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GermanyPatrick_10 years ago

That's because I used an esoteric format that I remembered some website recommend for screen casts.

The only trick I know is running the game, the autosplitter and livesplit(or whatever you use) with the same rights. Either all with admin priviledges or all without. Also, you have to set the split/reset hotkey anew every time you open the autosplitter, and you have to restart it when you restart the game (at least I do). Also, have you tried starting the timer manually and then maybe it starts splitting after you complete a mission?

GermanyPatrick_10 years ago

S: The "don't focus on the completion rule" I can't justify, tbh. :D I probably said that because in yesterday's discussion, I felt people's focus was too narrow: "we glitch past 95% of the mission code. The bit of code of it that was executed included 'give percentage' but not x,y,z. Is that enough to count it as completed?"

I feel that it would be controversial still if the glitching didn't jump to the "give percentage" but to the part that is executed when the counter is at 50 and you exit. Would that be "glitchy" enough to treat it like memory corruption?

GermanyPatrick_10 years ago

IMO we should not discuss if the CP glitching is compatible with the rule "complete everything that gives completion" because when it was made, no one had something like this in mind. We should discuss whether it is compatible with "proper" 100% completion and if need be change the rule .

That's all from me, for now at least.

GermanyPatrick_10 years ago

Yes, you need to run LiveSplit as admin as well if you run the script as admin.

xsharawi piace questo
GermanyPatrick_10 years ago

https://dl.dropboxusercontent.com/u/16863306/autosplitter_demo.avi You need to set the hotkeys all the time. It will "press" the split/reset hotkeys that you told it for you then. You just need to start the game.

If I misunderstood your problem, you will need to provide details.

Edit: The first part of the video was about configuring for which missions it should split and then saving those choices to a settings file. You can start the game after that and it will split for you. The second part was about what you need to do the next time you want to use the auto splitter.

GermanyPatrick_10 years ago

https://www.dropbox.com/s/5y0qlnxymnm3hjz/GTA-SA%20Autosplitter%20v0.3b.rar It is linked to in oasiz's GTA TitanPad page:https://oasiz.titanpad.com/6 It was written by someone who seams to have disappeared from what I heard months ago, not Lighnat0r.

discussione: Grand Theft Auto IV
GermanyPatrick_10 years ago

I put my SA ps2 dvd into my drive and checked. For the vast majority of the zones(~95%), the "maximum number of cars you can ever have" (quote from the file about traffic: gtasa_directory\data\popcycle.dat ) is 50% or 55% higher on PC (I used tools for my analysis).

GermanyPatrick_10 years ago

Did you try it multiple times? It didn't work for me. My attempts ("demo quality" : 1MB per file):

1 2 3

My version: some Europpean v2 18+ with v1 us cracked exe - also modded though. ^^

Edit: Yes, no point trying to park outside the despawn area: 0395: clear_area 0 at [burger shot] radius 100.0 (~50 CJ steps) at the start of the mission

GermanyPatrick_10 years ago

Do it yourself.

Edit: Or: give me time. :P

GermanyPatrick_10 years ago

Spreadsheet

Example: We want a Cheetah to store it inside our garage to export it later. Those are much more common during 555 We Tip, so we want to get it during that mission. This doc says that (1) Cheetahs are driven by rich people. It also tell us that (2) rich people hang out mostly in the zones "Entertainment" (from 6:00 until 22:00) and "residential_rich". (3) The "spawn zones map" visualizes which parts of SF are which zones and tells us that we drive through the Entertainment zone a couple of times during the mission. This tells us that the time needs to be 6:00-22:00 to make Cheetahs spawn.

dareka00 piace questo
discussione: Grand Theft Auto
GermanyPatrick_10 years ago

This one has not happened to me. Doesn't matter, it's great. :)

Nordtecx piace questo
GermanyPatrick_10 years ago

How can you know that both were equally fast at the start? I'd start from speed zero at a place where you are alligned with the 'path' next to the bridge. This way, there is no turning causing speed differences. Then try again: 1)'wiggle-cam'+straight driving 2) straight driving 3) waving 2 and 3 using the traffic cheat THGLOJ This eliminates hardware differences and my own issue with this.

Maybe the areas you tried are ones that cap your speed which maybe does not work properly while turning. To those for whom this feals new: think of how slow you can drive on the LV strip.

GermanyPatrick_10 years ago

Good that you thought about this stuff.^^ Is there any way I can get the arguments of that debate w/o reading the entire thread? ;) I doubt it. Or maybe it just repeats over and over. :D "Finish the game" As last resort, you can put it at the very end of the run. We could also try re-loading or restarting the game (duh).

GermanyPatrick_10 years ago

Edit: I've written another scientific paper with this post ... ;) I'll put in bold the most impirtant parts.

all this is useless unless you find strats stuff interesting by themselves without them being useful or feel like trying to make them work anyways.

Call+marker works for bike school as well. Probably boat school as well. You can then crash the game by activating vigilante ;) or take calls.

I tried starting missions during Quarry1, all crashed: Vigilante, NOE, Black Project, s.o. else tried Freefall.

I tried getting the phone to ring with ONMISSION = 0 for duping. As soon as onmission is set to 0, calls stop and CJ puts the phone away. I tried doing it (onmission=0) by using cheat engine, destroying the Dozer in Quarry and finishing bike school (you get the call as soon as you are outiside school, then 2sec later, it counts as passed and onmission = 0).

