Quantcast

Jump to content

» «
Photo

The Chain Game V2 16th Round

  • This topic is locked This topic is locked
209 replies to this topic
quartet1977
  • quartet1977

    Soldier

  • Members
  • Joined: 03 Dec 2005

#31

Posted 06 June 2007 - 05:27 PM

QUOTE (Gray_Eagle @ Jun 6 2007, 10:21)
Sorry i took so long, i had to re-install the games because as soon as i left the safe house the game would crash. I happened on other saves besides the chain game save so don't worry anybody

that's weird. the same thing happened to me on my turn. i played on the save game for a while and died. when i tried restarting, the game crashed every time. it also crashed on my other saves, which are version 1. i thought about re-installing, but i tried restarting my computer first. once it booted, the game played fine. anyone else with a similar experience?

Gray_Eagle
  • Gray_Eagle

    Professional Foo'

  • Members
  • Joined: 06 Feb 2007

#32

Posted 06 June 2007 - 06:09 PM

with mine, it would be fine until i left the johnson house. i could gather all teh ammo and change clothes etc., but as soon as i went outside it would crash after 2-3 seconds, and Vista would be searching for a solution to GTA_SA.EXE not responding.

quartet1977
  • quartet1977

    Soldier

  • Members
  • Joined: 03 Dec 2005

#33

Posted 06 June 2007 - 06:35 PM

QUOTE (Gray_Eagle @ Jun 6 2007, 13:09)
with mine, it would be fine until i left the johnson house. i could gather all teh ammo and change clothes etc., but as soon as i went outside it would crash after 2-3 seconds, and Vista would be searching for a solution to GTA_SA.EXE not responding.

i'm running vista, too. maybe that's part of the problem.

OrionSR
  • OrionSR

    Chain Game Development Team

  • Feroci Racing
  • Joined: 23 May 2007
  • None
  • Helpfulness Award [GTA & Modding]

#34

Posted 06 June 2007 - 09:42 PM Edited by OrionSR, 07 June 2007 - 06:44 AM.

Least favorite gang: Grove Street Families
Friendly game members killed: 91

WTH? Well, it seems we didn't have any running respect to lose yet anyway, but we've got some now so please lay off the homies. If you want their weapons then run them over. Shooting them will cause a significant hit to respect.

Running respect- bamspeed1298's Stats FAQ

Enemy gang members wasted= +0.03%
Police and drug dealers killed=+0.06%
Killing your own gang members -0.23%
Recruited gang member killed -0.08%

Taking over a territory +1.918%
(plus the gang members you killed for another ~0.9%)
Lose influence of territory -1.20


Total number of wanted stars attained 239
Total number of wanted stars evaded 121


It seems that every time we make an exploration into restricted territory the game continually ticks away more stars attained. Apparently, all of the stars that would have been cleared while just waiting around are still disappearing but another star is added. Not that it really matters, but I'd like to try to keep a low ratio of Evade vs Attained. So far, I've only found one plan that helps: Drive a police vehicle or aircraft.

Since few cop bikes spawn at a 4 star wanted level, I'll need to bring one with me. It isn't difficult to jump a cop bike across Flint Intersection or from the Panopticon to Fallen Tree. I can probably even ride one across the Panopticon bridge, but the narrow ledge tends to get CJ wet; I find the jumps to be safer. But getting a cop bike into LV will be difficult. I might be able to use rubregg's NRG jump (I've managed it once with a Freeway), but I suspect it might be easier to hang out in a safe zone on the side of the highway and wait for a cop bike to drive past.

But CJ can't hang out in police vehicles and aircraft forever, so I'm looking for other methods to make sure that 4 stars is persistent. Finishing missions won't help, but can't be avoided. I've stopped collecting bribes just for the fun of it. I'm wondering if staying in view of the cops, or maybe going on a rampage might make the stars stick better. As I understand it, only single stars get credited as cleared unless a Pay'n'Spray is used, or CJ changes clothes, haircut, or tattoos. I used to try to use bribes instead of the Pay'n'Spray, now I'll try to keep the stars until CJ can change or spray.

