tduva
Torenos Last Flight - Quick Comparison
updated
New strats:
52:30 Kidnap
1:07:45 Guardian Angel
1:18:22 Gauntlet
1:23:30 Gate Crasher
(Reupload because the original upload had a section frozen, despite the source file not having it.)
This run without commentary: youtu.be/FBZU-GjMRzw
Some silly mistakes, could save more time still, but overall pretty good. Definitely more satisified with this than not.
Leaderboards and info: speedrun.com/driver_pl
Driver Speedrunning Discord: discord.gg/yVph63FBwt
This run with commentary: youtube.com/watch?v=NKVlPY_HTOA
Leaderboards and info: speedrun.com/driver_pl
Driver Speedrunning Discord: discord.gg/yVph63FBwt
Throwing proximines over that fence is annoying, since they can easily get stuck on something when you don't throw them right. Still, I was able to use them a bit more effectively than last time. Shooting down the helicopter in the dark is a bit tricky. Overall it could be better, but it was pretty decent.
After increasing the Teargas capacity at the Bunker Shooting Range it only took me a few tries to get a new PB, due to being able to use gas on all waves. I also now had pipe bombs in my explosives slot which confused me a bit. Could have been a bit faster with placing down some proper Proxis (requires quite fast non-confused Weapon Wheeling) and some better aim/luck.
Wave 7 was interesting where no heli spawned, that happens sometimes.
World Record as of 2018-06-26
Game Leaderboards: speedrun.com/driver_pl
tl;dr With a weapon that slows you down while aiming: Crouch, then move, sprint and aim. Keep moving and aiming.
Shooting only works with certain weapons from the start (Flame Thrower, Minigun, Fire Extinguisher and Spraycan) and weapons you reached Hitman Skilllevel with.
Content:
00:00 Overview
00:38 Prerequisites (FPS/suitable Weapons)
01:16 Starting the slide
02:05 Slower slides
02:44 Sliding Speed with different Weapons
03:51 Sliding with Weapons you can't crouch with
05:01 Shoot while sliding
06:20 Sliding interrupted
07:12 Influence slide by moving direction
09:06 Sliding with Camera
Addendum:
09:55 Starting the slide faster
10:26 Sliding with boxes (Home Invasion)
World Record as of 2018-06-07
Game Leaderboards: speedrun.com/driver_pl
The first corridor is quite random, so it's not nearly as consistent as it may look in this video. Although after that, if you get it down well, it can be pretty consistent. So it's still important to practice in order to make use of any good RNG you get in the first corridor.
OHKO is a mod that permanently sets CJ to one health, so he dies when taking any kind of damage.
speedrun.com/gtasaohko
Subnautica v1.0
As to why that one guy faced and shot at me, looking at the minimap I think I actually may have been a bit too fast, so he was still only just looking in my direction.
OHKO is a GTA:SA mod that makes CJ permanently have one health, so he dies when taking any damage.
Leaderboards & Download (under Resouces): speedrun.com/gtasaohko
This video is part of a series: youtube.com/playlist?list=PLbIWfVsXgVgNxLbrRWeI29pfKzpIjbNdg
This video is part of a series: youtube.com/playlist?list=PLbIWfVsXgVgNxLbrRWeI29pfKzpIjbNdg
There were a few places that just went horribly wrong, like the birds fight where Alan didn't pick up one of the flaregun ammo, which took me completely by surprise at the end. I crashed my car a few times, missed some car teleports and kind of had forgotten which my walk key was, which messed me up a bit for the elevator skip in the mine. Not that bad overall (some stuff went pretty perfectly), but still not quite satisfied because of those silly mistakes.
A lot of stuff went wrong in this run, like dying on the troll bridge in Episode 6, going to the toilet and misjudging how much time I have ("C'mon, mister, I'll take you to Rose's trailer.") at which point I kind of wanted to reset but continued for practice - and a lot of small stuff that I usually rarely fail (a lot of "slow walking" skips and car teleports). Oh, and of course the bridge en route to the Coal Mine stopped me again, but at least I didn't get stuck completely this time.
Also the Bookstore opening went slow even though I thought I had it figured out, because Sarah did the slower opening (possibly because her "This town can't take this" was too late), which meant I went back to her too early and triggered the line anyway, which caused the really slow opening. Oh well, not a lot of timeloss, but kind of annoying.
Although on the plus side a lot of stuff also went pretty well, including many of MisterMunkki's new skips (like skipping the elevator puzzle in Episode 3 first try) and other new strats and improvements that weren't in my previous run years ago.
Overall I'm not really satisfied with the run yet, but it's pretty decent!
Of course I wouldn't actually use this while playing normally (seems a a bit weird, it's way too much fun grappling with the PRAWN through the ocean anyway), but it's a fun little bug I came across. Luckily you can easily swim back into the world, so you don't get stuck out-of-bounds if it happens by accident.
It works best walking towards a wall with the PRAWN and then exiting (sometimes it takes a few tries until it teleports you out on the right spot). The Seamoth can also be used.
Original video without commentary: youtu.be/INHXaMUZ9v8
## About the run
This run is NOT using the Woozie Skip, just the strats I know well enough to attempt in a run. My previous PB had NO dupes at all, hence the big timesaves.
