Draw the line where tool-assistance becomes too much.
I'm in favor of banning it all as long as it affects gameplay.
I cannot blame him for not getting the idea that in a game cheats would be hashed but when lots of people have a different opinion than you you need to at least hear their side to see if they are indeed wrong. It is not too rare that opinions are popular because they are right.
A short explanation: cheats are hashed. So when you type INEEDSOMEHELP that is hashed to a number - say 0x798d7e9a (yes, this is a number^^) - and this not-so-readable number triggers the cheat for health, money, and armor. However, there are infinitely many strings that give you the very same number when hashed, e.g. HESOYAM. That is called a collision: different string, same hash. Some of these "colliding strings" can be activated with only three buttons. A very easy to hit one is DDDDDDDAAAAAADWD.
I keep hearing "encrypted" - it is "hashed", though, unless I am totally mistaken. :D
I am baffled. There are bajillions of ways people could cheat. Without looking the least bit suspicious.
We rely on people not being cheating pieces of shit. Cheating is if you submit to a leaderboards that has rules - you do not agree with entirely - but you do not stick to them. Do not submit to the leaderboards if you do not like the rules. There is no other solution when people disagree than to just use the most popular (it is more complicated, I guess) opinion and turn it into rules that everyone has to abide by.
Actually, we could make a variable. sPuke
What you failed to mention is that duped Vigilante is unstable. I do not know how unstable - it might be a 10% or 40% chance to crash. I could not reproduce it in 20 tries but that was with modding and reloading right before each dupe.
To be more precise, I modded some random mission to only include a bunch of NOPs and a wait with a nice offset that does not crash Vigilante. Then I used that to dupe Vigilante. I did not get a crash in 20 tries so I thought that that wait offset was stable since it skips quite a lot of Vigilante code - but the criminal counts as dead so it immediately jumps back to offset 1000 so it is unlikely that this offset is safer than the 300 Stowaway offset.
About 2a: I think it is impossible to make it to the D&B marker in 55 seconds. So you have to enter a cop vehicle.
The wait command you need for the instapass is used between ending a level (killing the threat) outside of any cop vehicle and you being back inside one. If it were possible time-wise, you could just drive from the hospital straight to the mission but since it is not, you need to kill another criminal. A consistent way to do so is buying a house which is funny but makes sense if you understand the internals. After the buy, do not enter enter a cop vehicle because then the game crashes. Start Dam & Blast instead.
I only tested the main loop waits right after the start of missions to fix the Vigilante stack - for both scm versions since barely any mission differs (10 or so). I can check out alternatives.
You will not convince me but you might surprise me, so go for it.
[quote] Someone tell me a good reason why this bullshit should be modded out but other bullshit should not.
Why not edit out random planes so that they don't crash? Why not patch some seemingly random crashes? [/quote]
Someone tell me a good reason why this bullshit should be modded out but other bullshit should not.
Why not edit out random planes so that they don't crash? Why not patch some seemingly random crashes?
It is counter-productive to shit at you without pointing out alternatives:
- ask in a stream
- ask in the Grove4Life Discord
Probably you already had 5000+ ammo. As your ammo goes above 10000 it is not displayed, anymore until it goes under 10000 again.
Thanks for the video, though. :)
I added S' tutorial to the second post of this thread. It is good. :)
There is a better strat for the lazy people among you. You make the Valets busy by first parking your own car in the parking zone while you are waiting for the ZR valet and then later parking his ZR as a second vehicle. That makes both busy eventually but it is slower than the proper strategy.
Probably Ben is right, I have read that a high frame rate makes this hard/impossible multiple times. As one guy on one forum claims, a low frame rate is also bad.
Can you verify your infinite ammo observation? It feels implausible to me that there should a glitch 1) this specific ("at this particular Ammu-Nation") 2) that gives infinite ammo, rather than the usual double-ammo 3) that I do not know about. :P Maybe you just made an innocent mistake, that is fine. Please just tell me. ^^
If you need a nice little program to create and share screenshots https://gyazo.com/
Some missions lower the friction of train tracks for non-trains for their entire duration.
If you load a save or start a new game, then the friction stays.
missions:
- Wrong Side of The Tracks (until killing every Vago) (30% friction)
- Snail Trail (40%)
- End Of The Line 3 (30%)
The strat is: Save before Snail Trail(I call it the "pre-ST save"). After Snail, save(post-ST save), load the pre-ST save and start the mission, then load the post-ST save and enjoy nice track friction until End of the Line.
