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Messages - MV

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61
VC Chat & Support / Re: The AllBeast Method.
« on: February 18, 2022, 05:52:14 PM »
Comparisons of this to Dannye's USCM are absolutely insane. Saving & loading warps of a stunt (i.e. velocity, loading a stunt already in progress) and skipping the runup has always been unacceptable, and rightfully so.. you should start at 0. This just takes it to a step further away from genuineness and being authentic.

Excusing the usage of a save state because "the stunt is too hard" is wild to see, considering a) people can simply get lucky and not need to spend hundreds of hours on a spot, b) many people spent a lot of their time & effort trying the very stunts in "Limitless" in a legit manner, and c) at the end of the day, these are possible stunts. I'd rather see these stunts go unlanded and tried for years instead of someone blatantly modding or using a save state to skip the gravity & difficulty of the stunt. THESE ARE POSSIBLE STUNTS. Using save states lowers the difficulty dramatically & renders the landed stunt insignificant, no longer making it appealing nor impressive.

Lastly, if stunts are lamed using save-states, *most* people aren't going to go out of their way to reland it in a legit manner. I get that Biel still relands modded Dan stuff after a decade, but I doubt anyone will try stuff like the LC tankbump for hundreds of hours if it was already lamed, for instance.. what's the point?

e/ it's no different than modding a possible stunt and telling people to just spend hundreds of hours on the spot to land it in a legit way lol, what's the point

62
VC Chat & Support / Re: The AllBeast Method.
« on: February 18, 2022, 01:34:26 AM »
Would you be willing to invest 10000~ (and probably even more) hours on a single stunt that will be only seen and appreciated by a handful of people? I personally wouldnt
limited

e/ what about the lc tankbump?

63
ATS Video Releases / Re: ATS - Hand Jive
« on: February 13, 2022, 05:34:17 PM »
Super fun & enjoyable video as expected - really cool to see you in action again, and I hope to see even more

64
DSS Video Releases / Re: Limitless
« on: February 10, 2022, 12:35:44 AM »

65
Introduce Yourself / Re: Ima just casually re introduce myself
« on: November 12, 2021, 12:28:35 AM »
same electric from world of stunting?

66
VC Un-Modded Stunting Video Releases / Re: ♦ Skyward 4 ♦
« on: October 10, 2021, 01:37:26 AM »
so fuckin rad. intro was genius & really dope, especially loved the fisheye effect & angles, but that blackhole was genius as fuck. it's really cool to see how something like this was pulled off, great work! very refined camera angles & dope editing. the song isn't something that I would expect to necessarily end up working in 2021, but the editing really blended it together well

rainbow, turbo & fckr killed it as always, though everyone had some really amazing stuff

67
SA Chat & Support / Re: Tiny input lag/delay
« on: October 04, 2021, 12:42:02 PM »
it does

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.

68
Aero Reapers Video Releases / Re: [SA] Biel - Fourth Dimension
« on: July 13, 2021, 12:13:37 PM »
Excited to see this finally released!

My personal favorites were the opener, LV Pylon DB, LV Motel double grind, watertower, pre-finisher and finisher.. but it's almost an insult to point out "standouts" as the whole video is a standout in it's own right - Fourth Dimension encapsulates an immaculate display of when style and crazy big-airs blend together.

Fantastic rendition of the freeway wallride by the way, that was the most stylish variant of the spot that you could have performed, that was sick. Really glad you took that spot to the next level!

Editing wise, we don't see a lot videos edited by Biel, but that's truly a shame cause this had very clean and tasteful editing that blended perfectly with the soundtrack. The camera angles, transitions and sync were pristine and flawless, it makes me wish you edited more videos. The subtle details and easter eggs make rewatching better each and every time too!

Fantastic work as always, looking forward to seeing the next dimension you take your capabilities to!

Edit: great soundtrack btw

69
VC Un-Modded Stunting Video Releases / Re: Sorcery - Rebate
« on: June 25, 2021, 07:13:36 AM »
VC PCJ stunts landed from 2013-mid-2021 were done with the PCJ being inadvertantly modded.
Sorcery specified that it was 2019 onwards; the handling files modification date was 2013

70
Modus Operandi Public Section / Re: Max - Vigilante
« on: June 14, 2021, 11:03:18 AM »
Masterful and classy. Truly phenomenal work of developing your scripts and storyline around the stunts, e.g. the finisher and opener. Wonderful camera work as always (especially with the attempts in the outro).

Natural stuff was fucking crazy and looked super stylish, e.g. the bridge2double palm ramp (5:06), the treebump LC watergap (6:00), act i's finisher, & LV Church watergap (genius runup). But that's not to say the packer or stuck spots were nuts too (how did you stuck the rhinos tho?).

I liked the takes on spots from Burn's Meditation too, like the LC watergap 2 dock or the SF Hospital roof, those were killer. Attention to detail e.g. the "act" text and the proper ATC transmissions was a cool touch.

The soundtrack was a perfect choice. Nice to see newer Deftones stuff in videos, especially with such great use of subtle and clean editing to accommodate it (great CC by the way, loved the color-changes). Your editing has always been on point, unique and creative; definitely hit the mark in this video (6:00 was such a cool in-theme transition, as was all of the transitions with similar camera angles or the pre-finisher)

I would like to see that nat LC Casino spot landed to the precision but I'm sure we'd have to wait until 2030 at minimum :lol: Also your runup of the second act's opener totally had me expecting a lighthouse landing.

Certainly the best tank video ever made. Sad that the SA rhino is inferior in terms of it's possibilities. You truly demonstrated the highest of possibilities from the tank in VC; truly a remarkably memorable video. Great work as always!

71
VC Un-Modded Stunting Video Releases / Re: ...VULTURES - SIDE B...
« on: May 26, 2021, 07:09:18 AM »
Lovely edit, fckr did a great job with enveloping the atmosphere for this vid. Nice to see more grinds on this map, love the more technical stuff that the map has to offer

Edit: nice camerawork too!

72
DSS Video Releases / Re: Impossible is nothing
« on: May 15, 2021, 11:14:06 AM »
Futile comparisons previously mentioned aside, what an incredible video. Hats off for the fact that someone finally landed that finisher.. I was kind of expecting it due to the hype. Loved the wallride2bb prec, double grind with stuck infy (didn't see that second one coming at all, nice work Bixel), cabbie prec, finisher & pre-finisher.

Atmosphere encapsulated by the weather, CC, editing and song choice was spot on. Definitely did these stunts justice :ajaja: great work.

Didn't see the Barney stuff overdone tho, let allbeast have fun

73
Sport, Ezraph & ARS had some really stylish stuff, and khaimyk killing it with the Voodoo stuff as always. Great vid

74
Introduce Yourself / Re: Hello again
« on: April 26, 2021, 09:55:26 PM »
Welcome back, nice to see you again :) looking forward to seeing any future projects of yours, your style of stunting & editing was always so clean

75
GTA Modding / Re: gtad
« on: April 25, 2021, 04:39:37 PM »
Detecting a virus for No Blur btw.
use crashes.asi to remove blur from SA
The longer stream memory + fps unlock is modding

Here's noblur: https://drive.google.com/file/d/142tjvDXEUmGPa8cQMEmF_zKgV0dKzQcM/view?usp=sharing - put in SA directory

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