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RussiaTier4Jean1 month ago

Hi, Shyanji's acceleration in his 1:13.81 - seems to be significantly faster than yours, but this is far from the main reason why his lap is 4.5 seconds faster than yours

[ I will not analyze SilkScarfed's 1:15.56, since on this track he is significantly slower than Shyanji ]

Your (RSxCloud) main problem is that you are losing Too Much speed in some critical corners. You brake (or release the gas) too hard, sometimes you brake too early. Besides, your racing line (trajectory) is often much worse than Shyanji's

If you improve your driving technique (namely the factors listed in the previous paragraph) - then you will be able to complete a lap on Raceway 2 about 1-2 seconds faster than you can now

. . . . .

And only after improving your driving technique, it makes sense to talk about the difference in car acceleration between you and Shyanji. The reason you accelerate slower than Shyanji, seems to be because you use an automatic transmission, which is slower than a manual (which Shyanji uses)

Speaking of specific numbers, at a Very High level of skill - I guess that on Raceway 2, a manual transmission will give about 1 second advantage over an automatic

BUT if you can't drive a manual transmission Fast, then I STRONGLY DO NOT RECOMMEND using manual, until you become Very Fast with an automatic

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RussiaTier4Jean5 months ago

I don't know where you got this idea from, but you're thinking in the wrong direction

Under certain conditions, PS1 NFS High Stakes can even produce 50-60 fps during a RACE Without using overclocking. The thing is that apparently in this game a LOT of resources go into displaying cars. And therefore, in Absolutely Identical conditions, but with a different number of cars on the screen, the number of frames per second can differ (or can STRONGLY differ)

For example, on Landstrasse during the day, without weather, without AI racers, without police, without traffic - the average fps with close 3rd person camera will be about 30-35

BUT. If, under EXACTLY THE SAME conditions, you simply change the camera to 1st person hood camera, then the average fps will already be 45-50 !!

And that's not all. Because if in the first case (Landstrasse day, no weather, no police, no traffic, close 3rd person camera) you also add a full grid of AI racers, then... In moments when there will be one or more racers right in front of you (or close to you in front) - fps can drop to 20-25

Of course all the numbers that I gave above, relate ONLY to a Normally working game, Without using of overclocking

. . .

Thus, returning to your question, Ner0Daytona, there is NO Need to limit in ANY Way the number of fps, that PS1 NFS High Stakes produces. Except perhaps setting a limit of 60 fps (this is maximum in a Normally working game)

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RussiaTier4Jean6 months ago

Cheat car that The420beni uses in this “record” (https://www.speedrun.com/nfs4psx/runs/znejev8z) is Upgraded Mercedes CLK-GTR. Visually it differs from a stock CLK-GTR - primarily by the presence of three stripes on the body. Also at 1:12-1:19 of the video of The420beni's "Durham Road lap record” you can see that the wheel rims are yellow (while rims of the stock CLK-GTR are silver)

And now about why Upgraded Mercedes CLK-GTR (The420beni's "1:10.03 Durham Road" car) is Cheat Car. Because it is IMPOSSIBLE to get this car in PS1 NFS High Stakes without Hard Cheating, since by default this car... is simply not present in this game

So how did The420beni get an Upgraded CLK-GTR? There are 2 relatively easy ways to do this, and I am 80-90% sure that The420beni in his "1:10.03 Durham Road" used option number 2 - he played NOT the Original PS1 High Stakes, but a special modification called "Complete Edition" [option number 1 is cheat code]

Here is a link to this modification: https://nfsmods.xyz/mod/2811 . "Complete Edition" mod introduces SIGNIFICANT changes to the game, and among other things, adds a Cheat Car, Upgraded Mercedes CLK-GTR. Why do I write that The420beni uses this particular mod with a probability of 80-90% - I have several direct evidence that I can provide if necessary

. . .

