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Messages - Dannye
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61
« on: June 19, 2022, 06:22:49 AM »
Awesome edit Haywire, it was all put together so well, making for such a fun watch that just made me wanna fire up the game and do some more stunting myself. The shot of ARS's hotring leaving the airport roof was so satisfying I think I could watch just that bit over and over (ditto the start of Faiz's rooftop csm stunt), also starting Skuller's double-grind with that low-angle shot was sweet, as was the framing on Sheeptea's taxi landing, and the look of the camera in the intro shots - really all the camerawork was lovely! I had a good chuckle watching how you worked in mine and Kingjad's bail stunts, and again with the swapping over to the PCJ nametag in my credits stunt. Also the way the intro lead into the video's title reveal, and the use of the bike audio heading into the start of part 2, were both really nice.
Stunts were all solid! A few favourites of mine being Rainbow's polebump to precision, Fighter's BSM 2 roof (particularly how it kisses the wall as its going over), Morbidxxx's + Haywire's bonking and grinding into grinds, and Max's backwards tank stunt (it's cool seeing the tank used that way, and the way it wrapped up so neatly at the end with the turn-around upon hitting the tree was perfect). Quite a number of grind combos/precisions too which was impressive, and I'm always a fan of seeing other guys landing in the back of trucks.
Cheers for running this project Smut, and Haywire on the edit, it turned out great guys, I'm stoked to have been a part of it!
62
« on: May 15, 2022, 02:30:24 AM »
Thanks guys for the kind comments both here and on youtube  EDIT: Cheers Ezraph for the info on the widescreen mod - I hadn't realised it was possible to use it while retaining the normal 4:3 look, that's cool to know! And I'll check out the MVL stuff too
63
« on: May 08, 2022, 12:31:44 AM »
Cheers everyone for your comments on the video, I appreciate it! Thanks again to Skuller for taking care of this project, it was good to work together on this. Now its BONUS FEATURES time!Starting off simply, here's a couple (temporary) direct-download links of the main video that haven't been through the youtube ringer. I had one ready earlier but I wasn't too impressed with the excessive filesize, so with this extra time (apologies for the delay) I have finally gone and done some more efficient re-renders: And there's NEW STUFF too - I've made a behind-the-scenes commentary video!Not sure how interesting it will be to watch, but at least I've found making it to be a satisfying way to cap off the project, so I'm good with that. If anyone is keen, be warned that its just over 25min long (talking over the original video played back at roughly half speed; with on-screen text used to go into more detail or cover extra topics - and avoid making the whole thing hours long), and the audio is far from perfect (it was the first time I've done something like this, the room had background noise, and all the recordings were just talking into a phone, thus also probably a little inconsistent too). If I haven't talked you out of it, here's a link to check it out: Thanks all!
64
« on: April 08, 2022, 06:18:37 PM »
Sounds good, count me in too
65
« on: March 04, 2022, 12:52:39 AM »
The new Freeplay version has now been released and can be found this post of the Freeplay thread for anyone interested. Absolutely crazy. I've also been trying this kind of edit for a time now and adjusting the mouse is just pure pain. Good job.
You probably will document it with the release but, is 8:42 a feature or video crop animation? It was not possible to move cam while retaining the original vehicle speed as far as I know.
Also is it possible to add camera stop slowdown for smoothness? Every cam movement so far were too sharp. It would've been much cooler to have it. Even managing it with parameter input would be killer.
Thanks! Yeah the sideways camera movement at 8:42 was done using the new Freeplay. The old "Camera Lean Options" setting (which changes how horizontal mouse movement affects the freecam), has been improved and now covers 5 options: the game-default of doing horizontal rotation around the player, then 3 that do a kind of "roll" effect instead, and 1 that does a "pan" effect - it was that last one that I used for this stunt (and during the airtime of Kingjad's downtown taxi stunt). Regarding camera smoothness, there are ways to adjust the base camera speed (can be incremented/decremented via keyboard or mouse keys, or can be specifically set via the new frep-file feature), and it can be changed on-the-fly to alter the speed as while the camera is in motion (though that wont be as easy for the frep-file approach). Is that what you had in mind? Or if you meant perhaps a way to have camera movement begin by 'building up to' the defined speed, rather than immediately starting at full speed? In that case no Freeplay doesn't currently support that but it has indeed been something on my mind, and as a result of some of the other changes I've done behind the scenes with this latest release, it may be possible (for some types of camera movement), though there'd still be things to figure out such as how long I should have it take to reach the proper speed, and whether that should be dependant on what the proper speed is, etc.
66
« on: March 02, 2022, 01:20:52 AM »
Big update time!  A beta release of version 7 of Freeplay for Vice City is now available: VC Freeplay v7 Beta with source, via ModDBThis release contains significant additions and changes from v6 and (despite being labelled as a beta) I highly recommend using this v7 rather than the older v6. The main reason I am calling this a beta is that there are still some rough edges to it, some more changes I am hoping to make to it, and I haven't had the time to dedicate to fully updating the official HTML-based documentation file (as such, the primary help file for this release, documenting all the new v7 stuff, is contained in a plaintext file; the OUTDATED v6 HTML file is also included, for reference). Some highlights from v7:- Camera saving & loading is no longer limited to Static Camera positions. It can now be used for Free Camera (Zoom + Tilt + Rotation) offsets, and customised Unique 3rd Person Cameras. Each of these three versions of camera saving/loading now support their own set of NINE distinct Save Slots, so you can have multiples of each saved and available at any time.
- Most 'customisable' settings (those that aren't simple on/off toggles, rather the harder-to-replicate specific values) can now be BACKED UP to a "frep-file" which can then be RESTORED at any point later, even on a new instance of Freeplay. In addition, if Freeplay remains running and the game itself is closed then re-opened, these settings will be automatically REMEMBERED now.
- Trigger Slow Motion during replay playback! You can customise just how slow it goes.
- "Breakpoints": a way for Freeplay to automatically pause/freeze the replay/game when a specific pre-defined frame is encountered. You can setup as many Breakpoints as you want. To continue playback from a Breakpoint, just press the normal "x" button to unpause (you can also choose to do this in a way that removes the Breakpoint too).
- "Smooth Motion": any Freeplay-triggered manual camera movement will now be performed in a much more reliable, consistent and smooth manner (by having their application be in-sync with the game's refresh/frame rate).
- More options now available for setting "Custom Limits" on things, allowing for planned/predictable/consistent camerawork.
- Convert any camera to become a "Free Camera" at its current position. If done while using a Camera already aimed directly at the player (like Cinematic Camera, a Freeplay-provided alternate mode of 3rd Person Unique Camera, or a very precisely-aimed frozen camera) this transition will appear seemless!
- The Cinematic Camera can now be used while the player is on-foot.
- New features that can be used to increase various settings relating to Draw Distance.
- Much much more - additional features, improved features, and bugfixes.
My recent edit of the VC Throwback 2 video was extremely reliant on a bunch of the new features/changes included in this release, I hope they can be of use to you guys too! Any feedback, questions, etc are welcome. Cheers
67
« 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!
68
« 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=wFQMuSR5nkEGTASDB: https://www.gtasdb.com/video/vice-city-throwback-2Temporary Direct Downloads: 720p (470mb), 1080p (840mb)Behind-the-scenes/Commentary: https://www.youtube.com/watch?v=zpXUxYBg1CIWith 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.
69
« 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!
70
« 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.
71
« 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)
72
« 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!
73
« 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.
74
« 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-v7bSee 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 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)
75
« 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.
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