I don't know for sure. It's best to not go any further than you see in these videos, and to even hang back a little bit more than what you see here, but always stay ahead of him. Once you're ahead of him, he's moving as fast as possible.
Throwing a grenade (not the explosion) will scare Gracie, causing the yellow marker to immediately appear at the entrance of the back alley. Simply throw the grenade when you're inches from the marker's spawn location, touch the marker (the grenade despawns), and continue to the next yellow marker. (this video also shows what I believe to be the optimal route)
I've updated the post about "Ransom", three posts above, regarding what will happen if Ray is dead.
Following Bell (directly behind his car) is never the best thing to do, at any point along the route.
¤Test 1, followed Bell: His car reached the turn onto the curved road at 1:13 and the drive finished at 2:32 Test 2, didn't follow Bell (route seen in the first video in this thread): Turn at :58, finished at 1:52 Test 3, didn't follow Bell (route seen in the first video in this thread): Turn at 1:00, finished at 1:50
¤This could have been slightly faster as I did get spun out at one point (after the mentioned turn), but the loss is no more than 3-5 seconds
You can't assume it has anything to do with a yellow marker, because it happened to others, many times, without it. Also, it isn't intended for time to pass when you warp with the cab. Start up your game and warp around over and over and I guarantee that you won't see the time change at all. If this were intended, it wouldn't fail 99% of the time.
You're clearly not understanding what happened in Josh's video. He exits the menu at 8:02 and he's in a cab and warping in under 15 seconds. The phone reads 8:32 when the warp finishes. 17 REAL seconds pass between these two points, and the in-game time advanced by 30. There's no denying the taxi warp progressed the time by ~20 minutes.
The quickest possible kill will save about 5 seconds over blowing the car up with an SMG. The micro-SMG saves about .5 seconds over the regular SMG, but you have to be very careful or the car will run into the optimal cab and blow it up. The quick kill is pretty difficult to do and you risk having the car roll through the fence and down the hill.
I was looking into differences between IGT (in-game time) when comparing two separate runs at the same RTA time and noticed the IGT seemed to be off by much more than what can be explained with FPS differences. I narrowed it down to section which occurs during the mission Portrait of a Killer and figured it must be happening when the taxi warp occurs. Powdinet and I discussed this for a bit, and here's what he discovered in the code:
As you can see, it has nothing to do with that mission, it's just something that can happen when you taxi warp. Its effect is also pretty minor, or so I think. Given that no one has ever noticed this while doing a run, it's safe to say it's never going to be more than a 10-20 in-game minute increase. In the following pastebin, you can see its effect. Josh's PB, seen at the bottom, is a prime example. No more than 9 in-game minutes should have passed, but he ended up 30 minutes ahead.
It's been known that you can skip Ray's message(s) if he's dead, and after being reminded about this again, this time by Omega, I've finally rerouted the end of the run to reflect this, with some help from Omega. Only one of two of his calls are skipped ("I hear you have the Ancelotti's daughter..."), because it wouldn't make sense to skip the other ("I hear you and the Peg are getting close...") in the speedrun, and it's probably not even possible to do so in the first place.
You can fully heal at the diner without triggering French Tom when he's already there waiting for you.
The fastest zooming method is using PgUp (Page Up), which is the key bind by default. This can be used to zoom into the map for waypoint placement, webpage scrolling, and scope magnification.
If upon fade in after taxi warping, a phone call is coming in, wait until you've gotten out of the cab before answering the call or it will almost always automatically hang up when Niko's exit animation begins and you'll be given no credit for the call. Hail the cab before answering or it might get away.
In Deconstruction For Beginners, if you press clip capture when entering the SUV, Playboy won't say his line about the headset which will save a second or two.
There's an auto call to Francis after getting the Lawyer's call which must be hung up with RMB or Backspace. Never block this call or enter a marker before properly hanging it up, or you'll have to wait for it later on. I see many people make this mistake.
The fact of the matter is, most boards use IGT and I've come to the conclusion that this is the best way to do it. Claiming this is an insane view is insanity in itself. Are you expecting every submission from this point until the end of time to be downloaded and verified to the thousandth decimal place via video editing software OR, do you want a board filled with times that are off by so many hundredth from the actual RTA time simply because the consensus is we will allow the submitter to decide what time they achieved based upon their reaction times? Both of these are horrible for the future of this board when there's an IN-GAME TIMER just sitting there for 40+ missions and many more races, activity missions, etc..
Why the hatred for the IGT when every last attempt from however many people go for IL times is UNIFORMLY rounded up or down depending on the decimal the game is tracking behind the scenes? The key word is UNIFORMLY if you fail to realize. IL boards are not meant to be anything more than a place for competition. It's not about showcasing, it's not about creating tutorials, and it certainly isn't about going further than even the game goes to figure out your RTA time down to the thousandth decimal place.
