Yeah I see, fair enough. Thank you!
Hello,
I think that it is needed that the timing rules are added to the official learderboards. If I didn't know that the the runs are timed in an RTA fashion, I wound't have any clue as to how I should time my runs.
In fact, the rules right now are pretty much just the name of the category with a couple of added words, but in no way do they help the understanding of the timing of the speedruns or add any kind of extra info (that are actually needed so that runs can be verified in an objective fashion according to the official rules (??)).
Another thing I do not understand is why the start of the run seems to be at the point when the player moves with the character and not when the character is selected. Again, it might not even be that "officially", I just have the impression that players tend to start the timer at that event.
Thanks in advance!
You literally can't beat the game without getting in the Dodo during Grand Theft Aero. So if you really want to make a dodoless category, you should find a way to instapass that mission.
Oh and you should learn how to fly the dodo because pretty much everyone agrees that it is the most fun part of the whole run/game.
Using this bump to drop down to the water is more consistent according to my testing. The problem with karl's setup is that there is a lamppost that is right in your way, hitting it kills your run. You have more lenience if you drop down to the water since you gain enough speed even if you hit the fence and stuff.
Oh and the TAS does pretty much the same strat (starting from 14:10)
the info is in the video, credits to bristtful for the strat, and vegeto_ for the driving setup. it is very consistint, i have never gotten a wanted star doing it
So the options and the votes are: 1 - one vote 2 - thirteen votes 3 - two votes
It's quite obvious that the majority of the community want the rules to include "if it can be done with pen and paper, allow it", regarding memory monitoring. Maybe in a rephrased form, such as "Every form of memory monitoring is banned except for autosplitters and the 100% checklist."
I think that everyone who wanted to vote have voted already, the rules should be modified accordingly.
The fact that it's not addressed in the rules means that it's allowed. That must change, in my opinion. I can't imagine people developing these tools just to cheat, especially that we are supposed to have trust in each other in the community. It's just a necessary formality, so we don't have the same conversation in the IRC about it again.
3 - it is the purest rule and the checklist and autosplitters are for show anyways.
Oh and #2 needs to be rephrased because it sounds kinda silly.
This is a vote thread regarding the potential banning of clearly non-legit uses of memory monitoring, for example: copcar "lockedness" monitor for GTA3, other RNG monitoring and so on.
The options are: 1 - rules should not change at all (right now they don't mention memory monitoring so technically everything is legit) 2 - put "if it can be done with pen and paper, allow it" in the rules, applied to memory monitoring (so that 100% checklist and autosplitters are still fine) 3 - rules should include banning memory monitoring altogether
You can include your reasoning in the post if you want to.
"Wrongwarping to that cutscene at the end of Exchange would mean that you beat the game, but just triggering the credits does not make the run end. "
wrongwarping from literally any point of the game to that point where i'd like to define 'the end of the game' is beating the game in my opinion. what you might not realize is that 'rolling the credits' means literally that and nothing more. it's just fancy letters on your screen while you are doing Liberator, uninterrupted. if you could justify that being the end of the game, i'd be amazed.
reminder that this exists
does that looks like beating the game? i dont think so. and so far most people seem to agree that just rolling the credits is not enough. i personally think that having the any% definition involve "rolling the credits" would be more arbitrary than the current definition.
Consistency issues with the sayonara megajump:
edit: karl you simply just went too low and hit the ledge just before the water you should've jumped earlier and therefore from a higher position
yes, you are right about the rockets, excuse my retardation. yes, it's fairly consistent, but the time save (20s max i'd say) is not worth the risk, IMO. although i still need to practice it extensively.
another thing is that i seem to be able to megajump on the docks as well, without dying. that saves time, too. although i have died once doing it
regarding what mh posted:
- 22:30 weather is usually good during sayonara
- the rocket launcher is at the other location (next to the tree) in the current any% route
- you activated the grenade rampage at around :30 while current route activates it at around :40. so it saved 10s
- based on the vod, with a faster jump setup you could activate it at :20, since you were 7s early in the vod arriving to US
i have not tested doing the actual mission this way, but
- you might not have enough time to record the actual rocket rampage replay and make it back to the club
- there are major consistency issues with the megajump strat, even though it usually works
- grenades for sayonara could be inconsistent, i need to test that
(I'm writing this directly to the forums and not the irc so that things that are written here can be referenced more easily.)
Recently, gael did a "GTA3 In-game 100% NG+" run and it got a misc category on the leaderboards. I don't think that said category is relevant or competitive enough to warrant its own category. I also don't understand why it's NG+, I don't think that the an in-game 100% run actually requires a replay that is recorded before the run (although I haven't watched the whole run). This way, the category goes against every other category on the leaderboards (all of them are non NG+).
Also, the category has less competitive potential than, say, Hooker% or 69% HP%, because of it being ridiculously long and repetitive for a misc category.
I'm not saying that gael's run is non legit or anything, I just think that it has no place on the leaderboards in its current form. So yeah, this should be discussed in my opinion.
