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Ultimate Stunters Main SCM
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Topic: Ultimate Stunters Main SCM (Read 295234 times)
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Psycho
Insomniac.
Veteran Member
Posts: 3078
<_<
Ultimate Stunters Main SCM
«
Reply #300 on:
December 28, 2006, 12:25:23 AM »
no problem...
...except that now my game crashes whenever I start it and I have no FUCKING idea why...
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Dannye
Veteran Member
Posts: 3580
Ultimate Stunters Main SCM
«
Reply #301 on:
December 28, 2006, 01:40:24 AM »
Don't worry about doing a savegame for the next version, I'll do it. The only reason I didnt do one for the current release is lack of time. Although I might ask for help in doing a savegame for the SA version of the next release because SA is such a ridiculously big game and I dont know if I could be bothered doing all of (or, the majority of) it again in a hurry.
About the Rampages, I may as well just get rid of them all together. Its not like it matters that you can't get 100%, its a "stunters" scm
EDIT:
Something else I wanted to throw out there...
With the last release I posted 3 versions (the normal one, one made for gamepad users, and the 'dannye' one). The Dannye version was just like the standard version with a few minor changes which I made for myself to make the whole scm easier to use (in my opinion) for keyboard users. I am wondering if anyone actually used it, and if so, what they thought of it? Because obviously the more versions I have with each release the more confusing it is for those who wanna use it - and if you guys are happy choosing between just the 'standard' and 'gamepad' then thats fine, I'll keep my custom one to myself and save any confusion. Let me know your thoughts...
EDIT2:
Another thing I would really appreciate your thoughts on...
I found out how to make it so the player can never be car-jacked. Sure it doesnt happen very often, but on the ocasion that it does, its annoying. So I figure this would be a nice little addition to the scm. What I would like your opinions on is: when to have it enabled/disabled...? I'll obviously have it enabled by default, but what I would really like to know is whether or not you want it enabled when you have wanted stars (more than zero)? When I think about it, I cant think of a reason why a stunter 'would' want a cop to be able to pull them out of their vehicle. But if you can... let me know.
Cheers.
BTW> Progress on the next version is moving along quite nicely. I might compile a list of the changes I've made thus far and post it here in a day or so. But for now, I'd appreciate discussion on these two topics. Thanks
«
Last Edit: December 28, 2006, 03:32:49 AM by Dannye
»
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VaNilla
next week m9
Veteran Member
Posts: 3809
Ultimate Stunters Main SCM
«
Reply #302 on:
December 28, 2006, 03:35:35 AM »
I'd say we dont need Dannye's version, and with the option to not be jacked, make it so we can toggle it if we want to play missions through. I can complete SA on the SCM pretty quickly if you like .
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Dannye
Veteran Member
Posts: 3580
Ultimate Stunters Main SCM
«
Reply #303 on:
December 28, 2006, 03:40:35 AM »
I dont really wanna make it a toggle, because its such a really small feature, and we got enough confusing button combo's and keypresses already, and I dont want to have to add to that unless its strictly necessary. Its alright, I am pretty sure that any mission which involves the player having to be pulled out of their vehicle will use this code to ensure it can be done anyway.
EDIT:
What I could do is: make it so when you set your wanted level to "0 Stars - Not Ignored" you can be carjacked, and make it so when you set your wanted level to "0 Stars - Ignored" (which is default) you cannot be carjacked. That way it has a default of being non-carjackable, and you can also turn it off if you want (for missions etc). Hows that sound? And if you like that idea what do you think I should set it to for when the wanted level is between 1 and 6 stars? (I reckon have it un-carjack-able because it means cops can't hassle you while stunting).
What do ya think with that idea?
BTW> Feel free to discuss any other issues (etc) you want here also, I am really trying my best to make this the best release ever.
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Last Edit: December 28, 2006, 03:45:31 AM by Dannye
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bj070893
Veteran Member
Posts: 3803
Ultimate Stunters Main SCM
«
Reply #304 on:
December 28, 2006, 05:22:40 AM »
I think that's a great idea Dannye. And remember this is a stunting .scm first, the missions are second.
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Psycho
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Posts: 3078
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Ultimate Stunters Main SCM
«
Reply #305 on:
December 28, 2006, 05:36:48 AM »
I'd love to do the SA savegame for ya...
playing the missions is considerably easier with teleport, jetpack, spawning, and invincibility
«
Last Edit: December 28, 2006, 05:37:37 AM by Psycho
»
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Dannye
Veteran Member
Posts: 3580
Ultimate Stunters Main SCM
«
Reply #306 on:
December 28, 2006, 05:55:15 PM »
I appreciate you guys hanging around and helping me with ideas and such.
And as promised...
Changes I've Made In The Upcomming Version So Far:
Whole entire code re-written from scratch to make it: More efficient/smooth/reliable/less bugs/etc (most important aspect of this release).
Alot less code in body of main loop (less of a performance hit).
Sets player unjackable by default (and on all wanted levels except '0 - Not Ignored').
Fixed water respawn so more accurate and can be used in all 3 games (previously it was a VC only feature because it didnt work with variable water levels).
Fixed waits on many functions (easier toggles).
Removed spoosh spawn of bikes and packer functions (in favor of below...).