Another, perhaps the Main reason why this car is CHEAT Car. Upgraded CLK-GTR is CONSIDERABLY FASTER than the fastest car in Original PS1 NFS High Stakes, namely McLaren F1 GTR without upgrades. In fact, The420beni's previous best time on Durham Road - clearly demonstrates HOW much faster Upgraded CLK-GTR is than F1 GTR without Upgrades:

https://www.speedrun.com/nfs4psx/runs/mkqvk23m

1:10.03 (Upgraded CLK-GTR) versus 1:13.87 (F1 GTR no upgrades) !!

In adddition, some time ago I personally tested Upgraded CLK-GTR on Celtic Ruins using "option number 1" how to get this car (cheat code) :

...and even without significant training I did a lap time of 1:20.84 . To understand how Fast it is - my old Lap Record on this track is a full 4 SECONDS SLOWER (F1 GTR no upgrades, and I trained Very Hard for this result) :

. . .

Summing up what was written above, The420beni used CHEAT Car (Upgraded Mercedes CLK-GTR), which is NOT from the Original PS1 NFS High Stakes, and this Cheat Car is about 4-5 SECONDS FASTER than the fastest (!!!) car in the Original game (McLaren F1 GTR without upgrades) on each track

Thus, his "1:10.03 Durham Road lap record" should be removed from speedrun.com/nfs4psx/levels leaderboard, since he was playing a MODIFICATION of PS1 High Stakes, which gives a Big Cheating Advantage over normal players who use the Original game

Also The420beni's two other “lap records" (Celtic Ruins 1:24.65 and Dolphin Cove 1:32.43), which at the time of writing this post are awaiting approval from the moderators - should be Rejected. Because in these two “records" a Cheat Car, Upgraded CLK-GTR was also used

RussiaTier4Jean7 months ago

I'm sorry, I should have answered Much Earlier, but unfortunately at the moment I don't have much time and energy

Shiinyu : Alternatively, everyone just starts using it and we manually retime every run

I don’t want to seem impolite, but this “alternative” has neither logic nor common sense. Because using overclocked PS1 hardware using emulator settings will only entail "cons" in the absence of at least one tangible "pros"

The very point of overclocking PS1 hardware is ONLY to achieve a higher framerate from NFS High Stakes in a very controversial way (interfering with the operation of PS1 hardware and making the game work NOT AS IT SHOULD). That is, in essence, a MODIFICATION of the original game, which is generally not allowed, or not recommended by the general rules of Speedrun.com

And of course the "cons" of using overclocking PS1 hardware using the emulator settings:

1. The most obvious thing, PS1 NFS High Stakes becomes MODIFIED, because the Original game should have less (or significantly less) frames per second

2. There is no single standard for “overclocked” settings; in Duckstation alone there is, for example, 300% overclocking 234%, 69%, and so on. And all this Huge number of options (in which in-game time will OF COURSE work differently all the time) will have to be somehow regulated, controlled, checked...

3. It will be necessary to conduct tests on how PS1 NFS High Stakes works when PS1 hardware is overclocked, as well as comparisons with a NORMALLY running game (without “overclocking”). And again, no disrespect to the moderators, but with their current “enthusiasm”, no one will do these tests

. . .

Shiinyu : If everyone is running the game overclocked, everyone is on equal grounds, and thus, not "cheating"

Everyone are Already on equal grounds when the game works normally, without overclocking. Even ThunderTHR himself, when he wasn’t using overclocking, was in these very equal conditions with other players

Again, where is there any logic or common sense in making SIGNIFICANT and Very Questionable changes to the rules - just becausy Only One player (ThunderTHR) in his last 2 runs decided that he could modify the game? Why do I say " Modify” - because as far as I know, neither in the PS1 NFS Hish Stakes, nor in the PlayStation console, you CANNOT go into some settings menu and overclock the hardware to 300%, 234%, 69% and so on

RussiaTier4Jean8 months ago

This is another thing that should have been done a long time ago - namely, changing the current rules of PSX NFS High Stakes "Best Lap" runs. Because at the moment there is an Absolutely Disgraceful and Unacceptable opportunity to CHEAT in ANY Lap Record in this category

And, as I wrote several times before, this opportunity to cheat - is that any player can load emulator save state RIGHT BEFORE the "Best Lap" (for example, just a few seconds before the start of the lap)

In fact, at the moment in ABSOLUTELY ALL Main Lap Records (direction forward) - only a small piece of the previous lap is shown. The Only Exception is my recent Lap Record, Kindiak Park 1:21.56. That is, apart from this record - in ANY OTHER Lap Record (direction forward) it is NOT possible to prove that the player did NOT load emulator save state right before "Best Lap" !!

