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GermanyPatrick_7 years ago

Some post that really should be in here:

[quote] Posted in useless because it is 100% strat. [/quote] No.

Stewart e Multibella ti piace questo
GermanyPatrick_7 years ago

[quote] since eotl1 is its own mission [/quote]

You speak with a lot of confidence. My comment on it on Discord: [quote] The Code (TM) is conflicted on wheter eotl 1 is a mission: [It is defined with] DEFINE MISSION and [started with] LOAD_AND_LAUNCH_MISSION_INTERNAL. But: REGISTER_MISSION_PASSED is only used in FINALEC. So - is it one mission or multiple? [/quote] Add to that that even video games are "missions" - or Property Buying. So I don't think it matters too much if the developers call something a "mission". Property Buying is a mission for technical reasons. EOTL is three "missions" for technical reasons (max mission size; checkpoints; perhaps more). In addition, All Missions is defined from the user's perspective - "all missions that have a permanent map marker".

I don't care enough to write more but don't pretend that this is easy when there has been a 70+ line discussion about it.

[7:24 PM] Powdinet: what the hell I thought it was script for some reason [7:25 PM] Patrick: Powdinet is a liar. 😄 [7:25 PM] Powdinet: oh I know why [7:25 PM] Powdinet: because GTA IV code does have LOAD_AND_LAUNCH_SCRIPT [7:25 PM] Powdinet: god damnit [7:25 PM] Patrick: S, why is the fact that some other game uses REGISTER_MISSION_PASSED as its sole criterion relevant for this discussion? [7:26 PM] Patrick: let's set those aside [7:26 PM] S.: it isnt [7:26 PM] S.: which is my point [7:26 PM] S.: your post writes about that, but it is not relevant [7:26 PM] Nick007J: why is definition of a mission by R¤ a point here? [7:26 PM] Patrick: what isn't? [7:26 PM] Nick007J: R¤ defines mission as a script that requires being loaded from disk [7:27 PM] Patrick: The point is that The Code (TM) is conflicted about whether EOTL 1 is a mission or not.(edited) [7:27 PM] S.: in what way is it conflicted [7:27 PM] Powdinet: external scripts don't have to be loaded from disk? [7:27 PM] S.: eotl1 is as separate from eotl2 as fish in a barrel is [7:27 PM] Nick007J: they are streamed and are processed completely different from missions [7:27 PM] Powdinet: I see [7:28 PM] Nick007J: mission upon launch is loaded immediately, blocking any processing [7:28 PM] Nick007J: streamed script, as any streamed entity, is loaded asynchronously [7:30 PM] S.: question nick: [7:30 PM] S.: is Amphibious Assault 'not enough lung capacity' a separate script from proper Ambihibiopus assault [7:30 PM] Nick007J: no [7:30 PM] Patrick: I am confused, S, I'll just rephrase my question: I say that The Code (TM) is conflicted on wheter eotl 1 is a mission: DEFINE MISSION and LOAD_AND_LAUNCH_MISSION_INTERNAL on the one hand; REGISTER_MISSION_PASSED only being called in FINALEC on the other hand. [7:30 PM] Nick007J: however, I'll check [7:30 PM] Nick007J: I know that fat CJ cutscenes are not separate [7:30 PM] Patrick: What does VC/III have to do with this argument? [7:31 PM] S.: oh i see what you mean [7:31 PM] Nick007J: yes, it's same [7:31 PM] S.: do king in exile / house party part 1 have register_mission_passed at the end? [7:32 PM] Nick007J: also I would like to point out inaccuracy in current definition, which causes this discussion [7:33 PM] Nick007J: well, not inaccuracy but it uses 'all the missions' definition [7:33 PM] Nick007J: within definition of 'all missions' [7:33 PM] Nick007J: what is a 'mission' is not defined [7:34 PM] S.: ^ [7:34 PM] Nick007J: I think you need to add definition as a script that executes REGISTER_MISSION_PASSED (allowing eotl1 skip) or script launched by LOAD_AND_LAUNCH_MISSION_INTERNAL (thus not allowing the skip)(edited) [7:35 PM] Nick007J: (it's worth noting that there is command 'START_MISSION' used by developers, but it happens to be pointless as it is ignored