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Messages - Dannye

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1
VC Un-Modded Stunting Video Releases / Re: DeathCobra - Halcyon
« on: October 22, 2024, 06:08:37 AM »
Outstanding work here DC, each stunt was top-notch stuff start to finish, just wow - such an impressive display of talent, and making for a damn fine video. The time and effort you must have poured into this really shines through, and the lovely edit by Haywire showcases it all so perfectly, really allowing you to fully take-in each stunt - with that great approach of starting each with a stylish shot of the setup or a neat tease of whats to come, followed by a nice clean continuous shot of the stunt itself, lovely work.

Favourite stunts for me would probably be the two wallie to grinds (spinning bump in SAiVC and pool bump in VC), the SAiVC planter bump to purple thingy, the LC double grind, and definitely that SAIVC PSM to BB grind (in which the wallride-down ending was a perfect cap - super satisfying)... but really they were all super cool, and made even cooler again by their perfect executions (eg. seeing you land that very top prec on the SAiVC pirate ambo stunt was already sweet, but then you were even perfectly centered and aligned on it!). Some of editing highlights would have to be wonderful camerawork used throughout the LC double fence grind, ditto the runnup shot for the LC packer bump to bridge, the shooting of the SAiVC planter/purple stunt, and that very nice choice for timecyc colours used all the way through.

DC and Haywire, my hats off to both of you!

2
Community Videos / Re: Colony | 2024 Vice City Community Video
« on: October 15, 2024, 06:05:13 AM »
Massive props to Darkstar and puzzLe for taking this project on and nailing it with this fantastic video which has been super enjoyable to watch (and rewatch). Kicking off with that intro was perfect - stylish (man those neon lines and font were super slick) and nostalgic (with bonus points coming from the fact I was watching it on the classic GTAS youtube account!).

There were great stunt submissions all round, with some highlights for me definitely including Max's tank packer/tree to roof, both of boxXx's LC double-grinds (but especially that insane roof grind switch, heck yeah!), Haywire's bridge csm gap, and DeathCobra's wild spinning double grind. On top of that I also definitely enjoyed Rainbow's pizza bus shenanigans, Vice Ninja's zebra tree boost (really all of the taxi stuff in the vid!) and Sheikah's sabre turbo cop hit/roof.

As for the edit both of you did solid work, and chock full of lovely Replay Manager camerawork. Trying to pick an overall favourite section from the main parts, I think I'd go for 5:02-5:55 in part 1 (a great line of stunts with very satisfying cameras and editing), and ofcourse the Lighthouse stuff in part 2 (the semi-transparent front was a genius idea for how to show the stunt without being trapped inside, and a great stunt it was too, and it all fitting the music so perfectly! Ooh and leading into it from the smokestack was neat too). And to pick just a few other cool moments for me: the border lines getting drawn in via the neon at the start, the subtle camera roll used throughout the first part, the match-cut/transition from the boat to the road on the Smut-to-Ltab stunts, the transition into nighttime at the end of Ars' LC prec leading into Max's tank stunt, the use of in-game lightning as flashes on Enough's Grove St psm to grind, how boxXx's crazy rooftop grind was edited so perfectly to the music, the transition into Max's VC construction bump and especially that opening camerawork of it, the use of the secondary shot via the police heli of Khaimyk's voodoo roofing, the birthday flair of the borders in the credits, and lastly the colour swapping on Max's traintracks grind.

It's awesome that we can still be banging out great big community videos here twenty years on, and I'm very happy to have been able to be a part of it, cheers guys!

3
VC Un-Modded Stunting Video Releases / Re: a journey [teaser]
« on: October 15, 2024, 06:02:04 AM »
Exciting times here at GTAS, gotta love it! Looking forward to this!

4
A good fun video, and a solid recreation, very nicely done!

My favourite stunts had to be the one-two-punch of the LV tank grind and its following LC bus grind made (great ideas Cooper, and great recreations of them Ez!). Lots of cool camerawork throughout, with a highlight for me being the way you shot that VC bump to stoppie to prec in downtown - especially that middle camera from 4:21-4:25, lovely! For editing I very much enjoyed the transition between the two LC front-of-the-airport bike stunts - that was so smooth - and also all the bits of composite/crossover stunts.

5
GTA Modding / Re: Freeplay
« on: September 15, 2024, 03:21:11 AM »
The complete version 8 release of Freeplay is now available. The main purpose of this release was to finally include a fully-updated Documentation HTML file, covering all of the changes made in the v8 'Pre-release' from earlier in the year, however because I took so long to do the proper documentation, this release is also able to include some minor feature additions/changes as well.

