Author Topic: Ultimate Stunters Main SCM  (Read 200276 times)

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Offline Dannye

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Re: Ultimate Stunters Main SCM
« Reply #1200 on: March 13, 2021, 04:28:51 AM »
Progress Update - San Andreas (yes, finally!):

I've been working on updating the aging SA-engine USCM code-base, with the goal to incorporate all the improvements/additions (where appropriate) from the various VC-engine USCM releases that have been made since the last time I did any work on the SA one, which was a very long time ago. The main overhaul of the code (which includes the new syntax, efficiency improvements, streamlining, and being much easier to manage/modify) is complete, as is the porting over of all the VC feature improvements and additions (better flexibility on input device, better jetpack movement options, more spawners, save-on-demand, and more - that I'll write-up into a changelog at some point).

Regarding SA-specific changes, I am planning a potential new feature to assist with those who wish to take advantage of perfect-north bike flipping (probably a modifier on Teleport Load behaviour: when the toggle is enabled, any on/to-bike Teleport Location loads within some degrees either side of perfect-north will instead load you at perfect-north). I have also made some changes to the NOS/Hydraulics features, which are significant enough changes to the existing SA USCM functionality that I would like to describe them here, and invite any feedback.
  • Previously:
    • TRIGGER NOS only worked on vehicles where it was NOS was installed via the USCM's own feature for doing so (or Taxi's). It wouldn't work if installed via a mod garage. In addition, sometimes it would even fail to work on vehicles where NOS had been installed by the USCM feature for doing it (most common to occur when swapping between multiple cars).
    • ADD NOS + HYDRAULICS was a single combined feature, adding them both as a package - you could not opt for just one without the other. In addition it wasn't a toggle, so they could not be subsequently removed. The biggest issue with this feature however is that it was 'dumb', it did only the bare minimum to try and prevent attaching these components to vehicles that shouldn't have them. Thus there were many vehicles which did not properly support them and yet this feature would add them (for some, the game would ignore the request, which is okay; for others it would follow-through, adding them to the vehicles it shouldn't, which is definitely against the idea of the USCM).
  • Now:
    • TRIGGER NOS will always work if the vehicle has a NOS component installed, regardless of how/when tit was done.
    • 1 feature, "ADD NOS + HYDRAULICS", splits into two separate ones, "TOGGLE NOS" and "TOGGLE HYDRAULICS". They each act as toggles now, so the components can be removed as well as added. They now also fully abide by each vehicle's proper support for such components, never adding them unless it is naturally supported in-game.
      • Special case: Taxi-type vehicles will, as always with the USCM, have NOS equipped, and as such this feature will not affect that
      • Special case: Despite the Sandking reporting as not supporting Hydraulics, and being unable to be modified at a Mod-shop to add it, I have included an exception to allow the USCM install it, if requested, because one of its specific 'parked car' spawn locations for (under the satellite dish in the desert) can legitimately spawn one with HYDRAULICS included. [If you know any other vehicles that may need a similar exception, let me know]

Okay, that'll do for now, there's still lots to do, but I am happy with how things are going, and I'll try to keep you all informed as things continue. And again, any feedback is welcome, even in regards to the VC versions (especially since I have incorporated most of the latest work from them into this). If there was something in them you weren't a fan of, let me know - perhaps it was a mistake I can fix, or something I shouldn't have changed, something I need to better explain in the documentation, or something I can assist with you making your own customisations, who knows.

Cheers
« Last Edit: March 13, 2021, 04:30:41 AM by Dannye »

Offline Diaz

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Re: Ultimate Stunters Main SCM
« Reply #1201 on: March 13, 2021, 02:39:35 PM »
Thank you for your work and for making it better, more 'user friendly' for us even in 2021, after such a long time!

Offline Dannye

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Re: Ultimate Stunters Main SCM
« Reply #1202 on: March 27, 2021, 06:37:10 PM »
Cheers Diaz!  :happy:

All desired features/improvements have now been coded, and I've just finished setting up the different button-combo variants. All that's left is to test those variants to make sure they work as intended, and then to deal with the documentation side of things. Until then, here's some more highlights of the upcoming release...

Brand New Stuff:
  • NOS + Hydraulics can be toggled separately, and they both work more reliably and properly now (see my previous post for info)
  • Bike Teleport Snap-to-North (when loading a teleport location in/onto a bike, if the saved location's angle was within 15degrees of North and this feature is enabled, it will load you at perfect-north instead)
  • See current/previous car (use when on foot to get camera to go and aim/follow the coresponding vehicle; toggle on/off or switch between them; example use = see what happened to vehicle after you bailed from it during a stunt). With thanks to Nitz on this one!
  • Always cut replay on teleport load (the USCM has always cut replays on foot-to-car teleport loads, and still does; but if enabled, this makes it so it will cut the replay no matter what kind of teleport is performed)
  • Show Stats Overlay (when enabled, constantly shows the coordinates/angle of player/active-car on screen; also shows vehicle speed + health subject to availability)
(these last 3 I'll be porting into the VC USCM for a future update too)

