Author Topic: Ultimate Stunters Main SCM  (Read 316811 times)

0 Members and 32 Guests are viewing this topic.

Offline Ezraph2001

  • Posts: 690
  • avid Kim Yoo-jung stan
    • View Profile
    • stan nmixx
Re: Ultimate Stunters Main SCM
« Reply #1200 on: May 05, 2021, 12:17:36 PM »
keybinds?

I think you can find them in the zip file as Documentation.html or something

Offline Demo00n

  • Posts: 253
  • No matter where you go, people are connected
    • View Profile
Re: Ultimate Stunters Main SCM
« Reply #1201 on: May 07, 2021, 04:44:13 AM »
Already found it ehehhehe but i prefer the old scm im more comfertable with it

Offline Dannye

  • Veteran Member
  • Posts: 3592
    • View Profile
Re: Ultimate Stunters Main SCM
« Reply #1202 on: May 07, 2021, 06:24:21 AM »
thank you so much dude, it works fantastic!
Thanks Erney, I'm very happy to hear it!


Already found it ehehhehe but i prefer the old scm im more comfertable with it
Do you mean an older version of this scm mod, or one made by someone else?

If you mean this one, I'd be curious to hear what makes the older version more preferable for you, if you don't mind me asking. Were there new features introduced that are problematic, changes made to existing features for the worse, or was it in regard to the button mappings? I certainly don't recall making much in the way of changes to the controls over the years - other than in-car Water Respawn (which I doubt gets much use, since Teleporters are more useful), and additional combos being added for new features (perhaps I picked buttons for these that were inconvenient for certain setups?). My intention has been to try and keep things consistent, which is why at a certain point I started including additional 'variants' within the project, so I could experiment with different controls while still supporting the original ones.
« Last Edit: May 07, 2021, 06:26:49 AM by Dannye »

Offline Reynard The Fox

  • Reynolds
  • Senior Member
  • Posts: 3293
    • View Profile
Re: Ultimate Stunters Main SCM
« Reply #1203 on: May 23, 2021, 06:26:41 AM »
Hi Dannye! Thanks for the hard work on the USCM over the years and especially the recent additions. It is great that you have found the time to update the code and include the source code snippets.

Something that may interest you is PluginSDK: https://github.com/DK22Pac/plugin-sdk, This is a development kit for all the GTA games from III to SA for C++. You can create cross-compatible code for the games as they use mostly the same engine. It is very useful as you can directly access the entities of the game and all their fields and methods. You can also directly call script/native functions.

I've been using it for various project and recently I made my own version of your USCM using this plugin. I mostly just copied the functionality I use most from the USCM and wrote it myself using PluginSDK. The code is available here: https://github.com/ReynoldsGTA/StuntingScript

It might be interesting for you and especially the stunting community to port your USCM to PluginSDK. We can then more easily work on the code collectively, as it can be contained in a simple C++ project and shared on GitHub or similar. Anyways, the code may be of use to you or someone else so I thought I should share it.

Offline Dannye

  • Veteran Member
  • Posts: 3592
    • View Profile
Re: Ultimate Stunters Main SCM
« Reply #1204 on: June 04, 2021, 02:34:58 AM »
Thanks Reynolds, and cheers for the heads up about that plugin, it looks quite comprehensive! I can certainly see the advantages of a USCM developed via that approach, and I quite like the look of what you have setup with it so far. The thought of no longer having to worry about incompatible savegames, nor maintaining separate code for each of the map-mods/game-engines, plus the potential for increased customisation (re keybinds, supported features, defaults, etc) and incorporation of functionality that wouldn't be feasible via basic scm (there's definitely a few Freeplay things that'd be handy while stunting; also the potential to print text on screen without needing to mess with american.gxt)... it all sounds rather lovely.

While I feel like I might not be up for attaching myself to such an undertaking in any major capacity, I'd be more than happy for anyone to have a go at it (and perhaps I could take a more relaxed role along the lines of testing, minor contributions, etc), then we could have it promoted in this thread as an alternate/enhanced version of the USCM.

