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GTA: San Andreas "Burning Desire" glitch [iOS]

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rhysj01
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#1

Posted 09 June 2014 - 05:11 AM Edited by rhysj01, 09 June 2014 - 07:18 AM.

hey I'm having trouble with my gta San Andreas game on my ios ipad 2.

I have to go and save my future girlfriend from a burning building that I burnt then I go into the building and save her then it goes into a cutscenes where she is supposed go run out of the building but instead nothing happens so I skip it and then CJ and the girl talk and then I'm supposed to take her home but she's invisible so I just drive to her house and then it says pick her up but there is nobody where she is supposed to be could you help me.

P.S do I have to look at all the cutscenes from start to finish because iv'e seen a gameplay on burning desire and he looked at all the cutscenes and didn't have this problem.

khsh97
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#2

Posted 09 June 2014 - 09:38 AM

This problem only occurs in ios. There are already few topics regarding this burning desire ios glitch. This problem didn't happened to me because i am playing on android so I could not figure out what is causing the problem. I think the only way to resolve this problem is to load a save game in which this mission has been passed. May be the giltch occurs due to completing "robbing uncle sam" mission before this mission and figure it out when i load the save file of a guy who had exactly same problem like you. When I tried to do this mission on his save file cj was trying to lift up windows like he was doing "robbing uncle sam" mission.

My advice is that first of all start a new game and complete this mission before robbing uncle sam mission. If it works fine then we will identify the cause of this glitch and this resolve the problem of alot of ios users.

But if it did not work then load the save file which i am providing below and then you can continue your game

Link: http://gtasnp.com/download/42442


OrionSR
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#3

Posted 09 June 2014 - 05:02 PM Edited by OrionSR, 09 June 2014 - 05:37 PM.

If this is a save related glitch (seems likely at this point)  then I'd like to help. I have a great deal of experience with SA save glitches but I'm extremely handicapped in this case as I can't run any tests on my own. I have examined iOS and android saves and am familiar with their unique characteristics; I don't expect that to be a huge barrier.

 

khsh97, would you like to tackle this glitch with me? Oh, wait - you are on android, but can test for the glitch if it is present or not on an iOS save, right? We can work with that but eventually we're going to need a dedicated iOS player willing to recreate the glitch on a new save once we narrow down how it might be happening.

 

I'm going to need a lot of data, but some thoughts for in-game fixes. Will triggering a Burglary mission before Burning Desire clear the glitch? Start the mission, fail early, and start again - any better? Can CJ enter and exit the Jefferson Motel without getting to far from Denise?

 

My best guess is there is a problem with the door object, so I'll start looking there. I need as many examples of pre-Burning Desire saves with the glitch as possible; I'll put in a request to Samutz at GTASnP to have them flagged to avoid expiration. I also need a decent sample of unglitched saves that are as similar to the glitched examples as possible. I can work with Android saves to start with but an unglitched iOS save or two would be particularly useful.

 

I may have both iOS and Android scripts. I thought they were identical but I'll check again.

 

Invisible Denise? I wonder if we can work with that? Just for fun, you could try painting her with Satchels (next to Montgomery Horse Betting) so you can keep track of where's she's at. You might be able to fix her world if she is a passenger on a bike when you go through the yellow elevator door to the top of the LS tower. I'll see if there are any other available interiors where she might follow - 10 Green Bottles? Disco Bar? This sounds like it might be more of something fun to play with rather than a practical solution.

 

Update: Every video example I can find shows no door object at the end of the mission; the door explodes during the cut-scene before Denise breaks the window and screams for help. This door is a temporary object controlled by the mission. The usual door that is placed by the intro scripts gets destroyed at the beginning and replaced end of the mission. I'm going to check the save I found in the mission help topic to see if I can find a second instance of the object. 


khsh97
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#4

Posted 09 June 2014 - 07:47 PM Edited by khsh97, 09 June 2014 - 07:54 PM.

