That's certainly useless but it's not a glitch, please don't spam this thread with off topic. You can post these vids on the discord, that's a more suitable place for stuff like this.
A problem I can see with the "pay to win" nature of the thing is if strats themselves become pay to win. Meaning that you need to have at least X framerate to get a strat to work. If the worse hardware accounts for only slightly less significant timesaves with the same strats, then I think that's okay.
One thing that would annoy me very much if allowing uncapped FPS led to externally controlling FPS of the game. Meaning that you only uncap FPS on heli sections with a hotkey. This is for the same reason that I don't approve of mandatory loadless livesplit times: I don't think external software should become an integral part of the speedrun. I am fine with this for Source game for example, since capping FPS can be bound to in-game keys. But that's not the case here.
Other than these issues, I'd be fine with this, as restricting the run to have the limiter is exactly as arbitrary as not doing that. And if you don't restrict the FPS with the limiter, you still have the option to use the in-game limiter anyways.
For III it would be easier to allow uncapped FPS, as it has no apparent advantages, as far as I know. But that's different for VC and SA.
I don't see why the default "category" of a speedrun needs to be RTA. And I don't see why people need to specify in the title that it was not RTA if it happens to be segmented. And I agree, I think these kind of runs are extremely useful and they should be welcomed by everyone.
Congrats on the sub 4
Look in this thread: http://www.speedrun.com/gtasa/thread/ar4sg
Another new segment, now for Shoreside: It has some holes where Diablo Destruction and Gangcar Round-up would be, but you can just imagine doing those missions properly.
If you wanna mod, then it's all good, i just wanna get the dead ones removed. I messaged Pac on discord about it, but we don't know each other so that's probably why it might take longer for him to do something about it. If you have an idea as to how i can reach him faster, i'd appreciate that.
Yeah that's the current plan, but at this point I'm pretty sure that we will need to wait at least 43 years before everything gets done, so now it's time to wait.
I will try to figure out something to speed up this process soon, because it's already annoying me that such trivial matter takes so long to sort out, just because it's in the hands of people who fail to give a fuck.
I have noticed that out of the 11 mods of this game, only 3 appear to show any kind of activity: me (mostly, cause I don't really give a chance for others to verify runs), Omega, and Pete.
This makes me think that 8 out of the 11 mods are redundant in the list. This huge bloating of moderators can be an issue, because:
- power is given to people who don't actually need it
- it indicates that there is no condition of being unmodded
- it indicates that there is no system in place to regulate this issue, even though it's fairly important
- the mod list is huge, it looks bad and confusing for new people because almost every mod is pretty much dead when it comes to running this game
Having less mods for the game and some kinda simple system to add/remove mods would be good, because:
- it would make it possible to add new runners sooner and more easily to the modlist
- it would make it easier to remove inactive mods faster
- only active runners would have mod power, getting mod could be an incentive to be a better runner / more active in the community
The proposed solution I have right now is that me, Omega and Pete remain mod, Pete remaining super mod. Then, I set up a forum thread here that handles moderation, and when we need to remove/add mods, we can discuss it in that thread.
The system I have in mind is such:
- 3 mods in total:
- 1 super mod
- 2 regular mods
The super mod need to be absolutely trustworthy, and the other two mods also need to be established members that know the game inside out, and won't do retarded shit and can use their brains. Of course a decent level of activity is required from all three mods.
I think the activity of the mods doesn't need much regulation, just the usual "pay attention to the community's needs and get shit done".
So if you have feedback about this, post it here. If people like the idea, we can develop it further and implement it at some point (this weekend).
Portland had major route changes, so here is an up to date vid:
it's really sloppy, but you'll get the point of all the strats.
"Yes/No: Allow key rebinding to avoid cheats by using either AutoHotkey or editing the registry"
I don't see how this is not allowed already with the current ruleset. You may not even need AHK, you can just use arrow keys. But I see no issues with AHK either, or regedit if you need it for 1:1 bind for some reason.