The Goldeneye IL board is the most competitive board I have ever seen and it's been going strong since pre-2000, with a major surge when live streaming/Twitch came around. I've been following this board for a few years now and I've seen how intense the competition is there. This is a game where most of the IL WRs are under A MINUTE, as of current day. Every last one has at least 300-600 unique players with at least one submitted time. So, surely they've switched to RTA with such a competitive board and a measly in-game timer to judge all? Hell no, and they never will, because the IGT is the "God" that judges all uniformly. No one has to question the legitimacy of times on that board (in extremely rare situations they do). No one has to wonder how many decimals they're off by due to reaction times and proceed to check via other software. None of this goes on. Instead, they grind out attempts, hoping to see a 1-how ever many second time save on the results screen, and then they take this video and it's respective time and submit it to the board. This is how you create serious competition, just as it's been done of many other IL boards spread around the internet.
Clearly your biggest issue is the removal of the 30 missions. As I made clear on my third to last post, this shouldn't happen if someone feels strongly against it, and someone does, so it won't happen. My recommendation is to have a board with only the missions that have an IGT, use the IGT for submissions, and be left with a board with one column. With that said, I'll resign from being a moderator.
Jolzi, if you use a mission fail skip, taxi, or cheat code during the attempt, the results screen doesn't display your time.
Actually, these additions don't need to happen if no one wants them (I'm not going to do ILs).
If someone wants Any% and/or NMS to stay because they like doing them, then I would say we should keep them, but at least start doing proper strats for these categories so they're not just filled with Classic% attempts.
These other boards never switched over to RTA timing for a reason, and it wasn't to keep a tradition going. IGT is the best possible timing for competition, and there's no changing my opinion on that. Unless you're importing your video into video editing software and timing from the first to last frame, your RTA time is almost always going to be inaccurate. Are you seriously thinking you'll get an accurate time from eyeing it? You might think it's 1:11.950 when it's actually 1:12.050. This is why I've always removed the milliseconds people include in there submissions and rounded down when they used RTA. This is likely what the game does as well, though it might round up after a decimal of .95 or .97 like it does in Goldeneye and Perfect Dark.
I never said Rockstar should have focused on speedrunners when making their game, that's just how you interpreted it. I just find it extremely bizarre that they refused to include a historically common video game statistic on 30+ missions while including it on 45+ others.
I'm starting to feel you have a problem with the opinion creation process. Am I not able to examine how other similar operations work and come to the conclusion that they're doing it in the best possible way?
There's no changing my views on this and clearly you're not going to budge either, so obviously the following must happen: ¤Keep the three categories (Any%, Any% NMS, Classic) ¤Add a category for the missions with a mission time stat (Classic IGT) ¤If you do a Classic attempt on any of the missions with a mission time stat, you must submit the results screen time to the new category (Classic IGT) and are not allowed to submit this same time to "Classic" NOR are you allowed to submit an RTA time to "Classic" for any of these missions NOR are you allowed to submit the IGT to Any%, Any% NMS (the reason for this is because a submission with a "without loads" time is given higher priority over submissions without and this can result in a worse RTA time showing up as the best time) ((this is an issue with the website))
Well, yeah, that's what will happen if we can't agree. Though, in my opinion, it makes the board look extremely sloppy and unorganized.
I'm referring to IL boards like http://rankings.the-elite.net/goldeneye http://rankings.the-elite.net/perfect-dark http://www.mariokart64.com/mk64/wrc.cgi which have been around since pre-2000 (Perfect dark in 2000). None of these would have ever become popular if there wasn't an in-game time to submit. The GTA IL boards will almost certainly never reach the popularity that these boards have seen, mainly because these boards didn't exist at the height of these games' popularity.
What you've described in your post is exactly what Rockstar chose to do. Why did they decide 30+ missions shouldn't include a time stat? I have no idea. It's absolutely awful design, but it's what they chose.
An RTA time will be close to the accurate time, but never will be 100% accurate, and that alone should be enough to validate having only the missions with a time stat on the board. I can't think of any other popular IL boards that use RTA timing. People are attracted to 100% accurate timing for very short speedruns/ILs.
IL boards are synonymous with using an in-game timer (usually an end of mission screen). Continuing to use RTA will just set this board down the wrong path.
The main reason I feel only these missions should be included isn't because of the other boards, that's just an additional point, but because RTA begins with an arbitrary starting point and end point. Yes, a large amount of missions are missing, but you're still left with a massive list. The board isn't meant to exist in an attempt to get people to practice every mission. Also, I don't think the establishment of this board should be based around a current day belief that it will never become popular.
I picture other IL boards and imagine if they hadn't used the results screen time for their timing from the get-go. I'm positive these would be much less popular today or possibly would have never gained enough attention to grow if the game didn't give an accurate time at the end of the attempt.