It would be nice if the site supported streamable.com embedding with the run videos.
This would be good for runs that would be blocked/muted on youtube or even in general, because vids process really quickly on that website.
What about replay on SAM? The other day I got a late shot, even though my shot was normal. On the other hand, I triggered the bribe replays earlier than I'm used to, after the shot landed but before the plane blew up. I normally do it after the pane blows up.
Does it make a difference, or did I just mistime the shot? The packages landed as if it was a late shot, so one of them went to the dam side.
Should it be allowed to cheat tanks into the game to get rid of the traffic? It works the same way as glitching a lot of cars, except cheating a tank using GIVEUSATANK takes about 2s, and glitching a car takes like a minute.
Should it be allowed to transport cars across the blown up bridge by using the flying cars cheat? It would be useful for car bombs early game. There are other methods to achieve the same thing, but they are tedious and boring to do.
I think that as long as you can do the same thing without cheats, it should be allowed. So these things are okay in my opinion.
Of course, no cheats can be active during the IL, and mods are still forbidden during the setup and the IL. If you can not achieve the same result without cheats, then of course it's not allowed.
So if you have an opinion on this, feel free to respond in this thread.
It's very easy to spot suspicious runs in GTA games, this run is a pretty good proof for that.
In the case of a suspicious run, the runner can be called out in each individual case and then they can replicate the strats with keyboard cam or they can explain themselves as to how they did the strat as seen in the vid.
Or you can bring irrefutable evidence too for cheating, such as the mouse movement in this run.
I don't think GTA speedrunning is at the point where you'd need to take ridiculous measures on everyone so that the occasional cheater has a harder time with their runs.
[quote]a run must be live streamed with a live mic feed[/quote]
I'm not sure how my breathing pattern would make it easier to verify runs, because I wouldn't say anything and still be fine with that rule.
And commentary and/or streaming is not part of a speedrun so it shouldn't be required.
I added all the missions as ILs (except for Turismo, ToyZ missions and the checkpoint missions). I added Rigged to Blow (full mission) because it's very different from the game-defined IL timing.
Of course if anyone has anything to say about the ILs, please respond in this thread.
The rules are attached to the end of this post. The timing right now starts when you skip the first cutscene of the mission, and ends with the Mission Passed text. The exception is the Exchange, where it ends upon losing control, and Give me Liberty, where it ends when you trigger the club marker. These are defined in the rules of the respective ILs.
At some point in the future, the timing method at the start can be changed to correspond to the 0417 opcode, meaning when the fadeout at the start of the mission ends. If there is a functional autosplitter in the future that supports this, the timing can be changed to that. For the time being, skipping the first cutscene makes it more practical with manual splits/timing by the VOD.
Just FYI: try to skip the cutscene as soon as possible in all your attempts, because the rules might change in the future and you might end up losing time because of unoptimal cutscene skipping.
I only know the effects of the mission load and the quicksave tool on missions that I needed to practice, like the Exchange and SAM. I will probably end up going over most missions at some point to see what they do.
For timing, it should be easy enough to create an autosplitter that splits on opcode 0318 for mission passed and 0417 for start mission. However, I currently have no time to create that tool until early January.
Also, it should be easy to do it by hand, since 0318 happens the same frame Mission Passed appears, and 0417 happens one frame before the initial cutscene starts (so basically when the fade-out ends).
For the exchange, until the autosplitter is ready, I suppose we can time it until the loss of control. And if it becomes a thing, we can add X seconds to every run because the credits is the same length (assuming optimal cutscene skip).
The reason quicksaves and the mission loader are not allowed is that they mess with the mission script. Meaning that they ruin the timing for SAM shot, they delay gaining control during the Exchange, etc. Which means that they interfere with the original mission script, so they should be considered modded.
If you want proof of this, try doing the SAM shot from the mission loader or a quicksave. My setup will still work but you will see that the plane is early/late by like a second. It will become apparent if you try doing the Exchange from a quicksave.
Verifying that the mission script is altered by the quicksave is really easy if you know what effect the save has on the specific mission.
I would like the Exchange to be an exception because for that particular mission, it is more practical to end the IL upon losing control. Because of the fact that we can actually do that in the rules, I see no reason why it shouldn't be done.
Since the Mission ILs are a thing for VC, they could be a thing for GTAIII as well. The VC thread is here, where most things have been discussed already.