Edit: Upon further investigation, the running attained stars aren't accumulated in the cities. It's only in the SF countryside and LV desert that one star is generated after the next if CJ is out of sight of the cops.

blentz
  • blentz

    >/dev/null 2>&1

  • Members
  • Joined: 02 May 2007

#35

Posted 07 June 2007 - 03:02 AM Edited by blentz, 07 June 2007 - 03:37 AM.

I'll take a turn...

Mission: Catalyst
Called by: blentz
Link: http://gtasnp.com/2991
Status: Complete
Notes:
Completion: 19.25%

Girish
  • Girish

  • Moderator
  • Joined: 20 Apr 2006
  • India
  • Best Moderator 2011

#36

Posted 07 June 2007 - 05:19 AM Edited by girishb_86, 07 June 2007 - 05:40 AM.

I'll have a go............

Mission: LIFE'S A BEACH
Called By: girishb_86
Link: **Click Here**
Status: Complete
Notes: ---

Completion: 19.79%

Gray_Eagle
  • Gray_Eagle

    Professional Foo'

  • Members
  • Joined: 06 Feb 2007

#37

Posted 07 June 2007 - 05:46 AM Edited by Gray_Eagle, 07 June 2007 - 06:55 AM.

ill take one now


Mission: MADD DOGG'S RHYMES
Called By: Gray_Eagle
Link: http://gtasnp.com/2993
Status: Complete
Notes:

---

Completion %: 20.32%

OrionSR
  • OrionSR

    Chain Game Development Team

  • Feroci Racing
  • Joined: 23 May 2007
  • None
  • Helpfulness Award [GTA & Modding]

#38

Posted 07 June 2007 - 07:28 AM Edited by OrionSR, 07 June 2007 - 11:08 AM.

I'm up next.

Mission: Burning Desire
Called By: OrionSR
Link: <GTASnP>
Status: Complete
Notes:

Hippy Shopper is now an asset
Cycle Skill Max
Combat Shotgun to Hitman
Pistol to Hitman
Respect to 64%
Dated Denise
Ammo and Armor

Completion: 21.39%

rubregg
  • rubregg

    brainslug

  • Members
  • Joined: 03 May 2006

#39

Posted 07 June 2007 - 02:43 PM Edited by rubregg, 07 June 2007 - 02:54 PM.

QUOTE (OrionSR @ Jun 5 2007, 23:00)
I wanted to quote your post to figure out how you get the bright green text.

Since you're not the first to ask - it's
CODE
[color=rrggbb](..)[/color]
, where 'rrggbb' is a 6-digit hex number which represents 3 bytes. the first byte 'rr' (any value between 0 and 255 which is 00 and FF in hex) stands for red, the second byte 'gg' for green and the third byte 'bb' for blue (as in RGB). so color=FF0000 should be red , 00FF00 would be green , 000000 = black , FFFFFF = white etc.... --> mix at your convenience. (Photoshop's colour-selection menu gives you, among others, that hex number in a field somewhere near the bottom, it's labelled with a '#'.)


QUOTE (OrionSR @ Jun 5 2007, 23:00)
QUOTE (rubregg @ Jun 5 2007, 03:06)
Mission: 43 Horseshoes...

Of the Horseshoes that you collected, which ones required collection using an aircraft, parachute, or jetpack? (..)

Edit: I figured it out. I just had to take a fresh look without the wanted level.

These are in fact the 43 horseshoes I can collect without flying. The ones you mentioned specifically were actually some of the last ones for me to discover a non-flying way to.

