Can i get an invite as well?
Made splits based on the route from the doc, but also kinda routed in as much side stuff as possible so you won't have that much to do after the last mission anymore. https://www.dropbox.com/s/uv70wci6ltzszq5/Grand%20Theft%20Auto%20Chinatown%20Wars%20-%20100%25.lss?dl=0
If you ever get around to polishing the route doc, agjents, i'd say you can base some of the things on these splits, unless you feel like making an even better route ofc ffzCarrotFace
So the most important thing i got from a last 100% run is that firefighter after Natural Burn Killer won't work, because R¤ Leeds actually made Firefighter start only from a firetruck parked at any of the few Fire Deps.. In the end though i don't think that's gonna be a big deal, because we can do firefighter and paramedic both in the middle of some side stuff segments, because you have some things to do around those places anyway. I don't remember exact segments where it'd be the best to do them/where i did them, but we can always note that later, for now just general info will do.
Taxi idea i suggested worked pretty fine during the run, i think, and Vigilante worked too, but was a bit messy because i didn't want to waste too much uzi ammo and waste too much time chasing criminals while going for 5/5 without resetting for better rng, and in the end simply got killed few times by dudes with heavy weapons sets, so that's something to be noted as well just in case, i guess.
As for the Excess Deliveries, i think none of that post-mission location checking stuff needs to be done, (unless you want to ofc, agjents OpieOP ) because one of them on the small-ish top island can be done in the middle of its respective side stuff segment and the other one right after warehouse raid because you'll be near its location, like i wrote some time ago. (i did warehouse raid asap after completing the Kenny's mission that unlocks it and i can't figure a better time to do it rn at all other than leaving it with all the other mess till after the last mission which seems like a not so good idea to me for w/e reason)
Also things that costed me a lot of time were missing one camera near Kenny's place because it wasn't marked by a red line and forgetting one rampage + one riding shotgun (both psp exclusive) because i lost my focus during upper island side stuff segment and didn't notice those two out of place green squares, but i hope that won't be an issue next time i'll be doing a run OpieOP (if i get to at all) And as a last thing i also want to note that somehow it turns out that all the psp exclusive rampages are marked even on the current map pieces, so that only leaves two psp exclusive time trials not being marked at all. (both of the trials can be done during side stuff segments just fine, Dock Front Dash during segment after Pimp my Ride and Comet's Tail during post Trail Blazer one)
Knowing the fact that in my latest run i've got quite a good seed i spent a bit of time retrieving seed's number and then tried to follow the instruction from one of the threads on klei forums to generate the same world over and over, but, sadly, game proceeded to give me errors each of the few times i tried to start a new game after editing world generator script file. I only managed to play on that seed again by using backup save that was done by the game after creating the world. (which spawns you at Maxwell's intro cutscene btw, so that might be useful to take into an account in case we'll end up reworking rules for those misc. set seed categories)
There also was a pretty weird thing while i was messing around with all this stuff. Before going to edit world generator script file i deleted that lucky seed world savefile i had (i did it like twice at least overall) so it had only my let's play-ish world left both in-game and in the saves folder (checked to confirm that just in case), but when i was done editing world generator script file and launched the game, i saw the lucky seed world in the first save slot again, (i'm pretty sure i wasn't hallucinating ffzsWonder ) but i obviously couldn't continue it because of the error, given by the game.
I probably could've tried editing things some more or trying and find some other method to get around the errors, but my head hurts, plus i think there's already some things to discuss out of this small testing bit. I really hope that eventually more people will assist by looking into this whole set seed situation as well and give their input to help understanding what is possible and what isn't. Any help will be appreciated, really.
No offence, but "First to the Maxwell Door" sounds so lame and out of place, that even "Maxwell's Door%" would be more appropriate. And why the hell would you need to add "things" to "100%"? There will never be a true 100% run, so if you're defining it the way you did then stick to it fully.
Agjents, i think it's actually time to structure Don't Starve leaderboard to look better. Can you make yourself or request admins to make Don't Starve a series on srcom so there would be 3 separate LBs - for original DS, RoG DLC and Shipwrecked DLC?