Moreover, if we talk about the advantage that the opportunity to cheat in this way gives you, it is VERY SIGNIFICANT advantage. The thing is, that if you honestly start the race from the very beginning every time, then you are forced to additionally complete 1st lap, which cannot be "Lap Record". As a result, when you are doing “Lap Record" after 1st lap (or 2nd/3rd lap) - your "focus" is slightly/significantly worse and you are a little/significantly more tired, than if you cheated and loaded save state right before "Best Lap"

And of course, the more difficult and/or longer the track, the worse your “focus” will be, and the more tired you will be. For example, during PRACTICE of Kindiak Park I loaded save state right before "Best Lap" - and my lap time in The Best attempt was once 0.44 SECONDS faster than my Real Lap Record (when I honestly started from the beginning of the first lap)

Thus, I spoke about the Most Important part of the changes/additions to the current PSX NFS High Stakes "Best Lap" rules, which I want to suggest. Next will be the list of changes/additions itself, and explanations of all other points of the rules will be after the list

. . .

1.) The ENTIRE race must be recorded on video - from the very start of the first lap, until a few seconds after the finish of the Best Lap

2.) A replay of a race is NOT allowed to be submitted as evidence of a Best Lap, only the LIVE race must be recorded

3.) HUD must be turned ON during the ENTIRE race. Speedometer and current lap time must be displayed during the Entire race. Video quality must be good enough so that Speed, Current Lap Time, and Gear Number (gearbox) - are CLEARLY visible

4.) During the race it is prohibited to call the Pause Menu

5.) Effect sounds (sfx / effects) - must be ON, and GOOD audible. The sound of the car's engine should also be Clearly audible. It's better not to use music in the video at all, or not to make it too loud (so that, again, effects and the engine can be heard Good)

. . .

And one more recommendation (not a rule). After finishing the best lap, the player must make Save State, but NOT at the Race Replay - BEFORE the Replay, and without leaving the race

Since this is the Entire list of changes/additions to the rules for PSX NFS High Stakes "Best Lap" (5 rules + 1 recommendation), I will immediately explain why this recommendation is needed (save state after the finish of the Best Lap). This is necessary in order for the Pause Sound Menu to be available, where you can control sound parameters. In this sound menu you can additionally check whether sfx/effects are Actually turned ON. And if a car Acceleration Cheat was used in the "best lap", then during this "bEsT LaP” you will hear the car horn (at the moment the car horn sounds, car will accelerate TOO quickly)

It is worth adding explanations to the remaining points of the rules (from 2. to 5.), but right now I'm very tired, so I'll do it a little later

RussiaTier4Jean8 months ago

Based on my small analysis of timings (from this thread), in PSX NFS High Stakes "Best Lap" runs - timebug is Not a big deal, if you do NOT overclock PS1 hardware

I even specially calculated the average difference between ALL possible combinations of timings when the game works under NORMAL conditions (0.034 , 0.054 , 0.087 , 0.087 , 0.110 , 0.130) and the result is only 0.043 seconds. In this case (PSX NFS High Stakes "Best Lap" runs) - it is a Very Insignificant number

[ [ [ Calculations:

1.) 53-34=19 87-34=53 87-34=53 110-34=76 130-34=96 (5 timings)

2.) 87-53=34 87-53=34 110-53=57 130-53=77 (4 timings)

3.) 87-87=0 110-87=23 130-87=43 (3 timings)

4.) 110-87=23 130-87=43 (2 timings)