The trucking marker is only checked for CJ being inside it every 250ms, pseudocode: start wait 250ms if in marker then start mission goto start

That explains why duping Trucking is inconsistent. So if a use is found, we need to know where the "wait timer" is (there is no wait timer, but it's a good enough analogy) and then exit the car into the marker as soon as that timer is at the right point (for example, it might be: 100 out of 250). The mission markers I checked also wait 250ms. See MaddDogg as an example: CTRL+f "wait $DEFAULT_WAITTIME" (which is 250ms)

Failed idea: I discussed with blacklev and asked him to test this: on a cop bike, hold middle mouse, get off, just before inside marker let go off middle mouse(starts vigilante). The problem is that if you let go too late vigilante is cancelled automatically very little (0.1s? don't know) after, probably because CJ isnt in a cop vehicle. If you let go even later, Vigilante isn't even started. Therefore, you cannot have vigilante active while triggering a main mission.

I tested that on Quarry and for that marker, since it is a "fast enough marker" it first seamed to work, but Vigilante is cancelled, not because you are outside cop vehicles but ... I don't know, but I tried multiple delays between 'get out' and 'start vigilante' (autohotkey).

GermanyPatrick_10 years ago

I'm going to look into this while running the game:

I'm going to write a script or program that lets me count the number of successes and attempts and lets me change the repeat rates.

You said that consistency increases with resets but returns to low after restarting the game. I restart the game for every reset so there are probably only two variables at play: repeat rate and success rate. Hmm, and where the camera points to. :D

That reminds me that I still need to look into software solutions to avoid accidental cheating.^^

GermanyPatrick_10 years ago

I've done research...

Edit: I often say stupid things in chat since there my standards are lower because I know that people can correct me quickly and sometimes I am trying to refute my theories while "posting" them. My standards for this research were higher but I can't guarantee that there is no nonsense in there.

Maybe one rampage is not enough. To determine that, you need to take into account how likely it is to finish both rampages during the Toyz mission still or almost finish, how long it takes to set up the replay(s) for doing them during Toyz, and how long it would take to do the rampages normally (not:how long it takes during the Toyz mission).

starting and ending

  • the timing for Toyz+rampage is hard, but you can use a metronome for the timing.
  • it is probably much easier to push the Van precisely to the edge and get in and trigger the rampage. -the explosion to get the Van out of the trigger has to happen near the end since the position of the Van is reset to where you triggered the Toyz mission, probably once you travel too far from the Van.

spawns: definition: bad = spawns as if there were no rampage running rampage+toyz -> good ; multiple rampages? good spawns for all taxi+rampage, then cancel taxi: bad if you don't finish the rampage during the mission: does not cancel rampage, but bad spawns bad spawns dont matter for blow up cars rampages

todo: how far do you need to drive before blowing up your Toy explodes without damaginf the van

ways to get two rampages in:

  • one f1 replay, one f3 replay with one rampage each ... for that you need to trigger both replays after each other (end the first manually for better timing) -one f3 replay with two rampages (double-rampage replay) -combine a two replay rampage with f1 ;) -if you do "vigilante+rampage, cancel vigilante", rampage blips are deactivated despite onmission=0. I had hoped I could chain replays by collecting rampages with real-world(no replay)-claude as long as onmission=0

rampage order: if you trigger two rampages rapidly after each other, one starts now, the other immediately after the first. The order is not determined by which one is triggered first, but by a hierarchy. Example: 1)M16 2)RPG 3)AK So if you collect M16 and AK, M16 starts first, since it is more to the top than the grenades rampage (1 vs 3). Complete list: end of post.

addendum to avoding to restart Toyz

  • if the chaining works (=you got both rampages in before the mission starts) and you dont finish the second one, no van pushing needed since onmission=1 after that ... keep in mind: the spawning is non-rampage stuff, so unless the road is naturally filled with gang members, that's probably a bad idea

if you make the Mafia AK rampage as last rampage in the chain in the Mafia Toyz van and complete it 99%, you can finish it outside of the Toyz mission, that's useful for duping. Only works since there's Mafia in the area all the time.

Rambling at the end ;) That's a whole lot of stuff. 100% rampage route planning is hard now: in the old days you needed to know where to start the rampage and where to travel to for optimal spawns and weigh travelling time with spawn rate. Now you have to consider replays, duping, and Toyz as well.

Rampage order thanks to Lighnat0r and others for the reverse engineering the code, I could simply copy from there. https://github.com/Lighnat0r/GTA-III-SCM-Converted/blob/master/rampage.sc#L56

Portland: 1)M16 2)RPG 3)AK 4)micro SMG 5)shotgun 6)grenades

Staunton: 07 on roof on amco building commercial 08 carpark area opposite loves building 09 south west corner of park 10 behind university south 11 in graveyard by cathedral 12 between overpass lanes near asuka's kendo 13 behind firestation

Shoreside Vale 14 behind a garage in the mansion area suburbia 15 ontop of a garage in the projects area under overpass 16 ontop of warehouse pike creek airport end 17 behind billboard at airport 18 behind a guard box south pike creek 19 behind box in the bait warehouse 20 behind billboard north projects

GermanyPatrick_10 years ago

Yay, it worked! :D I had one minute left, 20 Mafiosi AK rampage.

GermanyPatrick_10 years ago

When I start Vigilante+rampage, many Mafiosi spawn, when I stop Vigilante, normal peds spawn. My guess is that you need to start the Van mission and the rampage simultaneously, then there should be enough spawns. Trying.

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