For "Weekend At Florian's".
After a bit of testing to try to determine when exactly Ray's call is available for Weekend at Florians, this is what I found:
As we already knew, "Hostile Negotiation" and "No Way on the Subway" need to be completed. When you complete Hostile Negotiation, two calls are unlocked, both of which you have to receive.
The first is: <phonecall from Roman> Roman Cousin, I have bought us a present. Niko You bought it, or I did. Roman Niko, I'm offended. I've got us an apartment in Algonquin. What did I say when you got here? Penthouse, model on each arm. Niko And you have paid for this place? It wasn't so long ago that your debts got you kidnapped by the Russian mob. Roman That was a cold streak. Now I'm hot, cousin. Hotter than the models we'll be bedding. I can't lose. Niko Roman, we have spoken about your gambling. Roman Wait until you see the new place, NB. You will change your song. So what, I took on a little debt?
The second is: <phonecall from Dimitri> Dimitri Niko, it's Dimitri. Niko I have nothing to say to you. Dimitri I nearly ran into your cousin the other day. My friends were hanging out with him. The party got busted up though before I got there. Niko I wish you had been there. We could have had some fun. Dimitri Not as much fun as I would have had with Roman, believe me.
The first thing you need to know is you must receive both of these calls in order to receive Ray's call. I'm pretty sure you'll always receive Roman's call first.
The second thing you need to know is 24 in-game hours have to pass AFTER receiving Dimitri's call in order to eventually trigger "Weekend At Florian's". Be aware that the 24 hours can pass before completing "No Way On The Subway".¤ After these 24 hours have passed, you can either wait for Ray to call you or you can call him.
¤If you receive Dimitri's call, let 24 hours pass, then complete "No Way on the Subway", you can immediately call Ray after the end of mission call for "NWotS".
-Examples-
Ex. 1: Receive Dimitri's call. Wait 24 hours. Call Ray and he'll answer.
Ex. 2: Receive Dimitri's call at 08:00. Die once (+10 hours, so 14 hours left to wait). Wait 14 hours, then call. He'll answer.
Ex. 3: Receive Dimitri's call at 11:50. Die once (+10 hours, so 14 hours left to wait). Wait 14 hours. 24 hours have now passed and the time is now about 11:57. You wait an additional in-game hour. If you called Ray now, it'd be fine. Instead, you die at 13:00. You go back in time by 6 hours. Do you need to wait an additional 5 hours? The answer is no. This is because once 24 hours have passed, it doesn't matter how many hours you go back in time. The call will forever be available. Ray will call you or you can call him.
Ex. 4: Receive Dimitri's call at 00:30. You wait 23 hours. It's now 23:30 and you have one more hour to wait. You accidentally die. You go back in time by 14 hours to 09:30. Now you have to wait 15 more hours. Take note that this example is meant you show you that 24 hours have to pass before going back in time has no effect. Otherwise, it does.
The first post of this thread will be about Hostile Negotiation.
After completing Photo Shoot and Have a Heart, you'll receive a phone call from Mallorie which plays out like this: <phonecall from Mallorie> Mal Niko. I'm getting worried. Roman didn't get back at all last night. Niko He likes to party. He stays out late the whole time. You know what he's like. Mal Not on my watch he don't. Something ain't right.
The moment you get this call, an 18 hour countdown begins.
-Examples-
Ex 1: If you stand still for 36 minutes (18 in game hours) and then call Mallorie, Hostile Negotiation will begin.
Ex 2: If you die between 00:00 and 12:00, 10 in game hours will pass. Then, if you wait for 16 minutes (8 in game hours) and then call Mallories, Hostile Negotiation will begin. (see the "Dying and time changes" thread for more info: http://www.speedrun.com/gtaiv/thread/odsy9 )
Ex 3: If you die between 12:00 and 24:00, you'll go back in time by however many hours it takes to reach 07:00. Again, refer to the document. So, you've just gotten the call. It's 11:30 in game. You die. Now it's 21:3X. You've gone forward in time by 10 hours. You've got 8 more hours to wait, but you die again. You've just gone back in time by 14 hours. What this means is you've just given yourself 4 more hours of waiting on top of the required 18. You now have to wait 22 hours to get the call. So, you die again. Forward in time by 10 hours. 12 more hours to wait. Die again? Back 10 hours. 22 hours to wait. Die again? Forward by 10 hours. 12 hours to wait. If you wait 24 minutes, you can call and start the mission. OR, if you could sleep two times. OR you could go to the Pay n Spray 4 times.
