:15 AM »
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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