by compiler; it's unknown where it's used for SA) [7:37 PM] S.: I haven't actually read Patrick's rest of the post $RIOT_TOTAL_PASSED_MISSIONS += 1 [7:38 PM] S.: could be even another way of defining it on top of the two nick mentioned [7:38 PM] Patrick: ¤_TOTAL_PASSED_MISSIONS is also used as a stage variable for the races [7:38 PM] Patrick: CESAR_TOTAL_PASSED_MISSIONS or whatever [7:38 PM] Nick007J: keep in mind that this name is given only by community [7:38 PM] Patrick: those names are made up, anyway [7:38 PM] Nick007J: these are not R¤ names [7:39 PM] S.: yeah, I think using one of the two you mentioned would be best [7:39 PM] Patrick: there is also QUARRY_TOTAL_PASSED_MISSION^^ [7:39 PM] S.: yeah, but quarry and races arent marked with a permanent radar icon(edited) [7:39 PM] Patrick: it is not named that way in CustomVariables.ini but it could as well be. 😄 [7:40 PM] Nick007J: using one with REGISTER_MISSION_PASSED corresponds to III and VC definition, adding an additional exception with permanent radar blip [7:41 PM] Patrick: I am just saying, you cannot argue that EOTL is a mission very strongly because variables that are used to determine which "mission" a sniffer starts do not always refer to missions. [7:42 PM] Patrick: oh, actually, I take that back, Quarry is not that. [7:42 PM] Patrick: the quarry variable is not used by the quarry sniffer, but by the quarry mission. ^^ [7:42 PM] Patrick: still, there is the cesar one [7:42 PM] Nick007J: those are community names, so it would be odd to use them for a definition [7:43 PM] Patrick: variables can be used as arguments if there is a pattern [7:44 PM] Patrick: If $600 through $620 always refer to missions a sniffer should start, for example. [7:44 PM] S.: 0318 kinda works for VC, although there's been much questioning over Distribution. The fact that it is used in SA for races/stadium events showed that 0318 was not a good definition for missions in SA, which is why it isn't used for its definition. It was said that 'everything with a permanent marker = mission' but that was before EotL1 skip was found, and the ambiguity didn't exist. Currently in the cateogry description the word 'mission' is used to describe the definition of 'mission', which should be a nono to be done when defining anything in any field [7:45 PM] Patrick: Anyway, as Nick said, some video games are missions so "mission" is ... [7:45 PM] S.: my main point is, even if it is decided that eotl1 is not a separate mission, the current definition of mission in san andreas does not explain this [7:46 PM] Nick007J: "everything with a permanent marker" you dupe a mission, leaving a permanent yellow marker, is it a mission? [7:46 PM] Nick007J: it's so permanent you can't remove it at all [7:46 PM] S.: yeah, the definition of permanent marker is a bit ambiguous as well I suppose [7:47 PM] S.: all the more reason to add a secondary requirement for something to be a mission [7:47 PM] Nick007J: I think a permanent blip should only be an additional restriction to some definition of a mission [7:47 PM] S.: yeah [7:47 PM] Patrick: I like how in the "discussion" thread barely anyone bothered to argue about the definition of "mission". People just said or even only implied that EOTL feels like one mission to them. [7:48 PM] Patrick: tduva made it concrete and talked about the "user perspective" [7:49 PM] S.: the problem is, while the idea is nice, user perspective is subjective [7:49 PM] S.: an objective way (the code) should be used to compliment the user perspective [7:49 PM] Nick007J: it is when it comes to skips like GT skip [7:53 PM] Patrick: You could also use The Official Guide as an "objective" source, though, couldn't you? [7:53 PM] Nick007J: blips are setup in script 'FLOW' as far as I understand [7:54 PM] Patrick: some of them [7:54 PM] Patrick: most of them are created by calls or at the end of missions [7:55 PM] Patrick: I don't feel like discussing - TrackMania hype 😄