I'd be interested if anyone knows a trick to get to the remaining 7 without flying. (Well, I guess the one on top of the Emerald Isle is out of reach...) I managed once to get to the one on the balcony of that huge chinese looking shopping square in NE LV but that involved one of those trucks with the ramp (Packer?), a car driven up the ramp - and if I remember correctly even a bicycle bunnyhopped onto that car, but that may have been during my efforts to get onto the roof of that casino on the Old Strip. Anyway, I will not even begin to try this on 4 wanted stars... lol.gif

QUOTE (cont...)
Speaking of Emerald Isle (the multi-story parking garage in north LV with all the annoying unique jumps), I noticed that you like to collect vehicles there. This trick doesn't work on PS2 (version 1, at least) since vehicles don't spawn in the garage. Down on the 4th floor, just before the ramp up to the next level, is a small ledge bordering a wall. If CJ hops over the rail and out of the garage, or drops down from the unique jump above (if you don't want the current vehicle to instantly vanish), and stands with a view of the garage, it it possible to spin in circles and force the game to continually spawn a new set of vehicles as CJ moves in and out of the zone. This area is relatively safe, except occasionally a small batch of cops will rain from the sky.

Ok - I don't have any console, so I wouldn't know, thanks for the info. smile.gif

--> those 'raining cops' are foot cops that spawn on the roof of the Emerald Isle. They can be seen on a parachute approach to the Emerald Isle as well. I think the cop bots live in a 2-dimensional world and know nothing about vertical coordinates, so they simply run towards CJ and go splash. lol.gif

It sometimes happens with cop cars too. On 4 wanted stars, try approaching the LV 'minigun garage' from the NW; I had a lot of raining cop cars when I turn around the last corner before I get to that garage. This is especially entertaining when the cop car in question happens to land on its roof. Listen to that distant boom while picking up your minigun... lol.gif


Edit:
...I used to pay attention to the wanted stars attained vs evaded stat, but ever since I found out that the game doesn't give you any chance to keep it level at all it's not one of my top priorities anymore. Especially since I discovered that erratic behaviour of wanted stars in locked off territory.

Since you appear to be doing some research into this, I just thought I'd let you know (if you're interested) that during my turn, I took one trip into LV. I basically stayed away from the desert, nearest I got was probably the northern horseshoe under the 'welcome to LV' road sign. I did commit a lot of crimes though and I picked up a few police bribes. I think I resprayed twice or three times in LV.

JAJ
  • JAJ

    -Hitdog-

  • Members
  • Joined: 25 Sep 2005
  • United-States

#40

Posted 07 June 2007 - 05:10 PM

It's been more than 6 hours since the last turn was completed. The 3-mission wait rule has been reset and anyone may now call a turn.

JAJ
  • JAJ

    -Hitdog-

  • Members
  • Joined: 25 Sep 2005
  • United-States

#41

Posted 07 June 2007 - 07:49 PM Edited by JAJ, 07 June 2007 - 09:14 PM.

my turn...
Mission: Gray Imports
Called by: JAJ
Link: <GTASnP>
Status: completed
Notes:
collected ammo
dated Denise to 60%
Completion %: 21.93%

OrionSR
  • OrionSR

    Chain Game Development Team

  • Feroci Racing
  • Joined: 23 May 2007
  • None
  • Helpfulness Award [GTA & Modding]

#42

Posted 08 June 2007 - 12:51 AM Edited by OrionSR, 08 June 2007 - 01:37 AM.

QUOTE (rubregg @ Jun 7 2007, 07:43)
These are in fact the 43 horseshoes I can collect without flying. The ones you mentioned specifically were actually some of the last ones for me to discover a non-flying way to.

I'd be interested if anyone knows a trick to get to the remaining 7 without flying. (Well, I guess the one on top of the Emerald Isle is out of reach...) I managed once to get to the one on the balcony of that huge chinese looking shopping square in NE LV but that involved one of those trucks with the ramp (Packer?), a car driven up the ramp - and if I remember correctly even a bicycle bunnyhopped onto that car, but that may have been during my efforts to get onto the roof of that casino on the Old Strip. Anyway,  I will not even begin to try this on 4 wanted stars...