Very easy 'non-mod' solution would be to compile an AHK script to bind WASD to Arrow keys. Then runners only need the exe. I use a similar solution for GTA3 that allows me to bind alt num keys to the actual numbers for better key visualization (holding Shift drops the num keys in NohBoard otherwise). It has no issues that I can think of.
I made a separate thread for the application of this knowledge for Trial by Fire, since this is very important for that mission and for All Missions speedruns in general. Thread: http://www.speedrun.com/gtaiii/thread/xnffq/1#ds08l
This strat is derived from this thread by Nick: http://www.speedrun.com/gtaiii/thread/di2l3
This mission has always been quite a pain for All Missions runs, because we didn't understand how rampage spawns work. But now we know that there is a variable coefficient that determines the maximum number of peds that can be spawned, and this coefficient changes based on player location (look at Nick's thread for details).
The point is that if you are standing in the areas marked in this image, you will get mostly good spawns and a lot of Triad guys at once:
red: very good coefficient (>1.3)
blue: good (>1.1)
black: very bad (<0.8)
Video:
So my setup is to:
- start mission, get flamethrower with the replay, then walk to the grill marked with red in the pic, while looking down
- look up, and turn towards payphone, kill like 6-8 triads in one go
- go back to the good spawns sidewalk while looking down
- repeat until you are done
I have had good spawns with this method, and I estimate an approximate 20s timesave on average over not having a setup and/or standing on low coefficient areas.
You can complete Evidence Dash with the Rhino at Phil's place from Arms Shortage.
There are several tricks you need to do for this. First of all, watch this video that uses the safest strat and also has input display:
Video comparison using the fastest Tank ED setups with normal any% strats is here (some parts have no keyboard display): https://streamable.com/x6o9e
Some notes about how to do the strat:
- Do the jump into Phil's place as per usual
- Push the Tank backwards so that the pole blocks the passenger door
- Block the driver door with the Banshee
- Then you can warp into the Rhino. To do that, touch the Rhino, then press F twice in quick succession when you are close to the driver's position. Get a feel for it first, because it's not that easy
- Drive the Rhino to the part using the route in the comparison video
- Make sure not to touch any cars on the way, since the tank is not explosion proof
- Kill the Bobcat, then try to preserve your tank for Liberator
- Do the drive in Liberator with the tank using the turret boost and the route seen in the videos
In my estimation, this strat can be faster optimally than normal strats, by about 10s. However, it is extremely risky and it is likely to not be faster than a decent car ED. So use it at your own risk.
We have the option to put the mod on the "Allowed mods/fixes" list. The rules aren't set in stone anyways, if something makes sense, it can be added to it.
The only reason that I don't like this mod is that there are other ways to avoid cheating accidentally without a mod, like rebinding WASD to arrow keys (either in-game or using AHK or something), or pressing Q or E occasionally.
But anyways, some runners seem to like it, and it definitely won't make your run faster, so it could be an option to use this fix if there is a vote about it or something, I think that makes sense. Especially that you can't notice that this mod is running, so people can use it anyways, so why not make it legal at this point.
Hello and welcome to the GTA speedrunning community!
Here you can find useful links and resources to get started with speedrunning the game:
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- [big][big]Discord[/big][/big] server of the community where the general discussions happen, make sure to join
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- This forum documents strats and other things related to the speedruns
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- Resources for speedrunning the game
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- Guides and Tutorials for speedrunning the game
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- Twitch team of the community where you can find GTA speedrunners
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- Leaderboards extension for GTA3
We have an active community for this game, and people are happy to answer any question you might have about running the game. If you have general questions, feel free to post them in this thread or in the Discord server.
How to consistently get out of the car on the very first marker:
notice that when i start driving, i buffer getting out of the car by pressing F. you need to press F while you are slow enough to buffer the exit action. so, do it after you start driving but before you gain a lot of speed.
buffering the exit car action works regardless of the pause strat, but you need it here because the marker doesn't trigger otherwise.
I think a good way of doing this is the "normal" ILs that are already there (with game-defined in-game time) stay on top, then the rest goes below them in "chronological order", so in the order of being unlocked in the game.