Kommentare
PortugalPowdinet7 years ago

Adding to the above post, short replays can also be used to make fades much quicker in other cases with no other side effects like cutscene breaking.

FLYING posted the following (in no way these are the only places where it can be used, but it's good enough for a template for people to find more):

"Since after "555 We Tip" I don't use PCJ replays for quite some time, you can get "Fast replay" during "Jizzy" mission and use it for your advantage."

Basically, any fade longer than your replay will likely benefit from using the replay.

In maths terms, using a replay right before a marker makes x second fades into (x-replay length) second fades

coollertmb und Zachoholic gefällt das.
PortugalPowdinet7 years ago

More replay related things

The above strats work with short replays

To make a short replay, you just press F2 right after a cutscene that has no fades. Examples of these include (this list is not exhaustive, go look for more)

  • Big Smoke after "Keep up motherfucker"
  • Big Smoke mission pass (the one above is prefered, since you don't really need to "hurry up" during the mission, but your inputs are better spent elsewhere after mission pass)
  • Cleaning the Hood cutscene outside crack den
  • Just Business chase start (short BF replay :) )
  • Pretty sure T-Bone Mendez after snips will also work, which would give you a short FCR replay

Big Smoke in particular will be useful for the Tagging Up Turf glitch posted above. It can also be used for Drive-By if you don't make a PCJ replay during OG Loc.

Zachoholic, EmmetDrillbit, und coollertmb gefällt das.
PortugalPowdinet7 years ago

Strat above saves 1.5-2 seconds

Using a replay just before the final marker in Drive-By causes the cutscene to skip faster, it's quite precise from my testing though lelreset mentioned turning around before the pay n spray to make an earlier dialogue line would probably be faster with this strat (comparison is a bit wrong, actualy timesave is about 1.5-2 seconds less than shown, because of the dialogue playing delays the fade. However, when using a replay, the dialogue continues playing while it's loading, which would save a bit of time)

Zachoholic, Kamiks0320 und 2 Andere gefällt das.
PortugalPowdinet7 years ago

Fall damage is capped to slightly below max health in SA

hoxi und Patrick_ gefällt das.
PortugalPowdinet7 years ago

The only thing to consider is what is in the game and what isn't. The game requires you to go through the menu to switch schemes. Using a mod to bypass this should never have been allowed, regardless of the timesave.

There are alternatives to G-Input that are allowed and don't alter the game in this way, and they have been posted in the past.

HalfOfAKebab gefällt das.
PortugalPowdinet7 years ago

It modifies the game to add features not included in the game, namely, the ability to switch aiming schemes without using the main menu, which is not possible in the vanilla game.

HalfOfAKebab und storm849 gefällt das.
PortugalPowdinet7 years ago

The word is actually elitism

Derpeth, PowerSlaveAlfons und 2 Andere gefällt das.
PortugalPowdinet7 years ago

"Where is all this abuse?" People have been using an added feature to switch controller schemes, allowing them to switch between the ability to autoaim and simple manual aim without using the ingame menu.

"How much time does it save?" This does not matter

"Again, it was allowed for months, why is nobody purposefully using GInput to get these free time saves?" Because people have this thing called common sense. If it's not in the game, and a mod includes it, why would this feature be allowed? Use your goddamned brain. It's obvious it shouldn't be allowed to use a feature added by a mod.

Zachoholic und stabbymagoo gefällt das.
PortugalPowdinet7 years ago

Shadow_dog: Reread my post and you'll find that I don't treat it as a black and white issue, I treat it as a "this gives you an advantage over other people who don't abuse this mod, and the mod can be removed and replaced with something else" issue.

Shadow_Dog, stabbymagoo, und Zachoholic gefällt das.
PortugalPowdinet7 years ago

Controllers aren't being banned. That is not the discussion.

GInput is a mod. A modification. You are modifying the game, thus not playing an official release. Mods are allowed rarely and for specific reasons. GInput was allowed because "Controllers don't work properly" which is demonstrably false for DirectInput controllers and hoxiu has proven that XInput controllers can be used as well with some work arounds that don't involve mods

The reason for this is because GInput allows you to do things you can't do in the game. Switching aim style without going to the menu is an unfair advantage people with an unmodded game cannot do. This alone should be enough to ban it and I don't see how there is even a discussion about this.

You can argue "but I want to use controller" - use a version of the game that allows you to with tools that allow you to without modding the game. This is not rocket science, it's actually quite logical.

Konepe, Blantas und 11 Andere gefällt das.
PortugalPowdinet7 years ago

From the way I see it there are two solutions.

  1. GInput stays allowed, but rules specify that you can't abuse features GInput adds that are not included in the original game

  2. GInput is banned

  3. it's hard to know whether the person is using GInput or not, and unless we hire someone to play speedrun police and go into everyone's houses to check the game files, it's not possible unless the runner says it out loud. So you are relying on trust either way, so as long as the features aren't abused it would be fine (have fun verifiers EleGiggle)

  4. Ban it entirely. Impossible to make sure the runner isn't using it as mentioned above. Easier because you don't need to include in the rules "LIST OF THINGS PEOPLE WITH GINPUT CANNOT USE"

I vote A), but if people don't abuse GInput, it can stay.

tl;dr: ban abuse, if people insist on abusing it, ban it

Galla und BackmadeJay gefällt das.
PortugalPowdinet7 years ago

Any% - Any% (No SSU) - All Missions - 100% (shortest to longest) (fastest way to beat the game - fastest way to beat the game without massive glitches that skip everything - all major tasks - all tasks)

There is no need to change what isn't broken. People from outside the community who want to know how fast the game is beaten should get that by default, not confuse them with some order that goes against the natural law of speedrunning (going fast). If they want something else afterwards they can click whatever they want. Any% has always been historically the most run category (until SSU was found) so people who watch old marathons will want to look it up, regardless of the subjective "this run is shit BabyRage".

