Comments
GermanyPatrick_8 years ago

Yes. The number determines the save slot. [gtavcsf4.b lands in slot 4]

GermanyPatrick_8 years ago

We are talking about seconds vs minutes lost. ^^

GermanyPatrick_8 years ago

Just Dildo Dodo and the points where the Japanese "press Circle instead of X" becomes relevant, afaik.

Dildo Dodo Ammu-Nation Hardware stores Race selection

Edit: I want to stress the "afaik".

GermanyPatrick_8 years ago

What about the Australian version? Does it support it?

GermanyPatrick_8 years ago

Early control sounds like something that can be figured out by someone who cares. Atm, that someone is not me.

GermanyPatrick_8 years ago

The problem that you probably have with JP is the cop car start. You can just do the Molotov start, though:

  1. After "An Old Friend", record a replay of the Molotov rampage (you have to start it for that).
  2. Suicide to fail that rampage.
  3. Hold the Paramedic sub-mission button, play the replay, let go off it. To be fair, the Ambulance can be locked, sometimes.

The second problem is failing Cherry Poppers instapasses. I am certain, though, that those are easier to do consistently than HtC x5 that you do in "international".

Anti explains how to do the instapass in a way you cannot fail (afaik - prove me wrong^^) http://www.speedrun.com/gtavc/thread/wqf6o It is a bit confusing, I have to admit, I should do my own video with a script to read from and showing button presses.

I do not see a relevant difference between the Steam and disc version but I don't know too much about it.

E: You might just be uninterested in JP, period. That's fine. If the problem is just that some strats suck too much, I highly recommend that you ask people if there are slow but less annoying alternatives. ^^

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GermanyPatrick_8 years ago

It can skip lines or "dupe"^^ them. Woox says you should experiment with different settings. If you put "keyboard" into the Windows search you should find where to set the "repeat rate".

I have not looked into this, yet, after all those years. ^^

I have found some things, woox quotes:

one thing i noticed is that after ive re-loaded and done nines and aks multiple times over and over, the skip become real easy to do and 100% consistent, but after i restarted the game everything changed back

You can search for yourself: gigantic google link

GermanyPatrick_8 years ago

The lag counting might be undebatedly wrong because lag can stop the timer for a frame just for it to be incremented twice the next frame and that probably gives you a boost which is supposed to even out the lag(Nick says that the ingame timer "speeding up" is like the speeditup cheat). At exteme lag I remember that I have noticed that myself while playing and good players probably notice it often.

GermanyPatrick_8 years ago

You are right. This forum needs a "move posts" feature for people like reset. :P

A timing method where you can take your sweet time skipping the first cutscene feels wrong to me. Having two different timing methods for WR and the rest also feels wrong.

"Games start when the initial loading is done" feels right to me. [People confused by "feels right" tell me what is not totally "feely" about deciding this^^]

Does ig time start after that no matter if the game was re-started before "New Game" or not?[initial loading]

Barely anyone seems to care so we could just use that then. Otherwise, we'd need some better "loading done detection". ^^

GermanyPatrick_8 years ago

Same but then I actually read them until the end :D Unless that was really there before this discussion or I misunderstand you. ^^

The video has to show that you're starting the run from a fresh game start, because not everything is reset correctly when starting a new game from in-game. Alternatively, add timestamps in the comment for all swimming sessions up to the first lung capacity upgrade when you submit a time, UNLESS YOU SKIP AMPHIBIOUS ASSAULT. More information here Any times that wish to be considered WR must be done from a fresh game start.

GermanyPatrick_8 years ago

Mod(s), can you tell us about rule changes in the future, please?

GermanyPatrick_8 years ago

I'm sorry to say but the "loadless" LiveSplit component is insufficient.

For testing purposes, I removed the LOAD_MODELS_NOW from the Vertical Bird script with Sanny Builder and got a "loading time"¤ of 0.05s instead of the 0.3s from before(for the loading between the intro cs and the cs with Toreno and CJ in front of the mansion, from now on called "Toreno load"). It should not make any difference, though (the models etc have to be loaded anyways). The 10-frame car recording loading was not detected, either.