Ex 4: Mallorie calls at 05:00. You wait 18 hours. It's now 23:00. You die. -14 hours, back to 09:00. Do you need to wait an additional 14 hours? No, because 18 hours already passed so going back in time has no effect. The call is available to make.
An additional note: Mallorie will not call you to trigger the mission after an 18 hour wait. She'll only do this once 24 hours have passed.
So, there you go. I did extensive testing. This is how the game works, at least for this mission. More posts will come in this thread regarding other missions which are triggered by a phone call.
Nothing needs to be changed. The leaderboards reflect the current runners' skill levels (as long as they haven't dropped one category and started another, never going back to improve their time to where it should be on the other LB). DLC is irrelevant. PC is the faster version. If Dates or Dekap ran PC, and put a lot of time and effort in PC, they'd destroy all of the current times, and this is without any "DLC", and you know it. These are just two examples, other runners could do the same. A "DLC Used" variable is worthless imo and can only cause an ignorant observer to believe something which just isn't true, e.g., "PC isn't the fastest version because it has no DLC" or "This runner only has a better time because they used DLC". The variable isn't helpful as the leaderboards already reflect the skill of the runners.
The original decision was to allow all DLC which is still obtainable on at least one version of the game and to not allow DLC which is no longer obtainable on any versions of the game. Well, I don't like this plan anymore. It's only causing issues. Again, DLC is irrelevant. We need to just make it clear that ALL DLC is allowed, every last bit of it. Then, people can stop wondering "Can I use this DLC? Is this allowed?"
Also, requiring everyone to run on the same patch is absolutely absurd.
The thing I mentioned to Ryedawg the other day was maybe we should consider adding a "DLC used" variable. After thinking it through, I don't think it's worth doing. We were also discussing which DLC is no longer obtainable. Again, after thinking it through, it doesn't matter how advantageous this DLC is because PC is the fastest version as of right now and this is without any of the "unobtainable" DLC or the use of the $500,000 bonus at the start of the game. Ryedawg was right to bring this up because the last time we talked, none of my thoughts in this post were brought up.
An Any% category was added to the IL leaderboard.
Any% IL rules: Anything can be used in preparation for the mission (a waiting taxi, pre-placed map marker, weapons, cars, aircraft, etc.).
Mission skips are allowed.
Cheat codes cannot be entered DURING a mission, but can be used in preparation for the mission as long as what's gained with the cheat code could have been obtained in game in some other way. (Example: Spawning a Comet.)
All missions are manually timed (RTA). If a mission has a results screen, it will be timed from the first frame following a loading screen (this first frame may be the start to a cutscene) up to the first frame of the results screen. If a mission doesn't end with a results screen, e.g., "Prologue", then the runners of the game should decide how these missions should be timed. Timing info should be placed under the rules section for these ILs.
Classic%% IL rules: Use of taxis and mission skips are disallowed during Classic% IL attempts. Everything else is allowed.
Cheat codes cannot be entered DURING a mission, but can be used in preparation for the mission as long as what's gained with the cheat code could have been obtained in game in some other way. (Example: Spawning a Comet.)
All missions are manually timed (RTA). If a mission has a results screen, it will be timed from the first frame following a loading screen (this first frame may be the start to a cutscene) up to the first frame of the results screen. If a mission doesn't end with a results screen, e.g., "Prologue", then the runners of the game should decide how these missions should be timed. Timing info should be placed under the rules section for these ILs.
Below is what's listed under "Rules" for the "Criminal Mastermind (online)" category:
[Begin]
Criteria which must be met are: • Complete every heist (including setup missions) in order, with the same team members on hard difficulty with no deaths.
Timing starts when the the first group of two launches the first heist setup (The Fleeca Job) and ends upon triggering the last marker of the final heist (The Pacific Standard Job).
Two videos need to be uploaded and submitted in order for the run to be considered. One of the videos must show one of the two person teams launching the setup for the first heist and must end sometime after the heist has been completed. The other video must show the other two person team doing the same thing, but this video must continue on until the the final heist (The Pacific Standard Job) is completed. The vocal conversations of each team need to be heard on both videos in order to determine when the timer should begin.