As far as I know, AM was "invented" to be a practice category for 100%. However, the current route involves strats that are not viable in 100% (the Mike Lips instapass for killing Vigilante), and also, there are 100% strats that are not usable in AM because of the definition of the category (Gangcar Roundup instapass). Because of this, AM is kind of dysfunctional already, and as more instapass strats get found, this trend might continue.
There really isn't an actual problem with the category, but with new strats, it will lose its "traditional" relevance pretty quickly. Of course, it's a well established category and the definition is fine as well, and I don't really know whether it needs some changes since I'm not an expert, but feel free to give your opinion about this if you have one.
Since rolling the credits during Liberator or Wakagashira is theoretically possible (ask Nick), the Any% definition needs to be discussed.
As far as I understand, the current Any% definition does NOT end at the credits, in fact, it has nothing to do with the credits at all. In my opinion, this should most definitely NOT change. Rolling the credits in some random mission does NOT mean that you managed to beat the game.
Ending the run when you lose control when the final cutscene starts is fine, I think. Especially because (afaik) The Exchange is the game defined "final mission". And the fact that you manage to trigger the final cutscene of the game actually means that you beat the game. Wrongwarping to that cutscene at the end of Exchange would mean that you beat the game, but just triggering the credits does not make the run end.
So, we should discuss this matter before we can actually find the credits strat for runs.
Remote controlled Stretch with demolition derby possibilities. Needs the mission loader to work, you have to trigger Chaperone when you are in the Stretch during Chaperone already. #
How duping works: (Obviously, "duping" is starting a mission twice. "dupe and fail" is the process of duping a mission, then "failing" it (by dying/getting busted) to pass it) The current theory for how it works is this: failing the mission unloads one instance of the mission, and the removal of the things in that instance of the mission passes the other instance of the mission. For example failing 3 vans removes the vans from one of the missions, and because the game detects that the vans have been 'removed' the second instance of the mission passes it for you. That's why it works with the missions it has worked for.
How instapassing works: http://pastebin.com/t7WVsx0q
Understanding how it works is not needed to do runs, but it certainly doesn't hurt.
How to record a replay: F2 F3 F1 in quick succession, then wait for about .3s-.5s, then press F2 again. (you have to wait a bit before you save your replay because the rampage pickup cycle is .5s long, so if you have a replay that is too short, you might not trigger the rampage)
Explanation: The first F2 is not mandatory, but it overwrites your old saved replay (with about 30s of gameplay that happened before you pressed it), which is useful, because it deletes the replay you used in your previous run (triggering a replay from a previous run is not allowed in runs), and it prevents loading screens when you are making replays. So, because of this reason, I always start with F2.
Pressing F3 starts to play your currently saved replay, then F1 cancels it. This means that the replay cache gets cleared, so the replay you want to save starts from this point.
Then pressing F2 finishes your saved replay.
To trigger your saved replay, press F3.
Example of the process (look at key inputs):
#
How to do the dupes: save a rampage replay, then you have to "rempagestart" a mission. You have two options: "manduping" is when you run into the marker and press F3 just as you are stepping into it. This is inconsistent, but it is the fastest way to rampagestart Chaperone. Example (look at key inputs):
#
"submission starting" is when you have a submission (taxi, vigi, ambu, firef) on your capslock key (get into a car with a submission->start to hold capslock). Then, while you are holding Caps, you press F3 to trigger your rampage replay. When the RAMPAGE FAILED! text shows up, you release capslock. This should reset the On Mission Flag to 0. You may have to cancel the submission manually, you'll see.
Example: #
Instapassing doesn't need anything special, just look at the route here: http://www.speedrun.com/gtaiii/thread/vm6wy
Apparently it's the car that you get for the Thieves mission:
<blacklev>: powdinet and other 100% runners: when does the game say that "return when you aren't so busy" when you are trying to export a car? because the ghost stallion can't be exported because the game says that, could it be a mission vehicle?
<blacklev>: i mean ghost sentinel
<Powdinet>: it says that if you are in a mission vehicle or are in a mission with no set vehicle afaik
<blacklev>: which mission gives you a sentinel? one of the dog food factory ones?
<ultimaomega07>: thieves
<blacklev>: does it have a set color?
<ultimaomega07>: looks like it
<blacklev>: i guess it's blue
<blacklev>: then i'm pretty sure that is the car that spawned for me
<ultimaomega07>: dark-ish blue
<blacklev>: # that
<ultimaomega07>: ye
<blacklev>: can you visually damage that car in the thieves mission?
<ultimaomega07>: yeah
<ultimaomega07>: you can take off the door and shit
<blacklev>: if you store it in a garage, can you still visually damage the car?
<ultimaomega07>: never tried
<Gael>: blacklev: stap breaking gta3, just stap
<blacklev>: it seems pretty obvious that it is the same car i got
<Gael>: poor game
<blacklev>: but how the hell did that happen
This trick is frame perfect, cancelling the replay costs you at least 1 frame. It's bad. If you have a replay from another island so it starts with a load, you can spam it pretty much every frame in a very quick succession, so it's consistent.