Duping implies duplicating something, in GTA III, VC, SA and LCS you can duplicate missions by starting missions during missions (the same mission or not, it results in double the instances of the last mission triggered)
"Duping" in GTA IV is just a different glitch that abuses the same kind of mechanics to manipulate the onmission flag.
Why are we arguing semantics anyway?
The mission order for Stubbs Dirty Laundry is completely random (calculated as soon as you first call Angus for a job) and cannot be predicted in any way.
On When The Blue Chips Are Down, the final cutscene can be skipped as soon as it starts, but only when there is no audio file playing. The fastest cutscene skip is frame perfect (or close to it). More info on this here http://pastebin.com/LuQriQiU
On First Impressions, you can kill the congressman by aiming through the window outside (You'll know when to shoot when the aiming recticle shows his health)
On Phone Ho you can push the first two hookers to scare their clients and spawn the next guy earlier:
There are 4 categories of gang wars. Fortunately Rockstar is nice to me so explaining it is easy.
The first category contains all the Alderney spawns The second category contains all the Algonquin spawns The third category contains all the Bohan spawns The fourth category contains all the Broker/Dukes spawns
When the game starts the gang war script, it loads one gang war by default, the second spawn of the second category, which is the one in Middle Park. After this one is completed, the script enters its second state.
In this second state, the script checks every category. If the time of completion of the last gang war of a category has exceeded 2 minutes, it generates a random number (between 0 and 3 for Alderney and Algonquin, between 0 and 2 for Bohan. I'll get to Broker/Dukes later) and uses this number to determine the next spawn. Since all but one category has just been done, it spawns 3 gang wars on the map, randomly chosen from their categories. After 2 minutes have passed since you finished the first gang war, it will randomly generate another Algonquin spawn. These rules will apply for every gang war you complete from now on.
The only exception to the rule is Broker/Dukes. There are two spawns from that category (indicated by the map above). However, the programmer forgot (or maybe it was intentional?) to run the random generation, so the value will always be 0, which is the spawn in Cerveza Heights.
This means that exactly 2 minutes after completing the Cerveza Heights gang war, it will spawn again in the same spot, while every other category will spawn at a random location upon completion of a gang war in its category.
The racelauncher script is launched as soon as the Terry call finishes.
Upon launch, this script checks the player's position. Then, it calculates the distance between the player and all race spawns, and chooses the one with the lowest distance.
After finishing a race, either by passing or failing, the game waits 20 seconds and then runs the same calculation, but ignores any completed races (unless all of them have been completed previously).
If all races have been completed, the game runs the calculation after every mission or activity.
There is however still some uncertainty when it comes to missions. Some missions seem to randomly force a recalculation even if the player hasn't completed all races. I have been unable to figure out what causes this.
The mission order for Angus Bike Thefts is completely random (calculated as soon as you first call Angus for a job) and cannot be predicted in any way.
The bike probability for these missions is as follows:
Stripclub Hog, Take Out Liquor and Zorst Fumes -100% Hellfury
Delivery Boy's Harship -30% Sanchez -30% NRG900 -20% PCJ600 -10% Bati800 -10% Hakuchou
All other missions -10% Hellfury -10% Bati800 -10% Sanchez -10% NRG -10% PCJ600 -10% Hakuchou -10% -160618716 (I don't know what this is) -10% -571009320 (I don't know what this is) -10% -618617997 (I don't know what this is) -10% Daemon
The percentage award for the last mission is awarded roughly 0.5 seconds after the final cutscene fades out (before the credits).
This means that if you do Get Lost as the final objective, that is when the timer ends
(If anyone cares the address I found was 14779F00, didn't check if it stays consistent across sessions)
The percentage award for the last mission is awarded as soon as the final cutscene fades out (before the credits).
This means that if you do Departure Time as the final objective, that is when the timer ends
(If anyone cares the address I found was 1477A6A0, didn't check if it stays consistent across sessions)
"I shouldn't have to be forced into running a certain version to be compete with WR holder not that I am, but that is my point." Nobody is forcing you to run a specific version but yourself. An obvious thing a speedrunner has to ask himself when he starts going for WR is "Which version of the game is the fastest?". That's why you see OoT speedrunners, who used to play on iQue, suddenly move to a completely different system. If you don't want to be forced to play the fastest version, then why are you trying to get a WR?
I think at this point this is less about the legitimacy of the category or runs and more about "muh WRs". Just speedrun for fun and this issue does not exist. And if you think you'll have more fun going for WR, then you should switch to the fastest version.
Cycling skill is needed for Chilliad Challenge. If I recall correctly, S' PB did LS Courier so fast that he didn't have enough cycling skill for Chilliad Challenge and had to cycle for a few seconds
I agree, there is no reason for it to be misc.
This is probably faster for AM and maybe 100% (depends on route)
Just start Shima and then Casino Calimity. Pretty simple.
Start Uzi Rider and then Grand Theft Aero. After a few seconds the game tells you to go up the lift. Mission can be completed, but a second instance remains active, which can be cancelled with Multistorey Mayhem.
For a in-depth explanation for how this works, Nick did some research which can be seen here: http://pastebin.com/C349J6qD
This doesn't seem worth it for any category, as Gangcar Roundup instapass is probably more valuable in 100%, and doing BBS in Any% is obviously much slower. Maybe for All Missions, but it would depend on setup time + reroute. Either way, I'm posting this for purposes of documenting the skip and as a reminder that there is still much to test in this game that can lead to interesting discoveries.
Credit to Vegeto for discovering this skip.
A. Whether someone has run the game before is irrelevant. A is the only correct decision when you examine the facts.
GTA III 100% doesn't include Securicar Garage Exports GTA SA 100% doesn't include Burglaries, Beat the Cock, videogames, Unique Stunt Jumps, etc. GTA TLAD and TBOGT 100% don't include the 25 extra gang wars needed to unlock all the weapons.
All of these categories are defined with the in-game definition, when a more correct 100% could be defined by the players, and none of them have something dumb like "Oh by the way this is the definition the game developers intended" in the category name.
I don't understand why GTA V runners keep trying their hardest to distance themselves from the rest of the GTA speedrunning community, but I guess this thread isn't supposed to open that particular can of worms.
Phone cancelling strats applied for the unskippable This Shit's Cursed call
Here's a video of the glitch Nick described (I drown myself to regain visibility)
There is no point of adding a category with no runs to the leaderboard. Furthermore, following the definition of All Missions, this list is incomplete. A more accurate name would be All Story Missions.
There has been multiple discussions about this category in the past, I suggest you look around and read them.
The video you linked doesn't trigger the credits via a glitch, it warps the player to the Hall of Fame room, which triggers the sequence that starts the credits. It's very different. In this case, the game marks the Champion League as complete, including registering your party to the Hall of Fame, then saves the game and starts the credits. The GTA 3 equivalent would be doing a glitch that triggers the final cutscene of The Exchange, which will trigger the credits as part of the mission script.
Edit: Also noteworthy, there was a TAS for a game (I think also Pokémon?) a while back that was submitted where the TASers found the functions that prints the credits and activated that function with Arbitrary Code Execution. It was rejected because the verifiers felt it wasn't "beating the game", it was just tricking the game into printing the credits