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Forum: Grand Theft Auto III

Thread: Discussion on recently found things (record.dat, skin file names)

Started by: PowdinetPowdinet

14 Apr 2020, 13:13

Correct answers for this test:
1) allow
2) disallow
3) allow frame limiter off

KinzyKenzieKinzyKenzie, Ark and 2 others
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Forum: Grand Theft Auto III

Thread: Unhandled Exception Error

Started by: Mili_Mili_

5 Aug 2018, 09:25

This is DEP issue. You need to do the following:
1) Right-click on My Computer and choose Properties. Then click on the Advanced tab and then Settings under Performance.
In Windows 8 or Windows 10, you right-click on This PC, choose Properties and then click on the Advanced system settings link.
2) Now click on the Data Execution Prevention tab. You have to select the following setting:
https://i.imgur.com/pMVtUi3.png
Restart your PC. Issue should be resolved.

Mili_Mili_ and 39daph39daph like this. 

Forum: Grand Theft Auto: Vice City

Thread: GTA VC JAPANESE UNHANDLED EXCEPTION HELP!

Started by: [Deleted user]

17 Jul 2018, 10:09

Try renaming the whole movies folder. The problem is definitely with intro movies.

 

Forum: Grand Theft Auto: San Andreas

Thread: Ban Ginput (poll)

Started by: hoxihoxi

19 Aug 2017, 21:32

Thanks illuminati7777. So far the only one I've heard was about changing aiming method on the fly, and I think 25 to 30 FPS fix is more of a fix than this blatant addition to the game which was never present nor meant by developers.

 

Forum: Grand Theft Auto: San Andreas

Thread: Ban Ginput (poll)

Started by: hoxihoxi

19 Aug 2017, 21:25

I didn't get any response from people voting B. I want their opinion.

"Could someone name exactly what GInput allows that clean game with actions from hoxyyy's guide does not?"

 

Forum: Grand Theft Auto: San Andreas

Thread: Ban Ginput (poll)

Started by: hoxihoxi

19 Aug 2017, 20:51 (edited: 19 Aug 2017, 20:52)

Could someone name exactly what GInput allows that clean game with actions from hoxyyy's guide does not?

Patrick_Patrick_ likes this. 

Forum: Grand Theft Auto: San Andreas

Thread: Ban Ginput (poll)

Started by: hoxihoxi

19 Aug 2017, 19:22

It looks like some people think this is a majority vote. There is no doubt it is not.

 

Forum: Grand Theft Auto: San Andreas

Thread: Ban Ginput (poll)

Started by: hoxihoxi

19 Aug 2017, 19:07

A. I don't understand why any mods are allowed in the first place, yet alone those that ADD (!!!) features to the game.

stabbymagoostabbymagoo, hoxihoxi and ZachoholicZachoholic like this. 

Forum: Grand Theft Auto: San Andreas

Thread: Several questions about GTA:SA on Ubuntu

Started by: enrospvenrospv

3 Jul 2017, 11:33

Counting Wine as an emulator is a bit hilarious considering what the acronym stands for.

Patrick_Patrick_ likes this. 

Forum: Grand Theft Auto: San Andreas

Thread: Bullshit Collection

Started by: Patrick_Patrick_

26 Jun 2017, 08:14

Most people have probably encountered homies jumping out of vehicle while on Los Desperados. The reason for it is that during riots there is always a police helicopter flying around LS. On its spawn it selects a random ped (either a gang member or a regular male ped; he also shouldn't have a task 'wandering' - probably to select those fighting/shooting in the streets) or a vehicle and follows him/it. If it happens to be a ped, he starts fleeing. Homies in player's group are not exception, it causes them to jump out of the car and flee from heli.

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Forum: Grand Theft Auto: San Andreas

Thread: "Solution" to "Car AI" (increased accuracy)

Started by: Patrick_Patrick_

26 Jun 2017, 08:03

Destroying the car doesn't count as making it not existing, however, if I remember correctly, blown up cars are on 60 seconds timer after which they despawn if they are not visible. Regular cars are on 180 seconds timer after Carl exits it (with some exceptions like being in interior).

 

Forum: Grand Theft Auto III

Thread: Road density

Started by: Nick007JNick007J

17 Jun 2017, 21:57 (edited: 18 Jun 2017, 07:39)

This thread contains information on details of game spawning random peds.

Game attempts to spawn random peds (not counting cop peds with wanted level etc) when current number of spawned peds in below a certain threshold. Threshold's formula is min(X1 ¤ X2 ¤ X3 ¤ X4, 25 ¤ X3). I'll detail them.

First of all, there is a file gta3.ini in everyone's game directory. It contains two numbers: one in car density, another is ped density. Ped density from this file is X3. Obviously in runs this file must stay in its original state so it doesn't really matter (although it might be interesting for testing and other stuff.

Second, there is a mission ped density multiplier (opcode 03DE). In GTA III it's just 0.0 to remove all peds at all and 1.0 to reset it to normal state. This coefficient is X4. For described reasons X3 and X4 can be removed from consideration, basically leaving with min(X1 ¤ X2, 25).

X1 is a zone density multiplier. It is a sum of ped density and car density. which are setup by opcodes 015C and 0152 (second number parameter in both of them). There are different versions for day (8-19) and night (22-5) [evening and morning are interpolated]. This sum is X1.

X2 is a road density multiplier which has a very important effect. It is a sum of lengths of all roads (including multiple lanes) in a rectangle 80x80 meters with player in the center, divided by 2500. (Edit: for those paths framgents, whose both boundary nodes are present in said rectangle, distance counts twice). Its current value can be found at address 0x9415A8 in version 1.1 for testing purposes. And here are the screenshots how it can affect, for example, Trial by Fire.