The tracks on the way to Export might make it worth it. It is a must-use for non-LP ILs.
Powdinet quote: Not the most precise of tests because my driving is bad
For testing, you can use this speed-o-meter by Lighnat0r.
Source: http://gtaforums.com/topic/194990-gtasa-opcodes/page-21#entry4120462 Train tracks friction: opcode: 0A45 [set_rail_tracks_friction_to] Concerns vehicles driven over the rail tracks. setting is not overwritten by starting new game[or loading], default -1.0.
Some missions lower the friction of train tracks for non-trains for their entire duration.
If you load a save or start a new game, then the friction stays. So, if you want to restart your run in those missions you have to reset this effect yourself by failing them (getting wasted for example) or quitting the game and restarting it.
Discussion on uses should happen in a different thread: http://www.speedrun.com/gtasa/thread/vsunt/
- Wrong Side of The Tracks (until killing every Vago) (30% friction)
- Snail Trail (40%)
- End Of The Line 3 (30%)
Good job. :)
Tanker Commander: The cutscene after attaching the trailer to the ... whatever it is.
For exclusively sprint-skippable missions in cars you should bind a third sprint key that is not also a handbrake key; because that slows you down and prevents you from exiting the car. Cutscenes that can be skipped like cinematic cutscenes cannot be skipped by tertiary sprint, use LMB for those - again, if CJ is in a car.
The car is not destroyed, this is how it works: The game assigns a "handle" to each object it spawns. It can use that handle to interact with it etc, most importantly in this case it can check if the vehicle is wrecked.
The mission thread stores the gang car handle into a variable - say gang_car. It then keeps checking IF IS_CAR_DEAD gang_car
There are two kinds of variables: global variables that can be used in the entire mission script (for all missions etc) and local variables that can only be used by the thread they belong to - like the pimping thread in this case. gang_car is a local variable. Local variables that belong to missions are set to 0 when a mission starts. That is bad because when it then checks IF IS_CAR_DEAD gang_car since gang_car is 0 that means IF IS_CAR_DEAD 0 and a vehicle with the handle 0 does not exist. Non-existent vehicles count as wrecked.
So what happens is: you start Pimping once. Then you start it again, that starts another Pimping thread and sets all local variables to 0. The "old" Pimping thread fails due to IS_CAR_DEAD 0, the "new" one is fine because it creates a gang car and uses the handle of that car.
The solution is to convert one kind of thread (say Vigilante) into a pimping thread. To do so, start Pimping during Vigilante. The Pimping thread starts normally, the Vigilante thread now runs Pimping code (is "converted" into a Pimping thread). If you are lucky, it starts executing code before or at the part where it sets gang_car to the gang car's handle. If you are unlucky, it starts executing code later than that (skips it) and ends up executing IF IS_CAR_DEAD 0 - rip. Most likely, though, it crashes right at the start due to an invalid opcode. "Lucky" as in - the effect of "converting" one mission to the other is not luck based but you need to combine the right missions and that requires experimentation until you get lucky.
How I take calls in LV (all of them): Green Goo - at Rustler High Noon - in Misapp(after 1st dossier pickup) Freefall - in Misapp intro cs Saint Mark's - at Mafia casino (I land on the "roof" and take it before dropping, that skips the put-phone-away anim and the stumble when hitting the ground).
irrelevant calls: Intensive Care
What is suboptimal in the "MD early" "video":
-
the drive MD->Misapp that could have been 6s faster compared to Flying - the route makes quite a difference, I think. Maybe 4s are left to save for the rest of us rather than 6 for Flying. :D
-
the 2 calls before SMB (see first paragraph on calls). It takes 4s to run to the casino after the call is done that way - rather than the 15s plus 2s of put-away-phone animations. That is 13s lost.
The rest seemed fine according to my limited judgement. How convenient that to me it seems that only "my" route was done imperfectly (read: suspicious)...
That accounts for 17s of unfair difference. How fitting that that is exactly what the new route seems to save going by your video (read: suspicious). But do not take exact numbers seriously, including mine. The conclusion is that this thing needs to be retimed as well as possible to see what is actually faster: add micro-optimizations, per segment get 3 times that you consider "perfect" and average them. Compare with Flying to see where he gains time. Etc.
Or just do whatever route you want since the evidence does not strongly point one way or the other, yet.
Or do what you think is better going by consistency.
Edit: I think I was unfair - the inconsistent (due to traffic) MD->Misapp route might be turned consistent with despawning or camera angling to prevent traffic spawns.