Flying Horseshoes

I sometimes use the Mountain Bike that spawns at the Creek safe house to access the horseshoe inside of the Fuel Depot. I use the mega-hop feature/glitch to hop over the back fence where there aren't any foot cops to bother me. I tried messing around with this bike and was able to collect 4 of the 7 remaining flying horseshoe.

The one on upper level of the Chinese themed mall can be collected fairly easily by mega-hopping (fire uzi after bunny-hop) up to the roof from behind the mall where the cops don't bother him. Then it's not too difficult to climb over the roof, drop down to the 2nd level, and jump back up the wall to get back to the bike. I liked this method for this horseshoe. The Mt. bike isn't far and it didn't take long to make the hop, even with a wanted level. I think it's much safer than flying.

The horseshoe on the roof behind the 4 Dragons Casino Can be collected without a mega-hop if CJ's cycle skill is high enough. There's a ramp up to the roof on the the High Roller Casino two blocks north of 4 Dragons. From there it's not too tough to bunny-hop across to the Pink Swan. The bunny-hop from the Pink Swan to 4 Dragons is difficult without almost max cycle, but can be made without a mega-hop. I couldn't quite make it with the save you left me in the current chain game, so I drove all the way around the casino and mega-hopped up to the raised section of roof along the south east face of the casino to get a little extra height. But if you are mega-hopping anyway, it's a little safer to mega-hop up the back side of the Pink Swan than to hop across from High Roller.

The horseshoe on the sign of the casino with the Hotel Suite safe house on Old Venturas Strip can also be collected by mega-hopping from the street below. This area is especially difficult since there's a handful of foot cops spawning randomly on the strip, and there are several timed-impact cop car spawns on either end of the strip. So if you hang out in the area for too long trying to get the jump right, a half dozen or more cop cars will accumulate. Still, I kept messing with the bots and tying them in knots trying to figure out where I was going, and eventally made it up to the roof to collect the horse.

The horseshoe on the billboard over the freeway can also be collected with a mega-hop, but I found it extremely difficult to get the timing right, and still never made the jump until CJ's cycle skill finally maxed out. Mega-hop up to the northeast corner of the Chinese strip mall to get the extra height required. I haven't made a serious attempt to collect it with a wanted level, but I made a stab at it each time I was on the roof anyway after collecting the mall's horseshoe.

The only other horseshoe I thought might be within reach is in the inner tower of Come-A-Lot. I was able to mega-hop up to the landing just below, but CJ's head never quite broke the plane of the top of the tower, even with max bike skill. So, that leaves three, and practically four, horseshoes that cannot be collected without an aircraft - anyone want to prove me wrong?

I found it much easier to navigate a Mountain Bike in LV than I had originally thought. I started looking for routes with simple bunny-hops over walls to throw off the cops. It's actually a fun way to run from the cops. The mountain bike has excellent forward acceleration as long as nothing is in front of it (obviously, but this is where I kept getting caught). I was messing around with the wanted level active after collecting the 3 horseshoes I was testing. I mega-hopped up back of the Starfish Casino's construction sight and eventually made it all the way around to the tent of Clown's Pocket. I suspect bailing from the cycle as soon as the required horseshoes are collected is a much better plan, but it was still fun to find an alternate route. The mountain bike doesn't have any problems making the hop over the rail of the freeway bridge back to Los Santos. And strangely enough, the stars didn't start to clear automatically. I'll need to do some more testing with the bicycles, maybe they can be added to the no-lost-wanted-level vehicles like cop cars and aircraft.

Emerald Isle

My comment about Emerald Isle vehicles and the PS2 is mostly FYI that this strategy may not generalize to other systems. I try to chose strategies in my videos that can be used by people on any system, so I haven't covered Emerald Isle - it's a good trick though, I'm glad you covered it. Anyway, try this next time you parachute into Emerald Isle: Instead of landing on the roof where all the cops spawn. Land on the large roof section of the south east corner of the build (level with the 4th floor). Then find the narrow crack with the view of the garage, and move around to find the spawn zone. You should receive less damage from cops, and can spawn a vehicle that will suit you needs.