Here is a picture 1.
http://i.imgur.com/NikVw3V.png
Here only red lines (car paths) are relevant. In the center of this rectangle coefficient is approximately 1.27 - as it involves 3 roads, one of which is multi-lane. Here, during the night, for example, max peds count is min(16¤1.27, 25) = 20.

Here is a picture 2.
http://i.imgur.com/jTw7blv.png
Center of this picture has a coefficient of 1.41, which limits ped count at 22, as a northern road is additionally taken into account.

Now here is a picture 3.
http://i.imgur.com/vGpdGsG.png
Center of this picture, which is just an opposite side of the road shown in picture 1, has coefficient of just 0.64, limiting total number of peds in the night with 10! Even during the day, limit is fairly low, 23¤0.64 = 14. Coefficient is even lower on a road to the west of one shown in the picture. It causes a lot less spawns during, for example, Trial by Fire (using rampage + remote pickup). Choosing a different place with better coefficient might make this mission faster.

Patrick_Patrick_, agjentsagjents and 4 others
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Forum: Grand Theft Auto III

Thread: Possible Ultracop fix

Started by: LxthvlLxthvl

19 May 2017, 16:09

People attempting to enter vehicle falling off at speed >= 18 km/h is an intended mechanics. When ultracop happens, you don't have time to speed up the vehicle, so it can't help.

 

Forum: Grand Theft Auto: San Andreas

Thread: Cheat blocker

Started by: hdc0hdc0

3 Apr 2017, 15:30

Probably coming from person who thinks "HESOYAM" is an intended cheat for money, health and armor.

HaviHavi and ZachoholicZachoholic like this. 

Forum: Grand Theft Auto: Vice City

Thread: DISCUSSION: Renaming 'ACE'

Started by: S.S.

11 Jan 2017, 18:27

Funnily, it looks like comment about worst time for this dissonance is contradicting the reason of this discussion, because it was started by a GDQ TASer who was curious what kind of ACE Vice City has, probably seeing "no ACE" in schedule - and was disappointed to see none in the run itself.

DerpethDerpeth likes this. 

Forum: Grand Theft Auto: Vice City

Thread: POLL: Renaming 'ACE'

Started by: S.S.

11 Jan 2017, 15:16

D

ZachoholicZachoholic likes this. 

Forum: Grand Theft Auto: Vice City

Thread: Any% "no ACE" split clarifying and discussion

Started by: Mhmd_FVCMhmd_FVC

11 Jan 2017, 14:40

 

Forum: Grand Theft Auto: Vice City

Thread: Any% "no ACE" split clarifying and discussion

Started by: Mhmd_FVCMhmd_FVC

11 Jan 2017, 13:22 (edited: 11 Jan 2017, 13:58)

Not commenting on actual topic of naming of category, truecontrol, but just FYI ACE is theoretically possible with this glitch, if combined with number of other very specific glitches. Because of no particular interest for actual speedruns, since real ACE would be slower and would require memory reading - at least in current state - nobody really bothered getting it properly. As an example of something sufficiently closer to ACE than "any% ACE", there is a video of using MP3 file for completing 100%. If done legitimately, it requires 15 hours of waiting with random chance of crashing the game after it. Instead of reaching 100% it's possible to execute a script that would have its own exploit that would allow real ACE.

I will also add a remark about name of the category. As someone who was one of major factor in finding this glitch, I will explain why I - reluctantly - but agreed with this name of category. I proposed two names of "old any%": "any% japanese version" (because, as you notice, so called "ACE" is run in international version, whereas "no ACE" is run in japanese version) and "any% no script stack underflow" (because it's literally the only thing that differs current "ACE" and "no ACE" runs in its current state). I don't know why these names were rejected, but people really wanted to use ACE term. Now how ACE - with comments in the rules - can be applied to run in the state. Executing commands in GTAs is performed on two different levels: one is actual exe running, with commands being processor instructions; and second is internal interpreter of script commands written in main.scm file of the game. Latter commands can be called "code" as well. Now, this glitch allows running script commands from any point of memory (by chaning instruction pointer of the script interpreter to any value). Since it allows any address, and since some memory sections are open for writing (like skin file or MP3 buffer), this trick can be in some way called "arbitrary code execution". We can run any code - indeed - but on second interpretation level. Not processor instructions, but something that can be called code.

Even if so, in current runs no arbitrary code is executed, but the glitch itself allows us to run any code on this level, but it was chosen to execute code that starts last mission.

 

Forum: Grand Theft Auto III

Thread: GTA3 seemingly useless glitches megathread

Started by: BubbleBobblerBubbleBobbler

7 Jan 2017, 19:02

If a plane (for example, ADITO or S.A.M.) is hit by a rocket, it's possible to manipulate the outcome with pause menu. Plane is set to be destroyed on 62nd frame after rocket collision was detected, and pause frames are included in frame count. As the result, plane destruction can be avoided at all (and any further rockets will not affect the plane) if 62nd frame is rendered in a pause menu, and if player has less than 2 seconds on S.A.M. after rocket collision, player can enter pause menu for some time (<62 frames) to stop clock from counting down, so it can be a backup strat in case of time trouble.

Same manipulation may be used for generic dodo planes in the air. None of that stuff affects assignment of wanted level, which is awarded on a rocket collision.

 

Forum: Grand Theft Auto: San Andreas

Thread: NEW Category idea

Started by: [Deleted user]

31 Dec 2016, 22:05

On PC only 11 territories are unlockable with this method, and cheats are not required. However, with remote explosion glitch ("method #2" from the video) any territory can be marked as Grove territory.

 
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