Download: VC Freeplay v8 Complete


The Changelog    (more comprehensively detailed throughout the proper Documentation file included the download above)


Water Feature Improvements:
  • Prevent Transparent Water: No more caveats, achieves its goal without 'flattening' the water (thus the 'wavy' patches/region remains active)
  • Transparent Water Styling Changes: split into two distinct features, both working without sacrificing the 'wavy' region (thus no more caveats here either)
    • Improved Transparent Water Blending: Improve the blending of transparency levels at water region boundaries (no more abrupt edges/cutoffs)
    • Extended Transparent Water Distance: Extend the size of the transparency-supporting regions of water
  • Hide Flowing-Water Overlay: New button combo to trigger it, and new name
    • (thus also new label in settings file: so use new file from this release, copying any of your changes across, or copy across its changes to your old one)
  • Hide Water Sparkles: New button combo to trigger it

Other Feature Improvements:
  • Slow-Motion Replay Playback:
    • Particle rendering/behaviour during slowmo has been significantly improved (though still not perfect). Previously their velocity/direction/length/quantity were all incorrect (and only got worse the slower the speed), now all much closer to how they should be. (With thanks to Deathcobra and Darkstar)
  • Force Replay Camera (and Replay Manager custom data):
    • The last release added support for processing custom replay packets created in Replay Manager and applying their data (currently: per-frame FOV changes), however it was treated as an always/automatic behaviour, which meant it would be done even if "Force Replay Camera" was disabled and thus any custom camerawork defined in Replay Manager was not being applied. This was not intended, produced awkward results (had inconsistent support from Freeplay's other camera modes), and was likely undesirable, since any Replay Manager custom FOV values are surely configured with the custom camerawork in mind. This feature now appropriately ties all this together, being the one toggle for whether to force/apply both the replay file camerawork and any data from its custom packets. (The name of this feature was thus also slightly adjusted to indicate this new combined behaviour)
    • Continuing this proper integration of the custom data packet handling into Freeplay, how it interacts with Freeplay's "Override FOV Control" feature is now properly defined - the latter takes priority. Thus if you are enabling "Force Replay Camera" to view a customised replay with Replay Manager camerawork and FOV values, you will likely want to ensure that you have "Override FOV Control" disabled (it is by default), unless you specifically want to ignore those replay-defined FOV values (perhaps to live-experiment with alternatives)

General Improvements:
  • Freeplay is now more responsive with its detection of keypresses, so there is less chance of you pressing a key and Freeplay not registering it. (With thanks to V06 and Ltab)

Documentation:
  • Various UI and UX improvements
  • Actually finished now, finally incorporating all of the v8 changes, both from the 'Pre-Release' version and this 'Complete' one:
    • New entries in the Features table for every new feature, with significant new additional 'details' content for each (viewed by clicking on their name in the first column of their table entries)
    • Changes to existing entries in the Features table (name, trigger, description and/or extra details content, as appropriate) for any modified feature, and often other features associated with the new/modified features
    • Full changelog notes in document's Changelog section
  • And some misc changes to unrelated feature entries/details to provide additional info/context/clarity (one example being better presentation of the 4 Draw Distance features - Standard DD, Object Models, Vehicle Models, Vehicle Shadows - each now getting their own dedicated row so their existence is less obscured)

If anyone has any questions about these changes, runs into any issues using this release, or anything else, let me know.

Cheers

6
That was a lovely video, great work on the edit Cooper and to everyone in recreating that selection of fantastic and wonderfully-varied MaCi stunts, and set so well to his own music. Seeing his airport stunt towards the end was a very nice touch too - a sweet conclusion alongside his closing one and those beautiful words from Ltab.
Cheers to Sheikah, Cooper, all involved, and to MaCi too  :wub:

7
VC Un-Modded Stunting Video Releases / Re: Afterparty
« on: July 25, 2024, 06:40:48 AM »
Very cool video, oozing with that Sorcery style, a groovy edit (that title screen was perfect, the transitions and colouring fun, stunts nicely paired to the music, and with solid camerawork; for just one example of many I very much enjoyed how you handled my basketball stuff!) and awesome stunts (with some highlights for me - again of the many - being Max's big tank roofing and pcj wallride/bump to roof, Cooper's faggio fire station drop-bump, and Sorcery's rolling grab to grind). Awesome stuff, I'm stoked to have been a part of it!