Regarding the current status of the USCM, for anyone curious, my only plans at the moment for pending updates is one more minor one to the VC-engine release, bringing it up to par with some of the additions I made for the more recent SA USCM. The changes would be:
  • New Feature: Toggle Always Cut Replay on Teleport Load
  • New Feature: Toggle Stats Overlay (coords, angle, car speed, car health)
  • New Feature: Show 2nd/last Used Vehicle
  • Control Change: Toggle Last Vehicle Preference having an extra key in its combo
  • Other: Possible improvements to loading/LOD stuff for SAiVC
  • (Edit) Other: Possible fix to jetpack sometimes not holding your height properly and constantly dropping down (hard to say whether fix will work as I can't replicate the bug reliably, it just happens 'sometimes'... if anyone experiences it enough to find a way to reliably trigger it, let me know, then I can better test the potential fix)
« Last Edit: June 05, 2021, 07:54:19 PM by Dannye »

Offline Dannye

  • Veteran Member
  • Posts: 3592
    • View Profile
Re: Ultimate Stunters Main SCM
« Reply #1205 on: August 04, 2021, 06:58:12 PM »
VC USCM v7b is in-progress and nearing completion.
Here's a look at the changes/updates implemented:

New Features:
  • Show Prior Vehicle - have camera go and look at your vehicle/s while you are on foot (ported from SA)
  • Teleport Load Always Cut Replay - toggle whether you want all teleport loads to do this or not (when off it will still do it for foot-to-car teleports as always) (ported from SA)
  • Show Stats - display player coords/angle and car speed/health on screen (ported from SA)
  • Teleport Loads Can Respawn Lost Vehicles - toggle whether on-foot loads should try and do a foot-to-car load even when the assoc car is unavailable (eg. despawned), instead spawning a replacement to use (note this can even work after loading a savegame to restore the vehicle you'd last used when the savegame was made)
  • Get Out Of Car When In Water - always-on access to the standard "Exit Vehicle" button/functionality to leave your in/underwater vehicle (normally prevented by the game)

Modified Features:
  • Set Prior Vehicle Preference - button combo to trigger this toggle now includes extra button (was Aim+Action, now Aim+Action+Left, to free up combos for the other new features) (ported from SA)
  • Water Respawn - now more useful in map-mods without paths (like SAiVC). In these cases, instead of placing you in the same useless/undesired location (x=0, y=0, z=0) every time, it will take you out of the vehicle and automatically enable jetpack

Bug Fixes:
  • Show Stats - now ensures correct display of negative sign for X/Y coords between 0 and -1
  • SAiVC loading improvements - still takes "quick" approach as per previous release, now hopefully reducing any issues relating to low-quality "LOD" models not being updated to their proper versions when you get close to them
  • Teleport Loads - reduced/removed cases of pre-teleport vehicle rotation/momentum affecting the teleport destination position/angle; plus no more being taken off your bike by a teleport load triggered just before you were about to fall off it
  • Vehicle Vulnerability - a "vulnerable" tank is now correctly invulnerable to bullets, as that's how tanks are supposed to be (like they are with explosions - which the USCM was already handling correctly)

Other:
  • The 'Legacy' variant finally includes support for a number of additional features from the primary USCM feature-set that it was missing (still doesn't cover everything, but gains quite a few that it was missing)
  • Removal of some more unnecessary pickups in the Vice City version (the "you cannot purchase this property yet" ones)
  • Just a note: The USCM's "Save Game" feature, present since v7, is sadly useless in some copies of SAiVC where the main menu entries to get to "Load Game" have been stripped out. While outside the scope of the SCM, it should be possible to restore these menu items, allowing you to load saved games in SAiVC again (I have been able to do this, though without much testing nor the knowledge of why it was removed, so I can't be sure whether this is a good idea or not)

Coming soon :)
« Last Edit: August 18, 2021, 03:07:47 AM by Dannye »

Offline Rainbow

  • Senior Member
  • Posts: 7375
  • Coeur de taxi
    • View Profile
    • http://www.youtube.com/Rainbowstunting
Re: Ultimate Stunters Main SCM
« Reply #1206 on: August 05, 2021, 09:33:44 AM »
New Features:
  • Teleport Load Always Cut Replay - toggle whether you want all teleport loads to do this or not (when off it will still do it for foot-to-car teleports as always) (ported from SA)
This will save a ton of time for things like taxi stunts where I sometimes just forget to get out and then force the editor to look at 10-15 tries before the landing. If you can fix the bug where your rotation speed is kept and/or you instantly bail after teleporting that would be the all my wishes granted  :D I have even developed an automatic habit of teleporting twice to get around it. Anyway, awesome additions!

Offline Ezraph2001

  • Posts: 690
  • avid Kim Yoo-jung stan
    • View Profile
    • stan nmixx
Re: Ultimate Stunters Main SCM
« Reply #1207 on: August 05, 2021, 06:07:51 PM »
New Features:
  • Teleport Load Always Cut Replay - toggle whether you want all teleport loads to do this or not (when off it will still do it for foot-to-car teleports as always) (ported from SA)
This will save a ton of time for things like taxi stunts where I sometimes just forget to get out and then force the editor to look at 10-15 tries before the landing. If you can fix the bug where your rotation speed is kept and/or you instantly bail after teleporting that would be the all my wishes granted  :D I have even developed an automatic habit of teleporting twice to get around it. Anyway, awesome additions!