5.) 130-110=20 (1 timing) | 5+4+3+2+1 = 5+5+5 = 15 timings

1.) 19+53+53+76+96=297 2.) 34+34+57+77=202 3.) 0+23+43=66

4.) 23+43=66 5.) 20 | (297+202+66+66+20) : 15 = 43.4 ] ] ]

But what happens in ThunderTHR's Celtic Ruins 1:23.81 and Landstrasse 1:38.15 - I think it should be called not a “timebug”, but “Incorrect operation of in-game time in relation to real time, as a result of interference of third-party software in the operation of the game”. Because in fact ThunderTHR modifies the game, as a result of which game works in a way that it should NOT work under Normal Conditions (more fps, game runs more smoothly)

Once again, average difference between ALL possible combinations of timings when the game works under NORMAL coditions = 0.043

While the MINIMUM difference between a normal game, and a game with overclocked PS1 hardware, will already be -0.244 and +0.34 = 0.278 !! (6.5 times more)

. . .

Summing up everything I said in this topic, I think that PS1 hardware Overclocking through emulator settings SHOULD BE PROHIBITED in PSX NFS High Stakes "Best Lap" runs

RussiaTier4Jean8 months ago

When the game was working normally - Real Time of the best lap was ALWAYS a little slower than the in-game time, even in ThunderTHR's own runs (when he set lap records without overclocking PS1 hardware). But in ThunderTHR's “overclocked records” - Real Time, on the contrary, is faster, significantly faster than in-game time

Even if we take the BIGGEST difference between two runs when the game was working NORMALLY, it will be +0.034 and +0.130 = 0.096

While the MINIMUM difference between a normal game, and a game with overclocked PS1 hardware - will already be -0.244 and +0.34 = 0.278 !! (i.e. 3 times more than 0.096)

And the Biggest difference between a normal game, and a game with overclocked PS1 hardware will be -0.269 + 0.130 = 0.399 !!! (4 times more than 0.096)

Moreover, in addition to the numbers that I gave above, do not forget that in ThunderTHR's "overclocked records” - overclocking PS1 hardware is used, among other things, so that the game produces more fps than it should under normal conditions. Which brings us to the classic question regarding emulators of console games, Is It Even Allowed to use PS1 hardware overclocking (as far as I know, real PS1 console does NOT have this feature) in PSX NFS High Stakes "Best Lap" runs? This is Direct Question to all moderators (Shiinyu, Ewil, goldenONX, wortex), I'm interested to hear their opinion on this matter

. . .

And returning to the numbers and comparison of IGT and RTA timings, which I cited above, I believe that for ThunderTHR's "overclocked records" (Celtic Ruins 1:23.81 and Landstrasse 1:38.15) it is necessary to carry out a special check

This check is very simple - ThunderTHR will have to do at least 1:24.06 lap on Celtic Ruins WITHOUT using overclocking of PS1 hardware. Why Celtic Ruins? Because it is MUCH easier than Landstrasse. Why at least 1:24.06 ? Because on Celtic Ruins +0.25 difference will be quite close to current “overclocked record" 1:23.81, if ThunderTHR fails to repeat or improve his current record

!!! And one more NECESSARY CONDITION - he will also have to show the ENTIRE race from the start of 1st lap (not just a tiny snippet of the previous lap) !!! . This is necessary to prove that ThunderTHR did NOT load emulator save state right before the fastest lap, in order to make his task VERY MUCH easier. Unfortunately, the current "Best Lap" rules literally allow you to "legally" cheat, so in the near future I'm also going to offer a new, significantly improved and expanded version of "Best Lap" rules for PSX NFS High Stakes

P.S. This topic is NOT some kind of "personal attack" on ThunderTHR, or my “revenge" because he broke my old record. So I hope that he, as Experienced and Skilled racer, will pass the check of his “overclocked records”, which I suggested above. And of course ONLY if the conditions specified above are met. Because otherwise (if ThunderTHR refuses / ignores / tries to make excuses / etc.) - suspicions that his Celtic Ruins 1:23.81 and Landstrasse 1:38.15 are Cheating - will increase Very Much