Stars Evaded

I haven't looked into this before. It was always a big mystery how the system worked. But now that I've got a better understanding, I'd at least like to stop the bleeding a little. The rampage idea didn't appear to work. I leveled up a pistol and the spaz inside of the hanger at the navy base, but still received incrementing stars attained during the trip back through the country. I wouldn't suggest that anyone worry about this stat other than: if you want to be really cool about it, paint or change rather than use bribes, missions, and saves to clear more than one star. I was just making the problem worse by clearing everything with bribes just to keep in practice. Still, the priority is pretty low, kind of like safe house visits and mission attempts: it's pretty cool to have lows stats and all, but nothing to obsess over. Also, the wanted stars count as cleared when using the Pay'n'Spray in restricted territory, so go ahead and paint away to keep the vehicles healthy.

Trains

I just noticed this, maybe everyone already knows: It's common knowledge that it's possible to ram a train through the barrier between LS and SF if it's going fast enough (and is going in reverse?). What I didn't know was that there is no resistance to the barrier between SF and LV when SF is still restricted. This makes trains an easy way to travel to LV from SF, and it's often a lot easier to get safely back to LS from LV than it is from SF. And for completeness: if you board a passenger train while in restricted territory, it will trip skip CJ back to LS. However, it doesn't always get the travel direction correct, and getting off in Market is a lot more dangerous than Unity Station where a quick dash through the ally leads safely back to the Verdant Bluffs safehouse.

So, am I way off topic with these comment?

blentz
  • blentz

    >/dev/null 2>&1

  • Members
  • Joined: 02 May 2007

#43

Posted 08 June 2007 - 01:08 AM Edited by blentz, 08 June 2007 - 01:38 AM.

I'll take a turn...

Mission: Robbing Uncle Sam
Called by: blentz
Link: http://gtasnp.com/2997
Status: Complete
Notes: Denise 72.00%
Completion: 22.46%

Has gtasnp been extremely slow or what?

quartet1977
  • quartet1977

    Soldier

  • Members
  • Joined: 03 Dec 2005

#44

Posted 08 June 2007 - 02:08 AM Edited by quartet1977, 08 June 2007 - 02:10 AM.

QUOTE (blentz @ Jun 7 2007, 20:08)
Has gtasnp been extremely slow or what?

this happens occasionally. a good, pop up-free, no wait alternative is unbase.

EDIT: i spoke too soon. i just tried that site, and it's not loading. mad.gif

Gray_Eagle
  • Gray_Eagle

    Professional Foo'

  • Members
  • Joined: 06 Feb 2007

#45

Posted 08 June 2007 - 03:07 AM Edited by Gray_Eagle, 08 June 2007 - 04:19 AM.

I'll take a turn

Mission: MANAGEMENT ISSUES
Called By: Gray_Eagle
Link: http://gtasnp.com/2998
Status: Complete
Notes:

Something very wierd happened after i had finished the mission. I was about a block away from the save house and naturally, i jacked a car (Taxi) to drive there. I got in as the driver blasted the horn and when i got in the horn went non-stop. I figured this was because i got in as he was half way through his tooting. I pressed the horn button (Caps Lock ) and the Taxi hopped in the air as if it had hydraulics. I pressed the keys for hydraulics, that would normally raise/lower the corresponding side of the car, but nothing happened. I got out then got back in, and the horn stopped and it wouldn't hop any more. Wierd.


Completion %: 22.99%

OrionSR
  • OrionSR

    Chain Game Development Team

  • Feroci Racing
  • Joined: 23 May 2007
  • None
  • Helpfulness Award [GTA & Modding]

#46

Posted 08 June 2007 - 04:40 AM Edited by OrionSR, 08 June 2007 - 08:32 AM.