8
VC Un-Modded Stunting Video Releases / Re: Angel Way
« on: July 13, 2024, 07:21:47 AM »
Awesome video, with a super enjoyable edit, lots of cool camerawork, and stuffed full of lovely stunts! Great work everyone, right from the start - like the nice FOV stretching to conclude the intro, that quick tease of stunts to the opening beats of the music, and into Smut's sweet opening stunt - all way through to Ltab's very satisfying back and forth bridge grind to close it out. Really all the grinds were satisfying here too - there's just something about Freeway grinds. The music throughout was also wonderful, cool choices I hadn't heard before, and edited really well into the video. Some other specific stunt highlights for me have to include Max's carpark stoppie-grind-prec and his rock/cliff grind to boat, both outstanding stuff - the latter of which definitely made for a 'perfect moment' in the video for me, with the stunt + editing + music all coming together just-right: the reveal of the boat-ending for the stunt (with the preceding grind already being top stuff as-is), and the music just building and building, with the sax coming in strong, and the camera shake, up into the cut as the vocals return - I could watch that bit over and over! Great video again guys, really glad I was able to be a part of it (I also very much enjoyed the camerawork for my stunt too, with the fixed angle a clever choice for the rolling/juggling shenanigans). Cheers!

9
Cool video, packed with heaps of great stunts just like Part 1, good stuff guys! Some of my favourites would be Haywire's spinning-AG to grind, Sorcery's sliding girder grind, Puzzle's flipping taxi prec, Sheeptea's zebra building hole landing and all of Rainbow's stuff (and also Sport's weird stuff like the backwards mountain climbing and diving down the hole as a lead-in to boosting back out). For the edit I especially enjoyed the second angle on Ars' pcj tank bump to wall, the single camera that followed all of Feron's zebra building boost/landing, the camera heading down the hole with Sheeptea's zebra rolling out of view, and the camerawork during the landing of Feron's taxi boost to highway - nice work Lex!

10
VC Un-Modded Stunting Video Releases / Re: Arnax - Around my heart
« on: June 01, 2024, 06:42:15 AM »
Sweet stuff in there. Fun and weird ideas, very cool - I especially liked the sanchez spin-prec and the upper-spiral wallride. The flippy/spinny tank bridge gap was satisfying too and ofcourse that infernus wallriding into a roofride was something special - I also very much liked the angle you cut to as the roofride starts (having the infernus heading towards the camera), and the wheelie-match-cut at 0:47. The extra-weird bike boat transfer was a fitting end too. Good stuff!

11
VC Un-Modded Stunting Video Releases / Re: NEPENTHE, by ZeRo
« on: June 01, 2024, 06:41:21 AM »
Lovely work, so many cool and clever stunts, like the LC hospital grinds combo and the wallie to ledge grind out behind the VC cop station, among many others (so much natural bike stuff!), and ofcourse the absolute standout for me was that taxi stunt - it was an awesome realisation that it was only half done upon reaching the boat! I also enjoyed the lofi vibes of the edit, and an example of a cool angle for me was the second one of the second stunt - that you use to show the grind - that was nice! Great solo, great video!

12
SA Un-Modded Video Releases / Re: Untold Story of RAD
« on: June 01, 2024, 06:40:12 AM »
Quite an interesting watch, great work putting it all together! Cool to learn the details about how it all came about - until now I had only recalled that at some point people started doing it, and that RAD was seemingly involved, that was about it, haha. I also got a nice chuckle from the included reflection on how things might've been had TD or someone else introduced it to the forums instead.

13
SA Un-Modded Video Releases / Re: Pwn of Hell
« on: June 01, 2024, 06:39:30 AM »
Man there's just something about SA console stunting that I find so satisfying to watch - the look of it, the old-school feel it provides, I dunno - but it sure meant I very much enjoyed this, and am impressed by the extra effort involved in achieving it without all our usual PC-based assists. Great work!

14
VC Chat & Support / Re: Maci Tribute
« on: May 07, 2024, 02:36:25 AM »
I am gonna try and land something for this too

15
GTA Modding / Re: Freeplay
« on: April 05, 2024, 08:28:01 AM »
The next version of Freeplay, v8, is (kind of) here, finally! The documentation is not finalised yet, so it's not quite ready for an official release, but for anyone who would like to make use of this update prior to that (and thus do so without fully-detailed documentation of the changes) I am including a 'pre-release' download link in this post that you are welcome to use until then.

Download: VC Freeplay v8 Pre-release

Lots of changes this time around (though many are smaller-scale changes), with most stemming from work on Momentum - some implemented during development (and thus can often be seen in-action in the video), and then further related additions/improvements in this time since.