RussiaTier4Jean8 months ago

First, a small intro - this topic should have been created a year or two ago, but I didn’t think that I would return to speedruns in general, or specifically to speedruns of PlayStation version of NFS High Stakes. Why do I say that I am “returning” - from about mid-2020 to mid-2021, I had a Lap Record on Celtic Ruins. Proof:

1. http://web.archive.org/web/20200930215640/https://www.speedrun.com/user/Tier4Jean (September 30, 2020)

2. http://web.archive.org/web/20210219001810/https://www.speedrun.com/user/Tier4Jean (February 19, 2021)

Video of this ex-Lap Record is still available on my YouTube channel:

The reason why I deleted my run with this video from Speedrun.com - this run became non-competitive due to the fact that at first Shyanji was just a little ahead of me because of advantage that using a manual gearbox gives you. And then ThunderTHR made his Lap Record on Cetlic Ruins MUCH faster than me because of using gamepad stick (I play using a keyboard, and my 1:24.84 Celltic Ruins run was done with automatic transmission)

. . .

And here the transition to the Main Topic begins, Topic which I want to bring up for public discussion

The fact is that ThunderTHR’s last 2 runs (his Lap Records on Celtic Ruins - 1:23.81 , and Landstrasse 1:38.15) were made using PlayStation CPU Overclocking through his emulator settings (DuckStation)

And due to overclocking of PS1 hardware, the in-game stopwatch that measures the current lap time began to work with a TANGIBLE DIFFERENCE from how it works under normal conditions. This Tangible Difference - is difference between in-game lap time and Real Time

First look at the difference between in-game lap time (IGT) and Real Time (RTA) when the game is running under normal conditions (WITHOUT overclocking PS1 hardware)

And I would like to separately note that for an objective comparison I took the runs of several different players, made either on the same tracks as ThunderTHR's "overclocked records", or on tracks with approximately similar lap times. I also specifically chose runs with good lap times, since I don’t see the point in analyzing "slowruns"

1. Celtic Ruins - ThunderTHR 1:26.90 = IGT ( https://www.speedrun.com/nfs4psx/runs/z03nd8jz )

05.848 - start of best lap / start

01:32.835 - finish of best lap / finish

01:32.835 - 05.848 = 1:26.987 = RTA (+0.087)

Further I will not demonstrate calculations, so as not to overload you with information, of which there is already A LOT. However, I assure you that ALL the figures have been checked and double-checked. And if necessary, I can additionally confirm all the data that I provide here

2. Celtic Ruins - Shyanji 1:24.78 IGT , 1:24.867 RTA (+0.087) - https://www.speedrun.com/nfs4psx/runs/zp1qngxz

3. Celtic Ruins - Tier4Jean 1:24.84 IGT , 1:24.950 RTA (+0.110) - video of this run is shown at the beginning of this post

4. Dolphin Cove - ThunderTHR 1:36.93 IGT , 1:36.964 RTA (+0.034) - https://www.speedrun.com/nfs4psx/runs/y2qk5o5y

5. Dolphin Cove - Shyanji 1:32.87 IGT , 1:33.000 RTA (+0.130) - https://www.speedrun.com/nfs4psx/runs/z5ro54dy

6. Kindiak Park - SilkScarfed 1:23.53 IGT , 1:23.583 RTA (+0.053) - https://www.speedrun.com/nfs4psx/runs/yj2pleom

...and now let's look at the difference between in-game lap time and Real Time in ThunderTHR's "overclocked" records:

7. Celtic Ruins - ThunderTHR 1:23.81 IGT , 1:23.566 RTA (-0.244 !! ) - https://www.speedrun.com/nfs4psx/runs/yv1jj4ey

8. Landstrasse - ThunderTHR 1:38.15 IGT , 1:37.881 RTA (-0.269 !! ) - https://www.speedrun.com/nfs4psx/runs/yjg4x9gy

RussiaTier4Jean8 months ago

I'm sorry, but the same mistake has now occurred with another lxBlazarxl's Fastest lap. Either lxBlazarxl, or the moderator who checked his Raceway 3 - 1:13.310 run, mistakenly submitted/confirmed RTA instead of IGT

