Keep failing Highjack and VM dupes
Gelöscht
7 years ago
Germany

You want us to give support w/o video? BibleThump Is CJ running out of the marker in the fade before the mission (intro cutscene) starts like in Fish in a Barrel?

Germany

Replicate it with SCRLog installed, then I'm probably going to see what happened. How to install and use SCRLog:

Bearbeitet von der Autor 7 years ago
Germany

Wow :D Fucking hell, this game.

00192848&0: [83D0] NOT HAS_MISSION_AUDIO_LOADED 1 // TRUE The mission audio for the phone call is not loaded. [[ I'm looking into the reasons now. Edit: All I can see is that there is a "clear_misison_audio command a bit before the "load_mission_audio" command - maybe that's how it gets cleared somehow. ]] Ok, start reading from here, again. :D

There should be loads of ways to get rid of the call, all outside the cutscene, though. You can go into the water or an interior or into a car, or you can shoot, be in freefall stage, start a gang war, a minigame or use a jetpack. Pick one. ;) Once the call is finished, onmission = 0 and you can start the mission again.

You need to test the softlocking that can happen when you do that (starting Highjack outside the cutscene). In my limited testing, I never got a softlock when I waited a few seconds before skipping the first cutscene - and perhaps you should wait before skipping the second one as well.

Bearbeitet von der Autor 7 years ago
Germany

I added a paragraph to my post. Have fun testing. :)

Elmotus gefällt das.
Germany

Edit: In this post, KZ had the same problem at High Jack (call getting stuck, need to cancel it to dupe). He had some "audio system" "fuck ups" right beforehand - they probably caused it. Perhaps saving and loading fixes this but in KZ's case it would have wasted loads of time. E: Saving and loading does not help, at all, it seems. https://www.speedrun.com/post/ue2wa

Here is a video of the call getting stuck loading mission audio. You know that the call is still running because onmission is 1 after skipping the cutscene.

In this next VM dupe failure example, the call ends normally and onmission is 0. But since he left the mission trigger in the fade (with the mission text on screen), no dupe happens: [quote] From KZ: Yea, this is the last frame before VM starts. You are quite far into the marker so CJ will move past it. https://i.imgur.com/prvYyfr.png [/quote]

[10:52 PM] illuminati: walking in slow, just to the tip of the black diamond paving stone is the only way I ever got it consistently [10:52 PM] illuminati: idk why, I just know it works for me

Bearbeitet von der Autor 6 years ago
Serbia

This is my setup for Verdant Meadows dupe, it might seem a bit ridiculous, but it works well because you jump to the edge of the marker, so you don't walk at all after starting the mission:

faulux gefällt das.
Germany

Added text to my previous post:

Edit: In this post, KZ had the same problem at High Jack (call getting stuck, need to cancel it to dupe). He had some "audio system" "fuck ups" right beforehand - they probably caused it. Perhaps saving and loading fixes this but in KZ's case it would have wasted loads of time. E: Saving and loading does not help, at all, it seems.

Bearbeitet von der Autor 6 years ago
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