Replaced with awesome function 'Remember Car': get in any car, press the buttons, and it will never disapear.
Jetpack improved so now much much smoother (and noticably so).
Fixed potential bugs in spawner code (incorrect use of conditionals).
Removed rampages (no longer will they interfere with you while stunting).
Made it so can't use 'flip car' when driving a motorbike. Since there is no need to be able to do it, and to not tempt people to try to do it.
Improved 'last car' functions so car no longer spawns floating in mid air, and makes so car is always put infront (distance slightly increased to fix problem of longer vehicles) of you, facing same direction.
More GXT entries for some functions that previously didnt have any (improved user feedback).
Overhaul of teleporting code: ALL bugs squashed, now more efficient, quick and reliable. Game 'should' now never crash on teleport. Ofcourse I still have kept everyone's favourite 'replay cutting' bug because its handy.
Probably more that I've forgotten also.
This may not seem like a major release on the surface, but I can assure you that it is. As long as nothing goes horribly wrong, this is going to be the best release, and, upon release, I will INSIST everybody who uses this mod to update.
Ofcourse, please continue to make suggestions, tell me your ideas, etc.
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Last Edit: December 28, 2006, 05:56:46 PM by Dannye
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Aries
V.I.P. Member
Posts: 8707
Ultimate Stunters Main SCM
«
Reply #307 on:
December 28, 2006, 06:20:21 PM »
Fucking sweet.
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KING
Posts: 237
Ultimate Stunters Main SCM
«
Reply #308 on:
December 28, 2006, 06:28:59 PM »
wow very cool wil download
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Psycho
Insomniac.
Veteran Member
Posts: 3078
<_<
Ultimate Stunters Main SCM
«
Reply #309 on:
December 28, 2006, 11:10:16 PM »
make it so that the stats say you have all hidden packages, rampages, and whatever else you get rid of that will prevent 100%.
Oh, and the boats still hame the slow-mo cinema camera when going off a ramp.
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Dannye
Veteran Member
Posts: 3580
Ultimate Stunters Main SCM
«
Reply #310 on:
December 29, 2006, 12:37:39 AM »
(i) Why does it matter?
(ii) I'll look into the boat thing.
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Psycho
Insomniac.
Veteran Member
Posts: 3078
<_<
Ultimate Stunters Main SCM
«
Reply #311 on:
December 29, 2006, 02:02:10 AM »
I dunno, i guess it just wont feel the same not haveing "Percent Complete: 100%" on there, but other than that, it makes no difference.
So as soon as I get version 6 for SA, I will start making that save file. (but now that I think of it, what do you want a 100% save file for if you have DUSCM?)
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Dannye
Veteran Member
Posts: 3580
Ultimate Stunters Main SCM
«
Reply #312 on:
December 29, 2006, 05:17:44 AM »
When wondering why need 'any' savegame at all.... Its a good question: because they are stunting (not playing the actual game), and its got the 'start unlocked' stuff anyways. The way I see it there are a couple reasons...
Although I try to make everything unlocked from the start, ofcourse there are some things that I dont do (because they ain't that important, or, they're actually quite difficult for me to do). So in that respect it makes sense to have a savegame included with each release. Then there's another aspect ... The fact that savegames made with one scm may not work with another - sure, most of us know that, but some don't - and including a savegame in the package is gonna decrease the number of people asking the question 'why does it freeze when I try to load my savegame'
Ofcourse when wondering why they need a '100%' save game when using the scm, you are right, they don't.
Any savegames included never need to be 100%, they only need to be enough of the way through the game so I can be relatively sure that any thing I forgot/didnt unlock from the start will be properly unlocked. Eg. Be at the stage where all islands would be accessable, and have the important save-houses bought, etc. Thus, the importance of savegames is not the number of missions done, its just to make sure the stunter can do everything he/she could possibly want to do whilst stunting
Oh, and btw, since you seem willing to make a SA save for me, I'll let you know before I release it publically so I can include it in the full release, if you are happy for me to do so.
«
Last Edit: December 29, 2006, 06:08:25 AM by bj070893
»
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bj070893
Veteran Member
Posts: 3803
Ultimate Stunters Main SCM
«
Reply #313 on:
December 29, 2006, 05:42:47 AM »
I know how busy you are at the moment Dannye, but I was just wondering. Once you've got these new .SCMs out, I was thinking you should have a look at the multiplayer .SCM used in VCMP. When you install it, the .SCM is in the data folder, I think it's called VCMP.SCM. I haven't had a chance to have a look at it in Mission Builder though. If you could implement the features of your .SCM into that, and then somebody makes a config file for VCMP (spawn points etc.), we'd have one hell of a stunting server.
«
Last Edit: December 29, 2006, 06:09:16 AM by bj070893
»
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Psycho
Insomniac.
Veteran Member
Posts: 3078
<_<
Ultimate Stunters Main SCM
«
Reply #314 on:
December 29, 2006, 07:43:18 AM »
fuck yeah, that would be cool. my vcmp still doesn't work, neither does mta, and i still don't knbow what the problem is, because i use a copmpletely clean game and now im getting offtopic so I'll just shut up
«
Last Edit: December 30, 2006, 08:59:46 PM by Psycho
»
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