And as a result of this mistake, lxBlazarxl's run ended up where he should not be (in 1st place instead of 2nd), although he is Much Slower than Ewil's 1:11.310 run

RussiaTier4Jean9 months ago

Apparently, either lxBlazarxl, or the moderator who checked his Raceway 1 - 1:03.870 run - mistakenly submitted/confirmed RTA instead of IGT (by the way since when does RTA even matter in NFS HS PC Levels section, lol)

And as a result of this mistake, lxBlazarxl's run ended up where he should not be (in 1st place), although he is 1.5 seconds (!) slower than Ewil's 1:02.340 run

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RussiaTier4Jean9 months ago
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RussiaTier4Jean1 year ago

Why SilentPatch isn't possible?

  • It's just not.
  • Why not, you stupid vanilla bastard?
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RussiaTier4Jean1 year ago
  1. https://www.speedrun.com/gtasa/run/y6p9p3pm

This race is actually Into the Country, NOT "SF to LV". Real time of this run is 2:45.465 , and this run must be 6th place in THIS leaderboard: https://www.speedrun.com/gtasa/level/Into_the_Country ᠌ ᠌ 2. https://www.speedrun.com/gtasa/run/yj454jdy and https://www.speedrun.com/gtasa/run/z0373wez

These 2 other Blantas' runs are mixed up, and one of them has wrong time

https://www.speedrun.com/gtasa/run/z0373wez - Real time of this run is 2:30.818 , and THIS RUN should be Obsolete

https://www.speedrun.com/gtasa/run/yj454jdy - and this is REAL 2:29.482 , and THIS run should be in 5th place on the leaderboard of SF to LV ᠌ ᠌ P. S. If someone tries to calculate the timings of Blantas' runs mentioned above on their own, then please note that all these races are recorded in 29.970 fps

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RussiaTier4Jean3 years ago

Man, if you can write your posts, while everybody else is getting sunlight and blaming you - you straight homie

Patrick_, AnakeenSkywalker 그리고 2 기타 이것을 좋아함
RussiaTier4Jean3 years ago

GTA SA mods - thank you for finally switching IL Races' timings from outdated and too inaccurate IGT to RTA, and thanks for verification of my runs as well

If tone of my first message in this thread seemed defiant and offensive - I apologize for that

By the way, now in SF to LV leaderboard ( speedrun.com/gtasa/SF_to_LV ), some players have wrong places. I used VSDC Free Video Editor to measure the timings of the fastest runners, and also downloaded relevant videos in best available resolutions. Here the results of my measurements:

  1. aroszparo 2:26 IGT 0:12.317 - GO! 02:39.717 - final checkpoint 02:39.717 - 12.317 = 2:27.400

  2. Blantas 2:28 IGT 02.787 - GO! 02:32.269 - final checkpoint 02:32.269 - 02.787 = 2:29.482

  3. darkgeorge12 2:28 IGT 05.020 - GO! 02:34.620 - final checkpoint 02:34.620 - 05.020 = 2:29.600

  4. Rider_Blade 2:28 IGT 02.617 - GO! 02:32.217 - final checkpoint 02:32.217 - 2.617 = 2:29.600

  5. Harps 2:27 IGT 05.117 - GO! 02:33.684 - final checkpoint 02:33.684 - 05.117 = 2:28.567

  6. oPxrcy "2:27" IGT 0:14.242 - GO! 02:43.692 - final checkpoint 02:43.692 - 0:14.242 = 2:29.450

So correct positions of runners and their timings should be as follows:

  1. Tier4Jean - 2:27.320 (not .230)
  2. aroszparo - 2:27.400
  3. Harps - 2:28.567
  4. oPxrcy - 2:29.450
  5. Blantas - 2:29.482 6-7. darkgeorge12 and Rider_Blade - 2:29.600
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RussiaTier4Jean3 years ago

Hi Hoxi, my 1st post in this thread was not so much a complaint, as an attempt to draw attention to the fact that there were no verified runs for a whole week. And I tried to speak very politely, like "hello mods, what happened, you forgot about verifications of runs?"