I'll go next.

Mission: House Party
Called by: OrionSR
Link: <House Party>
Status:
Complete
Notes:

Denise gave CJ a Pimp Suit
Burger Shot is now an Asset
Chiliad Challenge Completed (3 levels)
A little more Driving Skill
Full Armor, and a little silenced pistol ammo
BP Tahoma in the Johnson's garage
(feel free to use or abuse the other collected vehicles)

Completion: 24.60%

JAJ
  • JAJ

    -Hitdog-

  • Members
  • Joined: 25 Sep 2005
  • United-States

#47

Posted 08 June 2007 - 10:26 AM

Checklist updated to here.

Girish
  • Girish

  • Moderator
  • Joined: 20 Apr 2006
  • India
  • Best Moderator 2011

#48

Posted 08 June 2007 - 02:58 PM Edited by girishb_86, 08 June 2007 - 03:08 PM.

It's been more than 6 hours since the last turn was completed. The 3-Mission Wait Rule has been reset and anyone may now call a turn.

I'll have a go............

Mission: DOBERMAN
Called By: girishb_86
Link: **Click Here**
Status: Complete
Notes: ---

Completion:
25.13%

OrionSR
  • OrionSR

    Chain Game Development Team

  • Feroci Racing
  • Joined: 23 May 2007
  • None
  • Helpfulness Award [GTA & Modding]

#49

Posted 08 June 2007 - 04:06 PM Edited by OrionSR, 08 June 2007 - 10:13 PM.

Taking a turn.

Mission:
LOS SEPULCROS
Called By: OrionSR
Link: <GTASnP>
Status: Complete
Notes:

1st place in 8-Track - Monster and Hotring Racer spawn at stadium
Did some gang wars while waiting for the mission time slot - Respect 100%

Completion: 26.20%


I've updated the link for Los Sepulcros; hope it isn't too late. I'm not sure how I got that wrong, sorry.

Note to JAJ: Next time you update the list, Bloodbowl and Kickstart have been completed.

JAJ
  • JAJ

    -Hitdog-

  • Members
  • Joined: 25 Sep 2005
  • United-States

#50

Posted 08 June 2007 - 09:46 PM Edited by JAJ, 09 June 2007 - 12:44 AM.

I'll take a turn...
The save that was uploaded as LOS SEPULCROS is House Party... monocle.gif moto_whistle.gif (I wish I could say that I never did that... smile.gif )
got it, thanks

QUOTE (OrionSR)
I've updated the link for Los Sepulcros; hope it isn't too late. I'm not sure how I got that wrong, sorry.
That's ok, no problem smile.gif I had to eat dinner anyway...

Mission: Reuniting the Families
Called by: JAJ
Link: <GTASnP>
Status: completed
Notes:
respect gained mission reward
Hitman level for Silenced 9mm pistol
bought a bunch of clothes at Didier Sachs, Victim, ProLaps & Zips
I think I lost a gang war while buying clothes - didn't see the warning that a territory was under attack but I did see something about I didn't contest an attack & respect was lost.... confused.gif
collected ammo
Completion %: 26.74%

OrionSR
  • OrionSR

    Chain Game Development Team

  • Feroci Racing
  • Joined: 23 May 2007
  • None
  • Helpfulness Award [GTA & Modding]

#51

Posted 09 June 2007 - 01:44 AM

QUOTE (JAJ @ Jun 8 2007, 14:46)
I think I lost a gang war while buying clothes - didn't see the warning that a territory was under attack but I did see something about I didn't contest an attack & respect was lost....

Nothing to worry about. We're going to lose the influence and the associate respect within the next few missions anyway. I can fix that easily enough.

blentz
  • blentz

    >/dev/null 2>&1

  • Members
  • Joined: 02 May 2007

#52

Posted 09 June 2007 - 01:48 AM Edited by blentz, 09 June 2007 - 02:37 AM.