I FUCKING AGREE can't wait for this shit to drop

Offline Lex

  • Senior Member
  • Posts: 1339
  • No longer active
    • View Profile
Re: Ultimate Stunters Main SCM
« Reply #1208 on: August 05, 2021, 06:22:25 PM »
New Features:
  • Teleport Load Always Cut Replay - toggle whether you want all teleport loads to do this or not (when off it will still do it for foot-to-car teleports as always) (ported from SA)
This will save a ton of time for things like taxi stunts where I sometimes just forget to get out and then force the editor to look at 10-15 tries before the landing. If you can fix the bug where your rotation speed is kept and/or you instantly bail after teleporting that would be the all my wishes granted  :D I have even developed an automatic habit of teleporting twice to get around it. Anyway, awesome additions!

that happens to me very often, but I gotten used to it.  :lol:

Offline Dannye

  • Veteran Member
  • Posts: 3592
    • View Profile
Re: Ultimate Stunters Main SCM
« Reply #1209 on: August 06, 2021, 12:49:59 AM »
(re: the momentum/rotation speed being sometimes kept after a teleport load)
Haha yeah I had gotten so used to it as well that honestly it never even occurred to me to try and fix it!
So today I have been trying to finally sort it out and I think I've been successful, yay!
« Last Edit: August 06, 2021, 07:07:00 AM by Dannye »

Offline Turtle Boy

  • Shell Shocked.
  • Admin
  • Posts: 3945
  • not afraid of dying, pieces of me die all the time
    • View Profile
    • Skyler Mead
Re: Ultimate Stunters Main SCM
« Reply #1210 on: August 06, 2021, 04:37:59 AM »
I think I recall people telling me how to utilize that back in the day, but I never did, I just named shit "BorgnineBoost2RoofAttempt14" lol sorry editors.

Offline Kingjad

  • Veteran Member
  • Posts: 6072
  • Fat Bastard
    • View Profile
    • YouTube
Re: Ultimate Stunters Main SCM
« Reply #1211 on: August 06, 2021, 05:28:28 AM »
I mean Dannye did kindly mock up a version of that replay cutting thing for me a while back purely to make stunting in rhinos a lot easier, as I had to constantly get out and back in after each attempt.

It's honestly so much better for replays.

Offline Dannye

  • Veteran Member
  • Posts: 3592
    • View Profile
Re: Ultimate Stunters Main SCM
« Reply #1212 on: August 06, 2021, 07:04:57 AM »
Yup, its so much more convenient - sometimes I'd be doing car stunts where to try and get a cleaner rep I'd jump out every so often, or hammer F3 between attempts, but quite often I just couldn't be bothered, so this will be much nicer. That said - and I never thought I'd make this mistake - but a few months ago I was doing a car stunt where I did indeed accidentally trigger a teleport after landing it (I found myself often holding handbrake during the landing part, and when I finally got it, to get a better look at my landing spot I hit look-right, and bam, teleport load!). Needless to say I was thankful I hadn't yet been using this feature, so instead of a lost stunt I just have one with a very abrupt ending :lol: . I gotta be more careful now!

A little bit more progress:

  • Jetpack bugfix is out. Caused more problems than it fixed, infact I am no longer sure it fixed anything. So goodbye to that.
  • Teleport Load momentum/rotation cancelling is in, so say hello to this instead, with thanks to Rainbow :) . Foot-to-car and in-car loads should both be improved in this department - the teleport should now always put you exactly where its supposed to. And yep, no more cases of an on-bike teleport load taking you off it (usually because it was triggered moments before a collision) - that shouldn't happen anymore either.

Always nice to add something if I have to take something away :D
« Last Edit: August 06, 2021, 07:11:34 AM by Dannye »

Offline Sheep

  • Nice Guy
  • Senior Member
  • Posts: 7220
  • Scapegoat
    • View Profile
Re: Ultimate Stunters Main SCM
« Reply #1213 on: August 06, 2021, 08:44:25 AM »
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?

Offline Rainbow

  • Senior Member
  • Posts: 7375
  • Coeur de taxi
    • View Profile
    • http://www.youtube.com/Rainbowstunting
Re: Ultimate Stunters Main SCM
« Reply #1214 on: August 06, 2021, 09:33:04 AM »
  • Teleport Load momentum/rotation cancelling is in, so say hello to this instead, with thanks to Rainbow :) . Foot-to-car and in-car loads should both be improved in this department - the teleport should now always put you exactly where its supposed to. And yep, no more cases of an on-bike teleport load taking you off it (usually because it was triggered moments before a collision) - that shouldn't happen anymore either.
:cheernutz:

 

SimplePortal 2.3.7 © 2008-2025, SimplePortal