About changing the timings in IL races (from outdated and too inaccurate IGT to RTA) - I indicated this for Very Important Reasons. I did serious significant detailed work precisely on IL races timings - with LOTS of data, numbers, comparisons, analytics, arguments, etc.

If GTA SA mods and runners are ready to explore data and results of this work, then I will publish it in a separate thread

Clpz, AnakeenSkywalker, 그리고 DiskoSpider 이것을 좋아함
RussiaTier4Jean3 years ago

Thanks for such a professional approach

https://i.ibb.co/fSg0tj8/Seemsgood-01.jpg

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RussiaTier4Jean3 years ago

Yesterday or the day before yesterday, the last verified run was 4 March 2021

Now the last verified run is TopalMuharrem's 4+ hours run from March 10, which was checked the very next day

I submitted 2 short IL runs of 2.5 minutes each on March 6 (today is March 13), and they are still not verified

I understand that some moderators may be busy, but we have the whole 6 moderators, of which only 2 didn't appear on speedrun.com during the last week (DiskoSpider and 123robot). At the time of publication of this post:

speedrun.com/user/cazpersky/info Last online: 4 minutes ago

speedrun.com/user/Crucial1357/info Last online: 2 hours ago

speedrun.com/user/hoxi/info Last online: 10 hours ago

speedrun.com/user/Petrus/info Last online: 16 hours ago

P.S. No offence, sorry for this little reminder

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RussiaTier4Jean3 years ago

Thanks for the “amazing runner”, Booskop, I appreciate that. Also thanks for the information about different versions of GTASA (even though I knew this before)

But unfortunately it seems that "you're being a fool", because you don’t even understand what I wrote a few posts above:

Tier4Jean:

I don’t call oPxrcy a cheater (especially malicious cheater)<<<

AGAIN, I DID NOT CALL oPxrcy A CHEATER (learn to read carefully, please). Although I had every right to call him "ch-word", but I don’t want to. Because I see that oPxrcy showed a good / very good skill in some other IL runs, I see that he tried to show a good result, he spent time and effort

But at the same time, I can’t keep silent about the fact that his “world record” on Into the Country IL - IS NOT EVEN CLOSE TO WORLD RECORD !!!

Once again, guys, before answering, have you read it properly, what I wrote? :

Tier4Jean:

If the dry figures are not clear enough for you, then just simultaneously run my 2:42 run and oPxrcy 2:41 run on one screen. Even a little earlier than the 2nd minute in-game time you will see that due to a much better driving technique, I am already ahead of oPxrcy (even though an early start gives him more than a second of advantage !!). Also already a little earlier than the 2nd minute IGT, you will see how oPxrcy's race timer begins to lag behind mine<<<

oPxrcy's run: https://www.speedrun.com/gtasa/run/ylkr412z

My run: https://www.speedrun.com/gtasa/run/y89e0gxm

PLEASE LAUNCH BOTH OF THESE RUNS SIMULTANEOUSLY ON ONE SCREEN, and you will see that oPxrcy is actually SLOWER THAN ME FOR A WHOLE SECOND

DOES NOT MATTER that the console version is original. In PS2 version, in-game time DOES NOT WORK CORRECTLY

If in REAL time, guy A runs a hundred meters in 12 seconds, and guy B in 13. But guy B starts his stopwatch 2 seconds later and announces that he "ran in 11 seconds" - so you will SERIOUSLY consider that guy B is faster?!

This is exactly the situation - I'm a guy A, oPxrcy is a guy B, a broken stopwatch is IGT in the PS2 version of GTASA

Booskop:

If you want to get a better race time, race on console<<<

I am terribly sorry, but this is NOT "a better race time", this is a broken malfunctioning bullsh*t time

Anyway, thank you all for the answers, it was interesting to know the players' opinion about situation with the in-game time working incorrectly on PS2 (and other versions with 30 FPS). Peace

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