GermanyPatrick_7 years ago

Regarding Cesar being too dumb to enter the bike in Highjack: I prefer this way of helping Cesar get on the bike quickly - have him approach from the left. I have not tested it a whole lot.

[quote] by ult1matum Next video: "[Ryder] How to blow up Ryder's car" [/quote]

GermanyPatrick_7 years ago

High Jack Pay attention when duping High Jack. Cesar is very dumb when the flipped Savanna catches fire and blows up. Just enter the bike from the left side, I guess.

Video mirror (because Twitch is fucking Twitch)

GermanyPatrick_7 years ago

Your comparison was good enough to convince me that I need to do my own comparison. It can just take me months to get some things done as I do whatever I want to at the moment.

I link it at the end of the post, first some words. ^^

  • I have not compared the segment starts/ends with those of your video, maybe I have made a mistake.
  • I compared Flying's run to the best of reset's last two runs. As it turns out, his driving was way worse back then (in that part at least), so the new WR is faster than the old one in almost every segment.

Some risky things that Flying does:

  • He driving on the railing at full speed and the 0¤ glitching [well, now you use the cancer bridge so it does not matter]
  • For the 0¤ glitch, he immediately abandones his cop bike at the stadium. He only has 7s to spare. That is enough for people who can play the game, though.

I tried to compare the time Flying saved in the parts where the route differs compared to the rest of the run - in theory, he could have gained the time not due to route differences but simply due to driving better. While reset's "time loss each minute" varies quite a bit from segment to segment, it is clear that he loses quite a bit more time to Flying than in the other parts (well, LV and RTLS are terrible: LV had bad lag and RTLS had terrible mouse issues).

http://i.imgur.com/oGW9cwx.png

https://docs.google.com/spreadsheets/d/1VFyXcK9jiPcMitN_6nXXaFXHgcf-3sAaiiM6jYpz9cY/edit#gid=2122297690

coollertmb piace questo
GermanyPatrick_7 years ago

I don't understand. Can you explain step-by-step what your proposed route does, compared to the route you compare it to?

[You accidentally posted the same thing twice]

GermanyPatrick_7 years ago

Session 4 is out:

Suggestions for improvement Tanker Commander [catalina conversation] 4:30 If you are "offered" a gun for free, you should take it, as blowing up the gas tank gives you a few more seconds to look for a bike before the call comes in.

[attaching trailer] It should be faster to hold W/D and then connect to the trailer from the right.

Small Town Bank [Breaking the door] Switch to the pistol to skip reloading the shotgun. [Driving Catalina] Do wheelies.

Against All Odds You slide a bit avoiding the cops, I think you could turn earlier and less strongly while still avoiding the cops.

Clarifications [faster bike landing] You mean that your front wheel needs to be down in order to land quicker but it needs to be moving up once you land so that you do not fall off?

Notes Tanker Commander: do not steer while on gras [right before Tanker Commander end] do not touch wall [might disconnect]

Body Harvest: [grabbing rifle]

  • Run him over at low speed so that he does not fly onto/over the fence
  • He flies higher with a Wayfarer (E: apparently not with the Sanchez), so you probably need to destroy the fence to get the gun. [driving harvester] Avoid despawning on the road, likes to spawn a car right in front of you.

Drive from Cop Station to Catalina: interesting micro-route through trees.

Against all Odds: [collecting first bribe] Do a wide turn to keep speed.

Drive to AYGTSF: get to the grassy route asap after the bridge: Right past the sign, drive between the trees.

Wear Flowers: [Drive towards Zero] Take route left to the skycraper [before the construction side].

Unrelated: I need to look into this: [Home Invasion animation skip] press F before letting go off rmb.

Zachoholic piace questo
GermanyPatrick_7 years ago

[anti's posts restoration project] So I get asked this question a lot (I'm sure lelreset does too): "How are you spraying tags so fast?"

While there's no real answer to this other than "get good" or "it's something you'll catch onto", I figured this little explanation can help some people optimize their sprays and be more efficient about it.

Speaking of efficiency, I watched a few parts of runs of other people on the leaderboard and the way they spray tags is hard to watch. Some of them are spraying left to right and up and down and it's just so wrong. You need to be spraying right at the center of the tag for the most part, like right here: http://i.imgur.com/oJhsUg7.png I don't know what the left to right deal is, but if you do that you need to drop that habit right now.

Distance is also a seriously important factor, you should be standing as close to the tag as possible when spraying it. Standing this far away, this tag will spray in exactly 29 frames if aiming at the right spot: http://i.imgur.com/mDusq9i.png But if you're standing just this much further away, the tag will take almost twice as long to spray: http://i.imgur.com/qW4Fmuu.png

I made this video demonstrating how I spray tags, notice that if I need to turn around and run in the opposite direction after spraying a tag, I turn around slightly before the tag is finished spraying. Because of travel time between the spray can and the tag, spray is still being applied to the tag even when I'm not looking at it or spraying. [deleted video]

lelreset also made this video with inputs onscreen:

Tag spraying is something you just need to get good at though, just with most other things in the run.

The spray can reticle while it is invisible, is still aiming at the same spot as with a regular gun so it's easy to know exactly where you're aiming.

As for the up and down thing, making these very subtle movements up and down does not affect anything (I think), it's just a habit. Moving the camera up and down slightly like this also does not slow down the time it takes to spray the tag like left and right would. I guess it's just the way the tag's hitboxes were poorly made.

[Re: is auto-aiming optimal?] I've never tried this with a controller to autoaim with, so can't answer.

GermanyPatrick_7 years ago

[anti's posts restoration project] It is worth noting that completing TbD normally before Taxi + Vigilante duping is dangerous, because starting it again would create objects (barrels). Duping this over and over becomes very unstable and can cause crashes.

