IL leaderboards for every mission
7 years ago
Tokyo, Japan

Since the Mission ILs are a thing for VC, they could be a thing for GTAIII as well. The VC thread is here, where most things have been discussed already.

For GTA3, the reason I would like the mission ILs is that we could use strats that are not viable in an RTA run (New ADITO, Dodo E2G) and also we could come up with interesting ways to pass missions (glitched sports cars in useful places, car bombs, etc) so we could find new strats for mainly AM and 100%. The minor optimizations would be useful for mainly Any% runs.

The proposed rules:

    • Timing starts when you skip the first cutscene and ends when the mission passed text appears.
    • You can do any premature setup, like weapons, glitched cars, running rampage, car bombs, replays, etc
    • Only one mission instance is allowed to be active at any time, no duping and no instapassing
    • You cannot start from a modded save (mission loader, quicksaves)
    • Frame limiter has to be On in the Settings
    • Timing is RTA with a second precision, no load removal

If a mission needs special rules, they can be added to the mission's description. For example, I think The Exchange should end when you lose control, because the Mission Passed appears after the credits. The execution of the mission matters only up to losing control, so it would be practical to have it that way in the IL too.

If you like this idea or you object to it, or if you have anything to say, then post it in this thread.

Edited by the author 7 years ago
Soarse, Zachoholic and 4 others like this
United States

I definitely want ILs to be added. My only question is about "You can't start from a modded save (mission loader, quicksave)" How will the mods be able to verify this rule is followed if run videos are cut to the proposed current timing method of starting when the mission intro cutscene is skipped?

Tokyo, Japan

The reason quicksaves and the mission loader are not allowed is that they mess with the mission script. Meaning that they ruin the timing for SAM shot, they delay gaining control during the Exchange, etc. Which means that they interfere with the original mission script, so they should be considered modded.

If you want proof of this, try doing the SAM shot from the mission loader or a quicksave. My setup will still work but you will see that the plane is early/late by like a second. It will become apparent if you try doing the Exchange from a quicksave.

Verifying that the mission script is altered by the quicksave is really easy if you know what effect the save has on the specific mission.

I would like the Exchange to be an exception because for that particular mission, it is more practical to end the IL upon losing control. Because of the fact that we can actually do that in the rules, I see no reason why it shouldn't be done.

United States

For any moderators reading, I am going to request that blacklev be made a moderator for GTA3 (thought he already was) to set up IL Leaderboards/Rules and assist with run verification.

I think the rules make perfect sense and I guess we will have to take it on good faith that quicksaves and loaders won't be used. While some missions easily show the use of quicksaves (SAM, Exchange), I am sure there are some that don't so it potentially could become an issue. Still, there is evidence that possibly affecting the original mission script is grounds to ban its use.

As for The Exchange, there is no Mission Passed text that appears (not even sure the jazzy tune plays) But the game doesn't issue credit for the mission until after Claude spawns outside the safehouse and after a brief moment regains control. To stop the timer there would be more ambiguous than where current Any% timing ends so I think an exception should be made as blacklev suggested.

PowerSlaveAlfons likes this
Tokyo, Japan

I only know the effects of the mission load and the quicksave tool on missions that I needed to practice, like the Exchange and SAM. I will probably end up going over most missions at some point to see what they do.

For timing, it should be easy enough to create an autosplitter that splits on opcode 0318 for mission passed and 0417 for start mission. However, I currently have no time to create that tool until early January.

Also, it should be easy to do it by hand, since 0318 happens the same frame Mission Passed appears, and 0417 happens one frame before the initial cutscene starts (so basically when the fade-out ends).

For the exchange, until the autosplitter is ready, I suppose we can time it until the loss of control. And if it becomes a thing, we can add X seconds to every run because the credits is the same length (assuming optimal cutscene skip).

Tokyo, Japan

I added all the missions as ILs (except for Turismo, ToyZ missions and the checkpoint missions). I added Rigged to Blow (full mission) because it's very different from the game-defined IL timing.

Of course if anyone has anything to say about the ILs, please respond in this thread.

The rules are attached to the end of this post. The timing right now starts when you skip the first cutscene of the mission, and ends with the Mission Passed text. The exception is the Exchange, where it ends upon losing control, and Give me Liberty, where it ends when you trigger the club marker. These are defined in the rules of the respective ILs.

At some point in the future, the timing method at the start can be changed to correspond to the 0417 opcode, meaning when the fadeout at the start of the mission ends. If there is a functional autosplitter in the future that supports this, the timing can be changed to that. For the time being, skipping the first cutscene makes it more practical with manual splits/timing by the VOD.

Just FYI: try to skip the cutscene as soon as possible in all your attempts, because the rules might change in the future and you might end up losing time because of unoptimal cutscene skipping.

http://i.imgur.com/Uq2v3ni.png http://i.imgur.com/lGhGMho.png

JOEdrinksBEER likes this
Tokyo, Japan

Should it be allowed to cheat tanks into the game to get rid of the traffic? It works the same way as glitching a lot of cars, except cheating a tank using GIVEUSATANK takes about 2s, and glitching a car takes like a minute.

Should it be allowed to transport cars across the blown up bridge by using the flying cars cheat? It would be useful for car bombs early game. There are other methods to achieve the same thing, but they are tedious and boring to do.

I think that as long as you can do the same thing without cheats, it should be allowed. So these things are okay in my opinion.

Of course, no cheats can be active during the IL, and mods are still forbidden during the setup and the IL. If you can not achieve the same result without cheats, then of course it's not allowed.

So if you have an opinion on this, feel free to respond in this thread.

Austria

It might be pushing/bending it a little, but I'd personally say spawning tanks and flying bombed cars falls under "achievable without cheats" so it should be allowed.

Brazil

Can I do taxi driver IL with fare duplication glitch?

Edited by the author 7 years ago
Portugal

"Only one mission instance is allowed to be active at any time, no duping and no instapassing."

No.

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