The Changelog    (included also in the download above, with slightly more detail and key bindings)


Time:
  • Force Traffic Light Colour: Locks all traffic lights to a preferred colour/state - Off, Red, Yellow, Green
  • Flashing Traffic Lights: Sets a preference for whether a Forced Traffic Light Colour will be static/constant (default) or flashing on/off
  • Rotating Cranes In Replays: Allows the cranes that normally rotate in regular gameplay to also rotate in replay playback
  • Non-Stop Crane Rotation: Simplifies the pattern of rotating cranes, so they now always rotate endlessly in their primary direction without any interruption

Weather:
  • A few more weather shortcuts added: Hurricane, Cloudy, Sunny with half-strength Clouds
  • Always Raining: Always show rain, regardless of the weather type (if not prevented by "Hide All Rain Effects")
  • Rainfall Preference: Choose to only render one of the two primary 'rainfall' effects during rain (screen-layer vs in-world), compared to default of both-together

Environment
  • Still Clouds: Prevent clouds from moving/changing/rotating over time
  • Fluffy Clouds Only: Prevent the thin/low cloud types from being rendered during cloudy weather, instead only showing the fluffy/soft types
  • Raise the Clouds: Cycle between normal and 2 levels of increased height, so the camera doesn't have to be above them anymore
  • Extend the Sky: Extends the sky below the horizon slightly (prevent seeing the 'void' on higher cameras), or make the sky never-ending (prevent seeing the 'void' ever, at extreme height and even during camera rolls; caveat: sky only uses top-colour, no gradient)
  • Prevent Transparent Water: Nearby water patches will not render with transparency (caveat: can make water look flatter up-close)
  • Transparent Water Styling Changes: Improve the blending in-between and at the boundaries of transparent water patches, optionally also extending the transparent water range (caveat: can make water look flatter up-close, and may not work as well for all weather types)
  • Prevent Flowing-Water Overlay: The 'flowing water' effect/filter normally applied on top of the nearest water patches will not be rendered

Rendering Prevention
  • Hide All Rain Effects: Never show any particles/effects associated with rain, regardless of the weather type
  • Hide Water Sparkles: Prevents 'water sparkles' particle effects from being rendered on nearby water
  • Hide Birds: Prevents birds flying around in the sky
  • Hide Airborne Leaves: Prevents leaves from floating around in the air
  • Hide Horizon Boats: Prevents the display of 2D ships along the horizon

Rendering Behaviour
  • Experimental Culling Fixes: Tries to prevent the culling (choosing not to render) of map-chunks/objects/buildings/etc that should be visible on the screen but the game incorrectly thinks otherwise (eg due to camera rolls confusing it). Caveat: culled areas may now appear, but only as low-quality LOD models, and unfortunately this will also happen to other objects that previously displayed fine. Best only used if absolutely necessary, and compositing/masking the footage with a matching capture made without this feature, to get the best of both

Replay Playback Pausing
  • Pause Particles Too: When replay playback is paused, all particle rendering is paused too - no duplicates created, plus existing ones hold their current state/position

Automatic/Always-On
  • Support for applying custom frame-specific FOV value changes defined within replay files via Replay Manager
  • Allow Tank/Police/Enforcer Missing Doors in Replays: Fixes game-bug that otherwise makes them render as present-but-damaged during replay playback instead
  • Prevents extremely sharp camera angles from causing world background colours to suddenly change to a darker brown covering the entirety
  • Hide 'Blood Droplets on Screen' Effect: Just like Freeplay already did for the slide-down-screen raindrops, now for blood-drops too
  • Prevent Particle Carryover: When starting/ending replay playback, or performing a Breakpoint Jump or Replay Loopback, Freeplay now ensures that no particles from prior to that event still linger inappropriately in the new context/time after the event. (The game already did this, somewhat/sometimes, but not fully/reliably - now it will) (This also significantly reduces the chance of entire particle system breakdown, and provides an easy fix should it occur)
  • Reduce Rain Related Redundancy: Prevents some rain-related particles from doubling-up during replay playback - if rainy during playback the game will render fresh versions of them, but if it was raining when the replay was created the particles will also be recreated from that time, thus double. For the doubles prevented here Freeplay opts for the dynamic/live versions rather than recreated ones (thus also avoiding the game quirk of the replay-recreated screen-layer rainfall effect rendering at the wrong speed compared to the live equivalent)
  • Improved In-World Rainfall Consistency & Tracking: This rainfall effect is now finally able to properly 'keep up' (and thus visibly render in-frame) with a fast moving camera, something the game normally struggled (and often gave up) trying to do. In addition, normally there is some variation in the amount of rain rendered by this effect, sometimes even showing none at all for short periods - now it will be consistent, if you want this rain, you get it

Updated Features
  • Hide All Particles: Now not only prevents the game from creating new ones, it also immediately removes any existing ones
  • Force Replay(-Manager) Camera: Simplification of this feature behind-the-scenes to improve/prevent SAiVC stability issues
  • Extended Vehicle (LOD-0)Model Render Distance: Will now work when running the game with the Widescreen Mod active

With thanks to Darkstar for the Replay Manager related changes and boxXx for the heads-up about the Widescreen mod compatibility issue.

And that should cover it. Hopefully I'll be back soon with an official release, but the changelog will likely be the same as above. If anyone has any questions about these changes, runs into any issues using the pre-release version, or anything else, let me know.

Cheers

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