GermanyPatrick_7 years ago

[anti's posts restoration project] Can't tell if this will be useful or not so putting it here for now:

Basically, if Tommy stops burning in the middle of a phone call, he is able to sprint/jump/switch weapons and all that just like a regular phone call glitch.

In Shakedown, to make the last two store's windows near the Infernus easier to destroy with the M4, you can just crouch quickly and aim and shoot then begin running again when both sets are destroyed. The reason you should crouch is because Tommy will not flinch when shot and being shot multiple times in that section is highly likely and can sometimes lose seconds. This eliminates that at the cost of some frames.

In any% no ACE, when you arrive back to the mansion from Bar Brawl and are getting ready for Cop Land, you should get off the bike almost straight after entering the mansion grounds so you can take the call quicker, and then you can push the bike to where ever. Also those annoying cops that throw spikes down only spawn when moving in a vehicle so to prevent those cops from spawning right outside the mansion giving you no chance of escaping and pretty much killing your run straight away, you can leave the bike just a little bit closer to the mansion exit and using the hold sprint strat to make lance sprint to you doesn't make this much slower but also much safer as well.

Another thing about 5¤ Cop Land is that the old strat of leaving Lance behind at the garage in which you obtain the Cop uniform is no longer necessary as the same glitch that causes 5¤ at the start of Cop Land already skips Lance's lines, so you don't have to do anything like park at the back of the garage and / or knock Lance over just to prevent him from coming with you.

I don't have any videos demonstrating these because my Internet is pretty dead right now, but you should be able to picture what I'm saying with these. [thank God, videos are not cached :D]

GermanyPatrick_7 years ago

[anti's posts restoration project] This setup works really well for me and will probably be my go-to in runs. Spamming skip cutscene with just the mouse and entering the marker from this angle works 70% of the time, and if it doesn't work, 90% of the time it will let me try again. http://i.imgur.com/0a06Hzn.png I tried reset's suggestion with both mouse and space, but never worked once. Oh well.

GermanyPatrick_7 years ago

I decided to write a more concise version describing the ghost town trick. General points about the setup

  • You can do it as soon as you have calls available (after Big Smoke).

  • The basic description of what you nees to do is that you need to start Bloodbowl together with a call twice and then start it again normally. Finally, fail by running out of time. If it says "Mission Failed" before then (before the third time you start the mission), you lose all your progress and have to start over at the very beginning. --- The first two times you have to blow yourself up (since you do not want to fail the mission, yet). --- The last time you have to let the timer run out (since you want to fail the mission at thst point).

  • Saving and reloading ends the "ghost town".

  • So does FILEUNBITTEN (blowup cheat)

  • Dying/getting wasted does not.

The steps in more detail Video for reference Prepararion) [Only needed before The Green Sabre completion] Get an om0 call using 8-track and start Bloodbowl with it (from that point on, your wanted level stays 0 for as long as it matters).

1st Bloodbowl) Crash into your left neighbour and block his right so that he drives straight into the wall, eventually. There you can kill him easily. ( 0:20 in the video ) 2nd Bloodbowl) You have to equip your SMG before starting the mission, else you cannot kill yourself. There is a stuck car at the place you did your first suicide. Use that one. ( 1:20 in the video ) 3rd Bloodbowl) Do not suicide, fail by running out of time. You do not need onmission0 (a call) this time, unlike what my video suggests).

Tier4Jean piace questo
GermanyPatrick_7 years ago

I published the paper, read the edit. ^^

GermanyPatrick_7 years ago

OG Loc Problem: [While you shoot at Freddie] Traffic pushes you away. Prevention: You need to minimize the time you wait for Freddy, so that cars have less time to spawn and approach you.

Reset's route (it saves time in the process): Video

Life's A Beach If no homies spawn at the beach, none will spawn until you trigger the DJ cutscene -> do so asap.

Running Dog Problem: Panicking drivers after murdering the Vago. Prevention: Flick your camera. That despawns some spooked traffic and also spawns new unspooked cars. Video

Kamiks0320 piace questo
GermanyPatrick_7 years ago

The TL;DR version was terrible. This is a long post, admittedly unnecessarily long, but I have added one-line TL;DRs to each section (each section has an underlined header line). You can stop reading after the "Interesting Applications", stopping at my "notes".

After Nick has explained car AI, recently, I have found that the AI accuracy issue can be avoided in rare circumstances.

TL;DR: Make the game despawn your last car (wrecking it does not help).

The cause of "Car AI" is that the last vehicle you were in is not a motorcycle (->bicycles are evil, so are helis) and (this is new) it still exists. That simple.