I'll take a turn...

Mission: The Green Sabre
Called by: blentz
Link: http://gtasnp.com/3017
Status: Complete
Notes: -Denise, lost guns due to mission (replenished some stock for the next player - you shouldn't have a problem...), bought angel pine, whetstone, blueberry, dillimore, and palimino creek save houses. Didn't put hardly a dent in $36 million. Although we've lost all those gang territories, our respect level still looks maxed to me. And of course, SF is legitimately available for exploration now for those who don't know (I don't think that's anyone).
Completion: 29.95%

rubregg
  • rubregg

    brainslug

  • Members
  • Joined: 03 May 2006

#53

Posted 09 June 2007 - 03:11 AM

<...cough....ahem...>

may I proudly announce the release of my


Tutorial on locked-off territories / 4 wanted stars (including videos)

Learn about sneaking into SF and LV early in the game and do side-missions there. It's in this topic - kindly read it, rate it, and while you're there, drop me a line of feedback.

Thanks, and enjoy biggrin.gif

Girish
  • Girish

  • Moderator
  • Joined: 20 Apr 2006
  • India
  • Best Moderator 2011

#54

Posted 09 June 2007 - 06:47 AM Edited by girishb_86, 09 June 2007 - 07:02 AM.

I'll have a go.............

Bad News: New chain game. Same old glitch. The roads to Los Santos and Red County are still blocked.

JAJ
  • JAJ

    -Hitdog-

  • Members
  • Joined: 25 Sep 2005
  • United-States

#55

Posted 09 June 2007 - 08:28 AM Edited by JAJ, 09 June 2007 - 09:26 AM.

QUOTE (girishb_86 Jun 9 2007 @ 02:47)
Bad News: New chain game. Same old glitch. The roads to Los Santos and Red County are still blocked.
Thanks for pointing it out!
I'm on it, I have a theory... more later...

@blentz: Which version of the game do you have? Sorry about your turn, please feel free to take your next turn without compliance to the 3-turn wait rule. smile.gif

I did The Green Sabre mission & was able to get through it & found no barriers. I picked up some weapons & ammo for the next player.

My theory on this glitch: dozingoff.gif
Those that have V2 cause the game to glitch & keep the barriers when the mission opens a previously locked area. If blentz has V2 (I know that ryan92 has V2) it will add a little credibility but we've had this happen twice on ryan92 at this point in the game & once at the opening of the next locked area. If someone else with V2 can try this & report back their results that would be greatly appreciated. I think it's a glitch within the save & how it works with the two versions as opposed to being a problem with the V2 convert program. Just a theory...

Mission: The Green Sabre
Called by: JAJ
Link: <GTASnP>
Status: completed
Notes:
mission completed - no barriers
bought Angel Pine, Whetstone, Blueberry, Dillimore, and Palimino Creek safe houses
collected weapons & ammo
Completion %: 29.95% forgot to look, probably the same as blentz's turn..


Girish
  • Girish

  • Moderator
  • Joined: 20 Apr 2006
  • India
  • Best Moderator 2011

#56

Posted 09 June 2007 - 11:51 AM Edited by girishb_86, 09 June 2007 - 12:06 PM.

QUOTE (JAJ @ Jun 9 2007, 13:58)
My theory on this glitch:  dozingoff.gif
Those that have V2 cause the game to glitch & keep the barriers when the mission opens a previously locked area. If blentz has V2 (I know that ryan92 has V2) it will add a little credibility but we've had this happen twice on ryan92 at this point in the game & once at the opening of the next locked area. If someone else with V2 can try this & report back their results that would be greatly appreciated. I think it's a glitch within the save & how it works with the two versions as opposed to being a problem with the V2 convert program. Just a theory...

Your theory feels correct. That is quite possible.

I'll have a go now............

Mission: BADLANDS
Called By: girishb_86
Link: **Click Here**
Status: Complete
Notes: There is a Freeway in the garage.