Also, speedrun.com/gtavc linking to 100% makes no sense, since the lack of a # indicating the leaderboard we want means that we want "any" leaderboard Kappa

Blantas und Lxthvl gefällt das.
PortugalPowdinet7 years ago

Oh man I can't wait to get on some leaderboard and be met with PC Any% SSU PC Any% no SSU PS2 Any% Android Any% Xbox Any% Xbox360 Any% PS3 Any% PS4 Any% Ouya Any%

http://puu.sh/xboMP/59f796d795.png

Stig und Derpeth gefällt das.
PortugalPowdinet7 years ago

A proposal:

  1. Rename category to All Story Missions
  2. Change ruleset to "Complete every mission that changes the filename, except CPRACE and STUNT scripts"

Reasoning:

The current definition is flawed and ambiguous. Many things can be interpreted wrongly. What is a mission, what is the completion of a mission, what is a permanent icon. All these things can mean very different thing by just applying slightly different meanings to work (similarly to how Los Desperados is or isn't a dupe depending on the definition of dupe you use)

As such, let's just borrow the definition VC uses, which is equivalent to III, and can easily be attributed to a very specific opcode, 0318: REGISTER_MISSION_PASSED. This gives us a unambiguous and objective definition of what a mission and its completion is, simply the execution of this opcode.

However, there are a few scripts that execute 0318 that we don't want, namely, all races (held in script CPRACE) and BMX/NRG-500 (held in script STUNT). We can't call a category with this ruleset All Missions and arbitrarily not do these missions, hence why the renaming to "All Story Missions" is necessary. This gives us the liberty to exclude these scripts from the definition, and it's the closest to the current category you can get with an objective ruleset that cannot be misinterpreted.

There are a few problems with this definition though.

  1. Its name could be challenged. What is a "story mission". Why is this mission relevant to the story and not another. What if in my headcanon, CJ decided to do Vigilante between this mission and the other. (lol)
  2. High Stakes, Low Rider would become skippable, as the 0318 execution for this mission is actually inside the CPRACE script. This is currently not a problem, but could be in the future
  3. Other relevant story scripts that don't run 0318 become skippable, namely, King in Exile. This is also currently not a problem
  4. Driving School becomes unskippable and obligatory
  5. Gang Territory, End of the Line 1 and End of the Line 2 becomes skippable
  6. I dunno m8 my brain runs at 25fps you guys can probably figure out more

Feel free to post suggestions or arguments for and against this definition.

ult1matum, enrospv, und Mehmet. gefällt das.
PortugalPowdinet7 years ago

i think its hilarious u guys talk shit about FLYING. u wouldnt say this shit to him at lan, hes jacked. not only that but he performs the freshest strats, beats wrs and destroys all of you dudes. yall are pathetic lol.

Really though, good work.

wangster, Zachoholic und 8 Andere gefällt das.
PortugalPowdinet7 years ago

I'd like to point out that mission icons are independant from missions and sniffers. There's a few missions that you can start before the marker is ever there (Are You Going to San Fierro and Vertical Bird comes to mind). Would missions like these be skippable, if a method to do so was found, as long as you don't ever create their map icon?

What if another glitch is found that skips creating the map icon for a particular set of missions? (Instapasses are capable of doing this) What if someone finds a glitch that makes it impossible for the game to create said icons? "Permament radar icon" is not a very future proof concept, since it's possible that in the future no radar icons can be created at all. You could add a rule that that says all the permanent radar icons for the missions have to be created, but then you'd be restricting the usage of this hypothetical glitch

Just like nobody predicted EOTL1 skip would happen, nobody can say for sure the permanent radar icon definition can be circumvented, so while you're busy fixing one part of the definition, please consider fixing it entirely.

PortugalPowdinet7 years ago

Joshimuz found the first instance of mission duplication, followed by Cyberthunder, both by using girlfriend phonecalls (which isn't used in runs). S also started Quarry with om0 once in practice.

This wasn't understood until Tyriounet who accidentally started Quarry with om0, by that point we had already found duping in III and VC so we knew what it meant and immediately started testing. RunnerHAWORTH and Powdinet tested Quarry duping and it is now used in 100%.

A few months passed and Patrick found that by pause buffering, he could get phonecalls during the fades for certain missions like Trucking. This is the method that is used in Any%, though it has obviously evolved a lot since then.

Terrtail, spartaque12 und 5 Andere gefällt das.
PortugalPowdinet7 years ago

Booby Prize during Blow Up Dolls works the same way, but instead of jumping into a main loop it just jumps directly to the code the triggers the final cutscene. You can't break out of it because it just keeps getting in the cutscene forever

As for version differences, neither of these permapasses works on PS2 according to my testing. SCM has a few bytes of difference.

PortugalPowdinet7 years ago

A bit of explanation:

This works because LCS and VCS, unlike the previous games, always load only the mission code instead of a set number of bytes.

This means that you can have a big mission code running at the same time as a small mission (this is also possible in the previous games, but only with the last mission, so it's not as easy to manipulate)

Using this, all you have to do is find a big mission that executes a gosub or a function call into an offset that is now held by the small mission. Ideally it calls right into the mission pass code, but in this case, it jumped into the main loop of the mission, so it essentially dupes the mission. When the mission is passed, it jumps back to the big mission's loop, then jumps back again to the small mission. Now, since the variables have all been set correctly to pass the mission, it passes the mission, then loops back again infinitely.

Patrick_ gefällt das.
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