  • The only fast way is to park it in a despawn area.
  • Wrecking the car does not work or help in any way ( Nick lied ;) ).
  • Park it in a garage (garages eat your vehicle)
  • Wait out the 3 minute timer so that it despawns.

TL;DR: To avoid "car AI" up until the Hazer garage, park your car near Cesar's friends, get out, wait for everyone to have left the car, then and only then get into the trigger. That despawns your car, disabling "Car AI".

There is a 30 meter despawn radius around the meeting with Cesar's friends. It happens after the 500ms fade that leads to the conversation with them. But if at that moment one of these things happen, the car stays:

  1. CJ is inside the car.
  2. Anyone is leaving the car, atm.
  3. The car is not inside the despawn area anymore. This is useful for OHKO, but for main categories, I doubt that it is worth it, unless your health is low.

Note that there is another huge despawn area when you enter the "second small marker" near the Hazer garage. That eats your vehicle, unless you bailed out, perhaps, as then it might leave the area.

Note how close that was, the last door was closed just before the fade ended (which is when the despawn happens). :D

It has a 200m despawn radius around the mansion. Since you abandone your car for the quicker exit, maybe it can probably fly outside that area, causing car AI. 200m is a lot, though. If you think you had it happen, post a clip on Discord, please. :)

This 7 meter despawn area is used at the start of the mission. It saves you from entering the bike, might be faster. I tried bailing out in a way that the car would stop inside the despawn area but that seems very hard to do. ^^ https://cdn.discordapp.com/attachments/271678111748194304/316720781218283521/unknown.png

These are my (edited) testing notes (no TL;DR for this^^):

[I have always wondered why some missions are not affected by car AI but then for some reason Green Goo is. Here is why]

  • Black Project: Always despawns: Mothership becomes player vehicle, gets destroyed.
  • House Party: Always despawns: 160m despawn area around Party house (reaches 20+ m beyond where you climb towards the spraycan).
  • Small Town Bank: Always despawns: has 100m despawn area around the bank (more exact: roughly where you spawn inside the bank)
  • Los Desperados: [covered in main part of the post] Always despawns at Hazer garage
  • Meat Business: no AI bug since your car is destroyed before the shootout and then recreated (with damages etc remembered and recreated, wtf R¤)
  • Saint Mark's: Taxi is destroyed -> AI bug ended
  • The Green Sabre: no hope: has only one clear_area that is used when you lose all weapons
  • Vertical Bird: little hope: the only despawn area at the ship is used when you get the silenced pistol at the boat.
  • Burning Desire: little hope

I have checked every mission that felt relevant. For most, I did not document results. DansGame No documentation means that there is nothing that needs to be done to avoid the AI bug or there is little hope.

gui93, tduva e 5 Altri ti piace questo
GermanyPatrick_7 years ago

Please do not ask "yes or no", it is more complicated than that. There are three questions to vote on (or there is something better). "Yes/No, as a mod" "Yes/No, if rewritten as non-mod (just blocks keys from outside the game") "Yes/No: Allow key rebinding to avoid cheats by using either AutoHotkey or editing the registry"

Zachoholic piace questo
GermanyPatrick_7 years ago

I was for that as well. There was talk but no action. I did not care enough to formulate a fair post with the pros and cons - which is hard to impossible, anyway, since I am too emotional about this. D: For the Discord discussion, search: from: Patrick#6961 Can we vote on that tool now?

GermanyPatrick_7 years ago

IL strats: Dead Skunk in the Trunk & The Crook: triggering the crane Taxi Driver: At the destination.

GermanyPatrick_7 years ago

I edited the intro post: I added this 555 meme

Regarding the Ice Cold Killa phone pickup: The corona and the phone are both lies. The trigger (where CJ needs to go to get the Cesar call) is above (more correct is putting it the other way around: the phone and corona are put at the ground level below the trigger). Most likely you need to jump from your bike to get the necessary height.

GermanyPatrick_7 years ago

The Green Sabre [At the very start] Problem: The phone gets "glued" to CJ's hand. Video (there is nothing new after one try to fix it) Prevention: Make sure to park your car in a spot where it despawns. Intervention: Do as Reset does and mash F to enter the car, then exit. Problem solved.

Home Coming [quote]ive lost 2 runs because an ambulance came to revive the dead drug dealers after home coming[/quote]

Beat Down on B Dup Sweet getting run over. Happens frustratingly often. Solution: This, for example: http://i.imgur.com/OkdYEGk.png

Kamiks, the onmission flag does not affect this mission in the slightest. "Camera.SetBehindPlayer" happens regardless.

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