Completion: 30.48%

blentz
  • blentz

    >/dev/null 2>&1

  • Members
  • Joined: 02 May 2007

#57

Posted 09 June 2007 - 01:26 PM Edited by blentz, 09 June 2007 - 02:16 PM.

QUOTE (JAJ @ Jun 9 2007, 04:28)
@blentz: Which version of the game do you have? Sorry about your turn, please feel free to take your next turn without compliance to the 3-turn wait rule.  smile.gif

You're right, it's V2. But my own saves don't exhibit this problem... I don't think they do anyway. I'll have to go double-check those bridges.

Could it be a problem not with the conversion program, but the initial save from pdescobar? Maybe next game we could try a new virgin v2 game save, unless folks really love those extra spawns.

Help me out, here, I'm confused over these bridge glitches. Naturally, I'll follow whatever rules the board decides, but when I downloaded girishb_86's save I found the Martin Bridge (LS to LV) to be open... that's not right, is it? I wandered over it and was rewarded with four star treatment! No barricades, no nothing.

blentz
  • blentz

    >/dev/null 2>&1

  • Members
  • Joined: 02 May 2007

#58

Posted 09 June 2007 - 01:43 PM Edited by blentz, 09 June 2007 - 02:20 PM.

I'll take a turn...

Mission: First Date/Small Town Bank
Called by: blentz
Link: http://gtasnp.com/3029
Status: Complete
Notes: New moves learned at the San Fierro Gym
Completion: 31.55%

OrionSR
  • OrionSR

    Chain Game Development Team

  • Feroci Racing
  • Joined: 23 May 2007
  • None
  • Helpfulness Award [GTA & Modding]

#59

Posted 09 June 2007 - 03:19 PM Edited by OrionSR, 10 June 2007 - 03:08 AM.

I'll give the next mission a shot.

Mission: BMX
Called by: OrionSR
Link: <GTASnP>
Link: <unbase>
Status: Complete
Notes:

Denise back to 100%
Michelle to 46%
Helena to 45%
Katie to 25%
CJ has 55% fat (dinner dates and coffee)
Driving Skill to 64%
Armor and Ammo

Completion: 32.09%


This may be way outside of the chain game rules, but here is a girlfriend supplement.

Michelle 96%
Helena 75%
Katie 55%

Ryan
  • Ryan

    Ginga Ninja

  • Moderator
  • Joined: 10 Apr 2006
  • Canada
  • Best Forum Ledby 2011
    Best Forum Ledby 2010
    GTANet Contribution Award
    GTANet Helpfulness Award

#60

Posted 09 June 2007 - 10:13 PM Edited by ryan92, 10 June 2007 - 01:39 AM.

Hi everybody im back finally. biggrin.gif

QUOTE (JAJ@Jun 9 2007 @ 05:28 )
My theory on this glitch: 
Those that have V2 cause the game to glitch & keep the barriers when the mission opens a previously locked area. If blentz has V2 (I know that ryan92 has V2) it will add a little credibility but we've had this happen twice on ryan92 at this point in the game & once at the opening of the next locked area. If someone else with V2 can try this & report back their results that would be greatly appreciated. I think it's a glitch within the save & how it works with the two versions as opposed to being a problem with the V2 convert program. Just a theory...


I just gave it a try and the baricades were still up. So it would seem that From now on Anybody who has V2 will not be able to do the mission "The Green Sabre".


@OrionSR: The thing you did with the Girlfriends. Um I dont quite know if you should have done that. If everyone did that all the time they did extra, It would be crazy around here. So lets say you took the max., 3 hours for your turn that would make the 6 hours since last turn rule up. So I guess it will now be reset. If I made a bad call sorry, just trying to keep things running good.


It's been more than 6 hours since the last turn was completed. The 3-mission wait rule has been reset and anyone may now call a turn.
(Continue from his original post)




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users