This is an offline run, so no commentary, although I'm planning to add commentary to it talking about things.
Dupes:
- T-Bone Mendez (skips Mike Toreno)
- Ran Fa Li (skips Lure)
- Amphibious Assault (skips The Da Nang Thang)
- Highjack (skips Interdiction)
- Verdant Meadows (skips N.O.E.)
- Fish in a Barrel (skips Freefall)
- Black Project (skips Green Goo)
- Beat Down on BDup (skips Grove4Life)
- Los Desperados (skips End of the Line Part 1, and thus Gang Territories)
All those dupes are explained on the wiki: kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes
## Links
* Leaderboards: http://www.speedrun.com/gtasa
* Wiki: kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas
[Read on for more information]
Video with commentary: youtu.be/HaGsO_Wdi4g
## About the run
This run is NOT using the Woozie Skip, just the strats I know well enough to attempt in a run. My previous PB had NO dupes at all, hence the big timesaves.
This is an offline run, so no commentary, although I'm planning to add commentary to it talking about things.
Dupes:
- T-Bone Mendez (skips Mike Toreno)
- Ran Fa Li (skips Lure)
- Amphibious Assault (skips The Da Nang Thang)
- Highjack (skips Interdiction)
- Verdant Meadows (skips N.O.E.)
- Fish in a Barrel (skips Freefall)
- Black Project (skips Green Goo)
- Beat Down on BDup (skips Grove4Life)
- Los Desperados (skips End of the Line Part 1, and thus Gang Territories)
All those dupes are explained on the wiki: kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes
## Links
* Leaderboards: http://www.speedrun.com/gtasa
* Wiki: kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas
To block it you have to use the vehicle you came with, which prevents it from flipping.
To flip the car you have to hold Sprint (which skips the cutscene) and A (or whatever steer left is for you), so you flip over once instead of staying on your roof and inevitably exploding.
This is only a rough comparison, but I think it shows that both ways are roughly the same speed, so it mostly depends on what works better for you.
There have been other videos about this from other people, but I do like to add some nice overlays. :P
You can't dupe Los Desperados normally, because we haven't found a way to complete it yet without failing the mission, so instead it's being done twice in a row. For that, the second instance is started just before the first instance is remotely completed. You need to start the second instance exactly 3 seconds after the last line of the cutscene ends. For this the video shows two different timing methods.
For the Setup Mission 8Track you need enough Driving Skill, which means you have to get some Gold medals in Driving School in SF.
Wiki Page for this strat: kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes#Los_Desperados
The RNG for the "Setup after Jizzy" route was very good (Police Bike immediately) which can't always be expected. Driving could be a bit better here and there, but it should be good enough for a rough comparison.
Feel free to check if this comparison actually makes sense, since I may very well have overlooked something important.
If you enter it with a call ringing, you can just cancel the caller *after* it finished loading (camera jumps) or just go inside the building to have it cancelled there, which either way will set $ONMISSION=0 again.
Of course usually you wouldn't want to not have to pausebuffer this long, both because it's slow and it might not work depending on when you start pausebuffering. However this demonstrates that pausebuffering can help a lot with timing, making it very consistent when done correctly.
At the Ran Fa Li marker, wait for the call and hold it, explode the satchel and start the first instance of the mission while still holding the call. Let go of holding the call once the cutscene comes up to start the second instance. Duping the mission in the cutscene will prevent traffic from spawning for the first part.
In the car park, get into the car, hold Sprint and Move Left to skip the cutscene and roll the car over. Since there are two cars inside of eachother, the one you get in will most of the time start rolling, so doing this makes sure you roll over and don't get stuck on your roof.
The pickup on the Helipad provides 60 Rockets which can be used for LV (with duping strats), but you have to pick them up after you pass the mission, because the end of the mission removes all rockets from CJ.
Original video from Woox showing that this can be consistent: youtube.com/watch?v=-EbrbHq5rpg
Comparison between old and new strat: youtube.com/watch?v=G5yPhsqgnfo
You then have to carry the $OM=0 phonecall through Jizzy (Cutscene) and the actual Jizzy mission. This is done by cancelling the held call when the mission starts (which sets $OM=0) and then receiving the phonecall again just before the end of the mission, so finishing the mission sets $OM=0 again.
For Jizzy (Cutscene) you have to walk into the marker at the edge towards the building, so that CJ will walk out of it when the cutscene starts and you won't dupe the mission. You can let go of holding the call as soon as the cutscene starts and then wait out the cutscene until the call timer is ready for another call (in a run without the benefits of the info overlay you'd time it based on the cutscene), so that skipping the cutscene will put you outside again, where you can receive another call and then after that the mission (which is just a cutscene in this case) finishes and sets $OM=0 again.
The Jizzy mission automatically cancels the call when you skip it's cutscene. Don't accidentally dupe the mission. If you normally started the mission but you're $OM=0 (the mission marker is still there), then you can receive another phonecall just before the end of the mission, which you hold and then carry through until the T-Bone Mendez dupe. Holding that phonecall is a bit tricky, because you have to hold it before using your weapons to blow up the Limo. Since using a Rocket Launcher would force you to take the held call and you will automatically shoot your weapons while aiming, Satchels are used to blow up the Limo. You can also kill the drive in that first intersection, crouch down for higher accuracy.