Some of the other stuff brought over from VC USCM:
  • Save Game at any time (if not on a mission). And note that savegames will save the state of many of the USCMs features, the status of toggles, your teleport locations, etc.
  • All 8 vehicle spawners (customised for vehicles appropriate for SA stunting, as best I could) + the Random Vehicle spawner feature
  • Toggle Last/Previous Vehicle Preference (will be utilised by other features that are triggered on-foot and interact with your last-used vehicle, letting them interact with your 2nd-last-used one instead; I have found it handy with secondary-vehicle-setup stunts where you need to reset its position every few attempts)
  • Jetpack has more movement options, can be triggered underwater, and it (nor being in the water) prevents you from using any other features anymore
  • Weather changing now consistently cycles through all available weather types rather than being random
  • All variants of the USCM will work regardless of your input device (k/m or gamepad). The only reason to preference one variant vs the other (other than familiarity for what you've always used up until now) should now be which has button combos that work best for your button mappings.
  • Significantly improved source code (to be included in the release), which should be easier than ever to customise if you would like to do so.

If I can, I might try to mock up a video to show off some of this stuff, for anyone who'd like to see some of the new features in action.
« Last Edit: March 27, 2021, 06:39:25 PM by Dannye »

Offline Ezraph2001

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Re: Ultimate Stunters Main SCM
« Reply #1203 on: March 28, 2021, 07:12:02 PM »
Cheers Diaz!  :happy:

All desired features/improvements have now been coded, and I've just finished setting up the different button-combo variants. All that's left is to test those variants to make sure they work as intended, and then to deal with the documentation side of things. Until then, here's some more highlights of the upcoming release...

Brand New Stuff:
  • NOS + Hydraulics can be toggled separately, and they both work more reliably and properly now (see my previous post for info)
  • Bike Teleport Snap-to-North (when loading a teleport location in/onto a bike, if the saved location's angle was within 15degrees of North and this feature is enabled, it will load you at perfect-north instead)
  • See current/previous car (use when on foot to get camera to go and aim/follow the coresponding vehicle; toggle on/off or switch between them; example use = see what happened to vehicle after you bailed from it during a stunt). With thanks to Nitz on this one!
  • Always cut replay on teleport load (the USCM has always cut replays on foot-to-car teleport loads, and still does; but if enabled, this makes it so it will cut the replay no matter what kind of teleport is performed)
  • Show Stats Overlay (when enabled, constantly shows the coordinates/angle of player/active-car on screen; also shows vehicle speed + health subject to availability)
(these last 3 I'll be porting into the VC USCM for a future update too)

Some of the other stuff brought over from VC USCM:
  • Save Game at any time (if not on a mission). And note that savegames will save the state of many of the USCMs features, the status of toggles, your teleport locations, etc.
  • All 8 vehicle spawners (customised for vehicles appropriate for SA stunting, as best I could) + the Random Vehicle spawner feature
  • Toggle Last/Previous Vehicle Preference (will be utilised by other features that are triggered on-foot and interact with your last-used vehicle, letting them interact with your 2nd-last-used one instead; I have found it handy with secondary-vehicle-setup stunts where you need to reset its position every few attempts)
  • Jetpack has more movement options, can be triggered underwater, and it (nor being in the water) prevents you from using any other features anymore
  • Weather changing now consistently cycles through all available weather types rather than being random
  • All variants of the USCM will work regardless of your input device (k/m or gamepad). The only reason to preference one variant vs the other (other than familiarity for what you've always used up until now) should now be which has button combos that work best for your button mappings.
  • Significantly improved source code (to be included in the release), which should be easier than ever to customise if you would like to do so.

If I can, I might try to mock up a video to show off some of this stuff, for anyone who'd like to see some of the new features in action.

Still not on my PC yet but looking forward!

Offline Dannye

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Re: Ultimate Stunters Main SCM
« Reply #1204 on: April 02, 2021, 10:36:46 PM »
:a-cheer: San Andreas USCM v4 is out now! :cheernutz:

Download it from here:(includes source code)
https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/san-andreas-uscm-v4

Watch a video highlighting some of the changes/additions here:
https://www.youtube.com/watch?v=hYOljO71vs0

See description of changes/additions here:
https://www.gtastunting.net/index.php?topic=9046.msg1372071#msg1372071
(for a more in-depth changelog, see the documentation included in the download)

It's been a (very) long time since SA stunters had any reason to check back here for updates, so for anyone reading this, if you would like to give a heads-up to anyone else you know might be interested, please do, cheers!

Happy stunting!

(I'll make some updates to the 1st-post in a little bit)

Online Erney

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Re: Ultimate Stunters Main SCM
« Reply #1205 on: April 03, 2021, 02:59:17 AM »
:a-cheer: San Andreas USCM v4 is out now! :cheernutz:

Download it from here:(includes source code)
https://www.moddb.com/mods/ultimate-stunters-scm-for-san-andreas/downloads/san-andreas-uscm-v4

Watch a video highlighting some of the changes/additions here:
https://www.youtube.com/watch?v=hYOljO71vs0

See description of changes/additions here:
https://www.gtastunting.net/index.php?topic=9046.msg1372071#msg1372071
(for a more in-depth changelog, see the documentation included in the download)

It's been a (very) long time since SA stunters had any reason to check back here for updates, so for anyone reading this, if you would like to give a heads-up to anyone else you know might be interested, please do, cheers!

Happy stunting!

(I'll make some updates to the 1st-post in a little bit)

thank you so much dude, it works fantastic!

 

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