Whenever that would be done you should get rid of "All Bosses (RoG DLC)" category and rename the other one. Another thing you should rename is "Any% Set Seed" misc. category. And also don't forget to put "(Random Seed)/(Set Seed)" back to all the ex-any% categories (idk if you'll feel like renaming them to something new again or not). I also suggest making sub-categories with all the playable characters for all the main/misc. categories in each 3 games. Iirc there was nothing groundbreaking added in RoG/Shipwrecked that would give us an opportunity to create new categories, so you can just copypaste ones from original DS LBs to those in the end with editing rules a bit whenever it is needed.
Final thing i suggest is to think about renaming "100%" (without "things") to "Good Ending" and both "Adventure Mode" categories to "Bad Ending". There're only two options i see now - renaming none of them or renaming both, because having to change only one might look a bit silly imo.
On a side note - when i was timing my recent Maxwell's Door pb i tried to see how other runs were timed and couldn't match anyone's time at all. (not even mine with both youtube video downloaded and having an original source) Agjents, i think i actually got your and other guy's current lb submitted times being ~500ms slower than it should be. (idk about DawnyGoi's time since he deleted his youtube vod) Maybe you can look into retiming your run again? My new run surely won't need any retiming, since i messed around with it a lot in both Vegas and Virtual Dub, but i'm still confused and uncertain about other runs.
Checked something regarding taxi driver. Wiki states that the only fixed cabbie spawn in CW is located near the dealer going by the name Long-Yang (the one that is closest to the Tattoo Parlor) and this lets us do taxi driver either after Tricks of Triads if we choose to sell the coke to that dealer after the mission, or after Recruitment Drive. (2nd option seems better to me) The other option to do taxi driver might be whenever we end up on Colony Island near the safehouse that we can buy, but there is downside that car park near that house is not guaranteed to always have a cabbie spawn, unlike the spot i mentioned previously. (at least i hope that wiki is right about it, i only checked once, but i think i remember seeing cabbie near the dealer in the past too so it should be consistent)
Another thing is that you can do Excess Delivery near Middle Park after doing a Warehouse Raid. (after completing a raid you'll end up at the safehouse in Lancaster that is really close to a delivery van location because that safehouse is the closest one to warehouse that actually has garages so i'm pretty sure buying any other houses won't mess anything up) There are some missions (post "Kenny Strikes Back") after which you can taxi warp or drive to a warehouse that is gonna be somewhat close to your post-mission location, (some of those can also be used to go to 2nd Excess Delivery location in Industrial which is on the same island as warehouse and have that as an alternative to doing it at the end of post-Trail Blazer side stuff segment which seems better to me, but only by a bit) but i'll leave figuring out which of the detours is gonna be the least awkward (who knows, maybe doing both things during some side stuff segment that will be further away might turn out to be better than doing it after any non-side stuff busy mission for whatever reason) for later on, when you/we'll have more time for it. OpieOP (if i'll be around by that time)
I edited end of my previous post as you were posting yours, so i hope you can make an input to some of the other important things i mentioned as well.
Map i posted is basically the same one based around DS only stuff, (map credits says it has been made in early-mid 2009) so yes, it is still missing all the psp-exclusive things.
Wanted to suggest doing scratchcards after doing Tattoo Parlor odd job when you're done with Recruitment Drive, but sadly it's a bit too far away timewise (you do 3 side stuff segments before it already) and that can't be good when we're talking about doing a thing that is fully rng-dependant. Doing it after Under the Gun is definitely a good idea tho, should be put in the doc as a good alternative to doing it after Yu Jian.
Also now that i think about it notes like "After mission do the Tatto Parlor odd job and go to the dealer, that is east from the odd job place" can be confusing, because people can take that "east" differently. (using map as a reference or a game) This particular note isn't that bad giving that you can visit the dealer after Tricks of The Triads (plus he is basically the only one near that place) and i didn't check if there're any more similar descriptions for non-line-marked dealers/other things, but if there are, then i'd suggest finding a better way around it.