The overlay shows the onmission flag, the call timer (how long since the last call/mission finish) and a short description of who is calling. The overlay updates by reading the values from the game's memory about every 50ms.
I did not find this duping method, I merely tested it and made this video.
The overlay shows some memory values in the game (updating every 50ms):
- "On Mission" shows the $ONMISSION variable of the game
- "Phone Timer" shows how long ago the variable that the game uses to time phonecalls has been reset (when you answer/cancel a phonecall and when you finish missions), which is only relevant when you can actually receive phonecalls
- "Current Call" shows a short description of the call this is currently ringing/being answered and "n/a" if the phone doesn't currently have a call ringing/held/answered (this it NOT the next call that WOULD come in if it was ringing)
The EXP points are different per skill and get increased by certain related actions, e.g. the Cycling EXP points get increased by driving around on a Bicycle. Once the EXP points have reached a certain amount (different per EXP points value), the associated skill gets increased and the EXP points get reset to zero.
While Skill/Stats themselves get saved/restored properly when you save/load a game and set to default values when you start a new game, the EXP points get reset to zero when you load/start a new game, except for the Lung Capacity EXP, Cycling EXP and Max Health EXP, which simple stay the same and carry over.
In addition, the despawn zone removes the vehicle you want to keep, unless it's the one you parked in the compound of the Meat Factory before you entered it. Otherwise you have to park outside the despawn zone.
The "Vehicle Reference" shows the value of the variable in the game script that tracks what vehicle you were last in, to demonstrate how it changes. As such, the vehicle switching I do in the video doesn't necessarily make sense from a speedrunning standpoint.
The "Vehicle Model" shows the value of the variable that is used to save the model of the vehicle you parked in the Meat Factory compound, in order to respawn it when you go outside again.
The values are interpreted as integers and are shown simply for demonstrating when they are set/changed.
From my testing, taking the highway seemed to be a bit quicker from Blood Bowl compared to driving to the garage and then taking the train tracks.
Holding calls in vehicles: youtu.be/nBfIiummlFs
Phonecalls Information: kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls
I did not find this, I merely tested it and made this video.
You can do Quarry style duping with the Bike School marker, which means the call is already ready when you get off the bike into the marker (and possible pause buffer a bit).
Once have started Bike School and have the call ringing at the same time, hold the call and quit Bike School, then just drive back and do the dupe.
How to hold the call is explained here: youtu.be/nBfIiummlFs?list=PLbIWfVsXgVgNRml7e0IHla_c3goKuG45o
Phonecall Information: kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls
I did not find this duping method, I merely tested it and made this video.
This could serve as a backup strat if you don't have satchels at this point or want to save time not getting them in the first place (although you'd have to do the other dupes more risky as well).
This might also be a bit quicker on the way back because you don't have to wait for the phonecall. Although since you have to rely on traffic RNG it would probably be rare to get back to the casino under 60s. Another advantage could be not getting shot up in the casino at all.
The disadvantages of this are having to blow up the Dozer (which might be a bit slower than just attaching a satchel) and not being able to take a bike if you have a weapon you can shoot out of a vehicle with (because you have to hold AltFire all the way to hold a call and would thus shoot all the time, which might be inconvenient).
(Uploaded 15.11.2015)
Pause buffering at the Quarry marker may improve the chances for it to work, not sure.
I explode the Satchel a bit before entering the marker so I don't have to wait that long and don't get shot as much. Be careful not to move to fast when hitting the marker though, because apparently you might walk past it and fail the duping.
Apparently CJ walks towards the doors during the fade-out, so make sure to slowly walk into the already visible marker from the direction of the stairs.
(Uploaded 12.11.2015)
The first timer is just the timer overall, the second the driving to Trucking and starting it, the third timer from starting Trucking to having both instances of Verdant Meadows started.
This skips N.O.E. which is about 3:45 long (from starting to getting out of the plane, including landing to get parachute).
(Uploaded 10.11.2015)
The first timer is overall, the second timer from when you have started Highjack (as you would without duping) to when you started Trucking.
(Uploaded 10.11.2015)
The first timer is overall, the second timer is from when you started Highjack (as you would without duping as well) to having Trucking started, the third timer from starting Trucking to having both instances of Highjack started.
As always, driving could be better. I could also have gotten off the bike earlier (which means the timing for the phonecall to start Trucking would be tigther).
(Uploaded 10.11.2015)
One example of a usage for this is doing the Fish in a Barrel Dupe without satchels: youtube.com/watch?v=-Dmipyr7CPA
Patrick made me aware that using AltFire to hold calls in a vehicle was a thing in addition to holding it on foot with Action which was already used before.
(Uploaded 15.11.2015)
Playlist des Let's Change Minecraft S2 organisiert von MotokosWorld (Beendet):
youtube.com/playlist?list=PLL86BsVZoDIe8_0TpYSNOSoeC_mRp8hI7