¤time with loads - time without loads according to Blantas's component

Let's step back. No modding in the following part of this post unless said so explicitly. ^^ Definitions: "the timer" = some timer that was thought to always stop when stuff is loaded. When "the timer" is paused, loading is detected, there is no other way of detecting loads implemented into Blantas' component. "the component" = Blantas' loadless LiveSplit component

Loading consists of two parts:

  • First you request stuff, e.g. REQUEST_MODEL 382, etc.
  • Then you need to wait until it is loaded. Two ways: --- "force way": LOAD_MODELS_NOW freezes the game in order to load the requested stuff faster. This probably freezes "the timer", so it is detected. --- "natural way": just wait until the game has loaded the required stuff "naturally" (it might decide to do other things as well). This does not seem to freeze "the timer" so it should not be detectable.

The "Toreno load" uses both:

  • the "force way" for models/stuff: has been detected(now add modding: if you remove LOAD_MODELS_NOW it is not detected anymore).
  • and the "natural way" for "car recordings": it took 10 frames according to SCRLog - those were not detected.

Interestingly, though, all other loads in Verti Bird never use the "force way" but there, a lot of loading was detected. How does that work? I do not know. But if the component does not detect some loads, it is not a loadless timer.

I noticed that "load times" vary quite strongly. If I disregard the first Verti Bird start right after re-starting the game, I got a range of ~300ms. So always do multiple tests and average it out.

I got barely any effect of modding in Big Smoke (all the first loads combined without any differentiation) and that uses the "force way" quite a lot: modded(without LOAD_MODELS_NOW): 2.3 2.6 2.5 2.4 [seconds] unmodded: 2.7

Blantas likes this
GermanyPatrick_8 years ago

Firstly, take the Quarry call hands-free by taking it during the fade in Quarry. Hanging up works fine, instantly. There is no need to wait for those putting out/away the phone animations that way.

It might be slower even at a high distance. Running with jumps to preserve stamina is only a bit slower than running normally but lets you run much, much longer. You cannot do that with this slide since that would cancel it.

Even if that problem did not exist, this seems to save roughly 0.5s every 15 seconds, that's about 1s at the ~30s that the run to the crop duster takes and similar to the time it loses to set that slide up.

GermanyPatrick_8 years ago

It has happened to me twice and to Shadow Dog.

Just save/load after Saint Mark's, if you care about your run.

GermanyPatrick_8 years ago

You are trying to get an alpha version into the leaderboards.

It seems to stop during lag.

It might just die, let's see.

GermanyPatrick_8 years ago

It seems to stop during lag? I had some serious lag and just stood at some place and my timers went apart ("game time" and "real time"). I used two LiveSplit windows if that makes any difference.

GermanyPatrick_8 years ago

Wojtat: https://cdn.discordapp.com/attachments/271678111748194304/277578586138083328/unknown.png

The way it works is that it interprets a parameter as an opcode: 0002: jump [garbage] - so it just uses what is left over in ScriptParams[0] from previous commands which is 0. So it executes code from the very beginning of the script - "new game" stuff.

It is interesting that that does not crash the game, it does in VC. The game becomes quite unstable though, I had two crashes in a couple of minutes for seemingly no reasons (not script related, afaik).

It cannot be used in ingame hundo to buy properties multiple times, since for whatever reason all elements in the array that stores the handles of the property icons are set to -1.

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GermanyPatrick_8 years ago

You can switch controls to "classic" or whatever to get auto-aiming. You'll see it, no need for me to look up the name. :D

GermanyPatrick_8 years ago

I think the way this can be tested is if the "no-load-time" is the same for different hardware - you'd time from the mini-cutscene where the mission text appears until the moment the instruction text disappears ("get to x"), skipping the cs asap (verifiable in scrlog). (That's just one idea).

Lag does not pause the timer? Really only loading screens and replays do?

About Patrick_
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