For GTA3, the reason I would like the mission ILs is that we could use strats that are not viable in an RTA run (New ADITO, Dodo E2G) and also we could come up with interesting ways to pass missions (glitched sports cars in useful places, car bombs, etc) so we could find new strats for mainly AM and 100%. The minor optimizations would be useful for mainly Any% runs.
The proposed rules:
-
- Timing starts when you skip the first cutscene and ends when the mission passed text appears.
-
- You can do any premature setup, like weapons, glitched cars, running rampage, car bombs, replays, etc
-
- Only one mission instance is allowed to be active at any time, no duping and no instapassing
-
- You cannot start from a modded save (mission loader, quicksaves)
-
- Frame limiter has to be On in the Settings
-
- Timing is RTA with a second precision, no load removal
If a mission needs special rules, they can be added to the mission's description. For example, I think The Exchange should end when you lose control, because the Mission Passed appears after the credits. The execution of the mission matters only up to losing control, so it would be practical to have it that way in the IL too.
If you like this idea or you object to it, or if you have anything to say, then post it in this thread.
- there should be mission ILs for SA and III too
- i don't think millis are needed, it's fine if there are draws. this way, people won't go insane shaving off frames
- when you skip the cutscene or when the cutscene starts. i prefer the skipping
- "when the mission ends". if there are confusing missions, clarify it in the description individually
- i don't really see why it shouldn't have an IL, worst case is that no one will run it
This new setup is for the vegeto strat with the M16 rampage. This way, you pick up the info marker first, then you search for a cop or copcar on the street. You find one pretty often, then you get the cop's pistol, take the copcar, optionally take damage here instead of Van Heist, then you pick up the bribe and continue as per usual. Vid below.
https://streamable.com/vgt1 (from current WR)
This setup seems a bit more consistent, and additionally, you always get both a pistol and the info marker with the copcar, so you don't end up skipping anything in exchange for timelosses later. So if you want to do PB attempts, I recommend this setup. Not for races, though.
Chivu started doing this setup in its current form first I think, the minor details were put together by various runners of the game
The April dates seem to be shortly after the midterm period, so that could be good for me. So I vote for April.
Uni ends for me early January, so I will have the whole month free until my MSc starts. During April, I will have midterms. February is good as well, though, maybe also March.
If the date is good for me then I could do a main category run for GTA3, sounds pretty good
But please try to find a better solution than that laggy-ass RTMP server, it was absolute garbage to commentate last time, because the video was lagging to a level that it was unwatchable. What was worse is when it was lagging on the stream. Runners streaming to hitbox and then the restreamer capping that could be a solution. Sorry for the off, I just wanted to put this out there so there is time to fix it maybe. It was the only big issue last time and it would be really good if it was fixed from now on.
I don't even know if All Missions is defined properly right now. What would you need to do to complete the category? All of the races, odd jobs as well (like car dealership and the dirtbike missions)?
If there is an exact definition for LCS All Missions like for GTA3 and VC, then I think it would be cool to have AM, especially if the category involved more things than just the remaining Maria missions.
What you are describing sounds like what we call the "sound glitch". You can reproduce it by disabling your audio device, no need to have any special exe.
It is currently not allowed in speedruns, because it is regarded as 'hardware modification' while you are playing the game. I suppose the reasoning for it being banned is the same as banning software modifications, like a custom .exe or improved handling files.
It is worth noting that in order to properly access the replay keys, you either play on keyboard, or you have to rebind them to the mouse/controller with AutoHotkey, because the F1 F2 F3 keys are not rebindable in the options.
Also, the Num4 and Num6 keys for turning the camera left/right (even when mouse is 'locked') are not rebindable either, but they are useful for some optimizations.
So you'd need 5 additional keys rebound somewhere if you don't play on a keyboard, so I would not recommend it.
I would also doubt that the controller provides some sort of advantage over the keyboard, so I think you should get used to the keyboard instead, because it's just a smaller source of problems (the only problem you may have is ghosting, but only if you have a bad keyboard).
Hmm, in GTA3, there is a similar thing with ambulance spawns. If you die for the first time in a new island, the ambulance sometimes won't spawn. But it never happens in Any%, only in All Missions, and it only seems to happen in Shoreside.
So it is kinda random, but it seems to only happen during the first attempt after you load the game. So reset might be onto something.
By the way, what we mean by "touching the barracks" is touching this building which looks like barracks to me. Not the actual vehicle.
Edit: I was stupid, I blocked something on srcom I guess a while back with AdBlock, and that's why the pictures didn't show up. My apologies.