Runs use the Real Time Attack (RTA) timing convention, which means it measures the real time that has passed from start to finish, rather than in-game time. Runs may be timed with an external timer (such as WSplit), though the timer does not have to be shown on video.
[End]
So, I hope you realize why leaving one of the two teams first heist completion out of the leaderboard submission cannot be allowed. Each team is part of the overall "Criminal Mastermind Challenge". Each team must survive the first heist and its setups in order to proceed with the rest of the challenge. So, essentially both teams should be in communication and starting the first setup at the same exact time, for an optimal time of course.
I just loaded some autosaves on 1.0.4.0 and didn't experience any time advances. Was it by chance on 1.0.0.4 or another version?
Suggestions for level leaderboards:
-
Add a "Totals" row at the bottom of the level leaderboard page which displays the sum of the fastest times for each level. 1a. If any level has zero submitted, total time would equal "N/A". 1b. Each category would have its own total.
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If a level has a tied record, order the names by date of submission, oldest to newest. Tied times for full game leaderboards are already being ordered by date, top to bottom, so I feel this makes sense for IL leaderboard as well, only left to right. 2a. Example- Level "Momma's Boy" http://www.speedrun.com/gtatbogt/individual_levels
I don't think you should jump to the conclusion that autosave breaks anything in the game until you're 100% sure with some sort of undeniable proof. The segmented run uses autosaves and everything works out just fine. Still curious as to what Jolzi meant.
Alright, so it's 100% confirmed the timing is different for AT LEAST the first mission depending on how you start up the mission (see vid and info below). I know these IL's aren't taken very seriously at all, but imagine if they were. We would need some sort of conversion to determine the true time. Like, is a "I Luv LC 2:16 via mission select" actually a "I Luv LC 1:20 via new game"? It would appear so.
Kyle 1 (using HDD), started mission through the phone: First frame of fade in (control): 00;00;00 1st cutscene: 00;34;17 Regain control: 00;36;10 2nd cutscene: 00;46;09 Regain control: 00;51;03 3rd cutscene (headlights turn on): 00;54;13 Regain control: 00;56;29 4th cutscene: 01;44;14 Regain control: 01;47;01 5th cutscene: 02;04;10 Regain control: 02;05;24
Total cutscene: 13;04 Total control: 34;17 + 09;29 + 03;10 + 47;15 + 17;09 = 01;52;20 Mission time: 2:16
Kyle 2 (using HDD), started mission via a new game: First frame of fade in (control): 00;00;00 1st cutscene: 00;33;11 Regain control: 00;35;07 2nd cutscene: 00;45;04 Regain control: 00;50;11 3rd cutscene (headlights turn on): 00;53;19 Regain control: 00;56;24 4th cutscene: 01;46;02 Regain control: 01;47;28 5th cutscene: 02;04;00 Regain control: 02;05;18
Total cutscene: 13;22 Total control: 33;11 + 09;27 + 03;08 + 49;08 + 16;02 = 01;51;26 Mission time: 2:19
Josh (using SSD), started mission via a new game: First frame of fade in (control): 00;00;00 1st cutscene: 00;34;11 Regain control: 00;36;03 2nd cutscene: 00;46;00 Regain control: 00;50;21 3rd cutscene (headlights turn on): 00;53;21 Regain control: 00;55;25 4th cutscene: 01;45;06 Regain control: 01;46;11 5th cutscene: 02;03;09 Regain control: 02;04;18
Total cutscene: 11;01 Total control: 34;11 + 09;27 + 03;00 + 49;11 + 16;28 = 01;53;17 Mission time: 2:21
Difference between Josh & Kyle 2 control time = 01;21 == 1.7 seconds
Disregard the IL I submitted for I Luv LC (the 2:16), there's a timing difference depending on how you start the mission (phone selection, new game). This may be the only mission which has this difference in timing, maybe because of it being the first mission (initial load or something), though it may be the case with all missions, i.e., you'll always get a faster time if you start the mission through the phone.
More to come...