Oh, so those orange dots were actually put in by the guy who made the whole map, epic.
I, myself, used this map for both any% nsg and 100% -
And i feel like it is better at the very least because it has a proper security camera icon plus it also includes all the random encounters with notes (if needed) on when they're available. Surely it could use those time trials and races icons from the map you use, but honestly that's not an issue to me at all, i'm fine with seeing them being marked as an oddjob. And that modified marker used for shops you can enter to do a scratchcard was looking more like a distraction to me, (you won't need them anyway if you do scratchcard in the beginning) so if you don't mind, i'd say use the one i linked for redoing those map bits for the doc OpieOP
As for the firefighter thing i'd wish we could actually figure out a not totally awful time to make extra ~30+ molotovs, since leftovers from the ones you make during Natural Burn Killer won't even cover a first side stuff segment.
As for paramedic i still think that if we can actually find a good deathwarp point after any rampage that would put us to a nearby hospital that won't make us go too far back to return on track with rest of the side stuff on w/e segment it'd be then it would be better than doing paramedic after Flatliner, since not picking up next mission when it is few steps away from you doesn't look that optimal to me and it wouldn't matter that hospital is somewhat close to Zhou's place. (if i remember that one correctly)
Also the other things i'd suggest to think about should be when to do taxi driver (maybe there's some useful fixed cabbie spawn?), when to do warehouse raid to not leave it until after the credits (if segment where it's located actually not passed by that point ofc, i won't figure it out since i'm not the one putting the route together initially OpieOP ) and if any of the Excess Deliveries can be done as part of the side stuff before credits too.
I guess this question was a bit weird to ask, since so far there're only two nsg runs that aren't mine, but i think you can already see that there most likely aren't gonna be any fixed crashes for emu runners (unless there're gonna be more runs from different people in the future and they'll give different results) which leads to an obvious advantage and i see three ways to actually make this fair:
- Don't count the unavoidable "fixed" crash(es) at all (but still mention and count all the other crashes like the ones on savewarping, or just during/at the end of missions, since those aren't consistent in any way)
- Add fixed amount of time towards all the runs, (~1 minute) regardless if it's on emu or legit hardware
- Ban psp emu from any% nsg and 100% ( 4Head EleGiggle 4Head EleGiggle )
If mods agree then we can do a vote on that. I think i'd personally choose a first option, (even if i still think that every single little out of place thing should be counted towards final time when runner submits a run) because other stuff like unusual crashes or/and game loads that aren't counting for savewarping strats will be included in the final time submission according to recently added rules which is fine by me.
Gael, i'd like to have a bit more detailed IGT-RTA comparison to know what exactly should i add to igt for every rta second passing by while i'll be restarting the game or vice versa, if i'm getting and busted and have to reload. (though, being busted once would mean run over for me atm, but who knows, maybe explaining this would be useful for someone else eventually)
I thought about what we can change in the route and so far i've got:
- Do a "Win the House" beginning just to get rid of the meme asap
- We definitely should do firefighter after Natural Burn Killer (this might still be a bit unoptimal, until we check all the mission end locations and compare them to firetruck locations, plus getting additional molotovs after the mission will be postponed and look even more awkward, but despite all of that as of now this seems like the most convenient option really)
- Do a vigilante after Dock'u'mental since we'll get free cop cars "delivery" by the end of mission and will have plenty of uzi ammo from the mission itself. (if quitting police computer to get a better criminal spawns reset the gold medal bonus of an additional armour then i'd suggest trying to avoid that and go for the bonus, it might be pretty important imo)
- General note in the doc should be that you can cancel rampages (riding shotguns included in those too) once you've got enough points for a bronze medal to save a bit of time. One thing should be tested in this regard though, and that is if you kill yourself after you've got a bronze score will the game still count rampage as being completed and most important if it will remove your weapons or not after that improvised deathwarp. (i'm pretty sure your weapons only get removed after getting busted, but who knows, i might be forgetting something) The reason why i want to know this is because we can try to figure out a good time to deathwarp after one of the rampages to a hopefully nearby hospital (that won't put us too far away from "side stuff line" on the map) and do paramedic, then proceed with the rest of things.
Also, agjents, whenever you'll have time to redo those map bits, can you also post a picture of a full map with all the rampages (DS and PSP exclusive) being highlighted (riding shotguns included, reminder) so they can be seen better than all the other things just in case anyone decides to do all rampages run in the future? OneHand
Feel free to correct me or suggest more stuff. (don't just edit the doc if you thought of something good, i might want to know about w/e it is too OpieOP )
If i'm not wrong, then selling 5 coke after Natural Burn Killer to the very first dealer you meet in the game can be a pretty good (and probably a tiny bit faster) alternative to selling it after a previous mission. Can this be noted in the doc maybe?
Regarding post-mission travels i'd like it to be noted that savewarping after Payback is a good option. (unless someone times it and proves me wrong) Plus can blank space next to The World's a Stooge/Arms Out of Harms Way be filled with a reminder to fast travel afterwards?
Also another thing that is probably pretty obvious, but i found out about only during 100% test run, is that you can get 400(?) uzi ammo from red dumpster at the beginning of Dock'u'mental. Should be included in docs for both categories just in case imo.
And in the end, fix 3rd and one in slot 54 mission names in the doc, please OpieOP
On a side note, can any of the mods rename this thread to something less triggering already? BabyRage
After i looked through some forums on different sites i can confirm that iOS and Android versions are supposedly identical to DS one in term of content. The only problem is that the Lions of Fo collectible is omitted on iOS and it isn't stated anywhere whether it gives percentage for them automatically or not. (though in any case that would be a pretty big timesave compared to all the other platforms) I've also read that Lions are required for Android version, so in the end i'd say that there should be PSP, DS/Android and iOS 100% categories. Furthermore, taking in account a broken percentage counter on iOS version, i think there should be clarification in the rules for the category in that regard.
I think i should start by explaining how exactly i calculated IGT in all any% nsg runs. (and one 100% run too) The only things that made me add something to stat-screen time always were either getting accidentally busted during the run, or getting any crash(es). (consistent one, or any different ones, doesn't matter)
If i would get busted at any point then after the run is over i would go and see what kind of time i had on livesplit after game was done performing an autosave for completing a mission before one i got busted on and then i would also look what kind of time i had on livesplit when i appeared in whatever safehouse after i reloaded a save and would end up adding that amount of time to whatever IGT i had after the credits.
Same calculation method goes to crashes too and since they're the main focus of this thread i'll clear some things up. I don't consider time i spend restarting PSP and starting the game again as a time i spend in menu. It is pretty clear to me that the time i spent doing those things i could've spent actually continuing playing the game. Why didn't that happen? Because the game is poorly coded and played on a handheld that has pretty limited resources to run any gta game. You can blame R¤ Leeds on that and try to ignore things like this, but that would be pretty silly, because crashes/softlocks and all the stuff like this IS the part of the game whether you like it or not. There're always way more stable and optimised games if you'd like to play some, but if you choose to play games by R¤ Leeds then just deal with all the inconveniences that come out of it like i had during my last two runs of VCS which case is essentially the same with CW one.
I would also like to ask agjents/derek if there are any consistent crash(es) on emulator like i have after Slaying with Fire? If not, then that might lead to a bit different discussion.
When i did a test run two days ago it turned out that the route is missing 4 psp-only things:
2 time trials:
- Comet's Tail
- Dock Front Dash (both are easy to find since there're videos of it on youtube) 1 rampage:
- Downtown, Sniper Rifle 1 riding shotgun:
- Hove Beach (some sites are stating that it is located on Firefly Island, but that's a lie, which i paid 10-15 minutes for)
There were also a bit more minor errors in the doc, but i told about them to agjents already via twitch chat so they aren't relevant anymore.