The room shot will give you two stars, the hall shot will give you three. Either way, you're not taking a cab once you get outside. You'll almost always be able to lose your two star wanted level without the pay n spray if you head south. I'm not so sure about a three star, that will require a test or two. Another thing is, you can look for a cab as you're waiting outsides the wanted area. The pay n spray can be used as a backup strat if you feel you're going to have a hard time losing your wanted level once you've made it as far south as the pay n spray is.
For Any%
(Faster/safer strats from the start of "That Special Someone", to the end of "A Dish Served Cold")
- Faster by about 20 seconds simply because of the helicopter
- Ignore when I fall down too far (cost 6 sec) and when I jump down on the right side (the left side is safer)
Are you saying by loading an autosave, you'll load in to the game 6 hours ahead of when the autosave occurred? If so, I never knew. Though, I just tried this and I loaded in at the same time, so I'm pretty confused on what you mean, unless what you're saying is the game will act as if I slept once, but not actually advance the in game clock. Please elaborate.
See this doc to learn what it is you need to be doing to move from the one mission to the next without wasting any time. (click the tab at the bottom which is named "After A Dish Served Cold, before the wedding")
https://docs.google.com/spreadsheets/d/12g8aB04oT50FzOz8u1hJ4FQ-4QyDJU3hlHUiF3ZwQ9o/edit?usp=sharing
The evaluations might need revised a bit.
BTW, the in-game timer is at 4:39:xx when the segmented run finishes (when he checks, it's at 4:40:02 because of the wait to regain control). When I finished my 5:11:05, the in-game was at 5:04:xx. I added up the segment times as if this was timed in real time, subtracting 10 seconds from each segment because of the SDA info shown during each segment. Added up to 5:07:57.
(for Classic%) After Smackdown, it's slower to go for a heli and then over to Phil for "Truck Hustle", using the heli to fly to the truck (at which point you'll lose the heli), than if you drove from Bucky's hideout straight to Phil and then drove to the truck in the same vehicle (time save is around 15 seconds if you consider perfect execution of both ways).
(for both Any% and Classic%) After finishing Truck Hustle, you have a few options in getting to Pegorino's house: driving using the Sultan RS (one route is north of Pegorino, around the outermost road, the other route take you south, then west towards his house. Both of these routes are virtually the same in terms of time, around 1:05). The other option is to immediately kill yourself with a grenade, spawn at the hospital, and then run or drive to the house (considering traffic RNG, running and driving are just about the same amount of time (~45 seconds). (I timed from the moment you regain control, after Truck Hustle, until I reached the top of Pegorino's driveway's last hill)
1: To prevent the heli from despawning at the marker, you have to find a way to still have Phil interacting with the heli when you trigger the marker. An easy way to do this is to block his door with the fence. This isn't all you need to do though. When you get out of the heli (press F once), you need to immediately press and hold F again, even before the marker triggers (basically a double tap of F and hold).
2: Land the heli as close to the north ledge as possible (do as I do in the video). Make your way up to the roof and proceed as usual. After blowing up the heli, make your way back to where you landed the helicopter.
Does this strat allow you to complete the mission faster than ever before? No, but having the heli waiting around the corner will save you close to a minute if you plan to go straight to "To Live and Die in Alderney" after completing "Trespass". By the way, during To Live and Die in Alderney, driving an average or better car straight to the mansion, bypassing the heli at the pad, is a few seconds faster with a really good drive. The timer starts and ends when I reach the marker in each video (the video over "old" is my current Classic% pb [5:37:12])
For Trespass: I've noticed that the marker doesn't always trigger at the same time. Sometimes it triggers when Niko's door shuts and sometimes it triggers when Bell's door shuts (Bell's door almost always shuts about a half a second later). Think of this as an early trigger and a late trigger. It seems that an early trigger is the key, but I'm not sure how to consistently get it. Sometimes both Niko and Bell close the door at the same time. I'm not sure if Bell was faster or Niko was slower. It's really strange. If you do get an early trigger, you still have to hold F when the trigger happens, at least that's what I'm thinking.
I'm actually unsure how this strat works. I can get it to work during Meltdown every time and I know all I do is hold F. I've been struggling to get this to work during Trespass though. What I thought worked yesterday, isn't working today. I would get out and hold F the moment I see the fade out. Today, it's like a <5% success rate.
This post is to let runners of one or both DLCs know that I found a strat for IV which may be useful in either DLC, see thread: http://www.speedrun.com/gtaiv/thread/97hsi