@OrionSR

The users who have glitch in burning desire haven't provided their save file. Only the guy in this topic http://gtaforums.com...itch-stuck-ios/ has provided his save file. And when I load his save, it starts from this place with two stars as in this screenshots

Link to the screenshot: http://i.imgur.com/4btyc8j.jpg

 

After starting the mission, when I was going near windows to broke them cj was lifting windows like he was doing burglary

link to screenshot: http://i.imgur.com/lGmOX2W.jpg

      2nd screenshot: http://i.imgur.com/BaAx0fY.jpg

 

But i managed to throw molotov cocktails into windows. After throwing molotov cocktails into all the windows this was the cutscene

Link to screenshot: http://i.imgur.com/bXlVXtC.jpg

 

After I rescued denise robbinson, she was stucked at the door 

Link to cutscene screenshot: http://i.imgur.com/WCDM1xQ.jpg

After cutscene screenshot: http://i.imgur.com/PE7kl2u.jpg

 

I can enter jefferson motel

screenshot: http://i.imgur.com/pzfKW5x.jpg

 

If i throw molotov cocktail at the door denise got killed

screenshot: http://i.imgur.com/J4eRmgu.jpg

 

These were the thing that happened in the save file of OP of http://gtaforums.com...litch-stuck-ios

 

If the ios users who have glitch in this mission can provide their save files then I can test their save file for all the things which you have described above.

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OrionSR
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#5

Posted 09 June 2014 - 09:36 PM Edited by OrionSR, 10 June 2014 - 12:36 AM.

It looks like there are 3 door objects in this save. I could try hacking out the extra two, but that's a fairly brutal edit and prone to causing problems. Can you run Cleo for Android? This should be a really easy fix with a script. I can pull the required indexes out of the save file. In the mean time I'm going to look into moving them somewhere. I've got some settings in mind but I'm not sure if I can make this edit manually.

 

http://gtasnp.com/download/42569

 

See what you can make of this save. The 2nd extra door is 5 meters north, and the 3rd another 5 meters north. If it works, let me know if they can be destroyed or anything interesting. I can't tell why some of these settings are so different. The remaining door, the first door, should get destroyed and replaced as expected during the mission.

 

Update: it looks like the door objects can be broken by smashing into them with a vehicle. I had no trouble ramming a bike through the door on PC. See what happens on Android. Sometimes these things don't work the same way on different systems. Breaking all doors before the mission should allow the player to complete the mission normally, and a new door will be placed at the end of the mission. If this door is broken it will probably remain that way for the duration of the game - broken, but in memory.

 

So now that we know what to look for perhaps we can figure out how it's happening.  I suspect it has something to do with slot 10 saves. That filename is buried in the header info but I'm not sure what to make of it. Only the intro mission and Burning desire mission create this object in this location, so we can probably narrow the search down to something that happened during the mission.


khsh97
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#6

Posted 10 June 2014 - 08:01 AM Edited by khsh97, 10 June 2014 - 08:02 AM.

I loaded the save file which you provided above. I started the mission and still cj was lifting the windows but I managed to throw molotov cocktails into all the windows. After i finish throwing molotov into all the windows, this was the cutscene

Link to screenshot of cutscene: http://i.imgur.com/fjlosfX.jpg

 

After I rescued denise she was stucked at the door, so I smashed the door which you have placed 5 meters north with the vodoo. After smashing your door I tried to smash the door through which denise is stucked. So when I smashed the door with vodoo, the door got broken and denise got killed.

Link to screenshot: http://i.imgur.com/RYxWtLu.jpg

 

On My second attempt of mission, I tried to smash the door with the vodoo, The door did not broke but denise got killed.

 

I haven't tried to smash the door with the bike because i do not know nearby spawn location of the bike and do not want to go far away to fail the mission.

 

One thing I tried before starting the mission, I went to that place in that cop bike and tried to smash your door, your door got smashed and when I tried to smash the door of the house through which denise always got stuck, it was not smashing.

 

So if you know location of the bike then i will try with bike as well.

 

And for slot 10 save files, I usually don't use them. Once i tried to resume the game (using save slot 10), the game got resumed where i left it but the colours of the territories got disappear from the map. And When the other gang attacked my territory and defended it, the colour of the territories got reappeared. Thats why I do not use save slot 10 file to resume the game as they have unpredicted behaviour. Also if you have a vehicle nearby usually taking snapshots and the game got crashed, after resuming you will be in the same place where the game was crashed but there will be no vehicle. This happened to me two times during my mastersave. For me the save slot 10 save file is useless.

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OrionSR
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#7

Posted 10 June 2014 - 08:39 AM Edited by OrionSR, 10 June 2014 - 08:41 AM.

Strange. i thought for sure that door in the doorway would get destroyed by the scripts. I'd really like to see a cut-scene screenshot after all doors were smashed before starting the mission. Actually, for clarity, I should bring the first door out a ways to distinguish it from the replacement door. The 3rd door doesn't seem to be appearing.

 

http://gtasnp.com/download/42571

 

Is there a 2nd door even farther out and no door in the doorway before starting the mission? What does the cut-scene look like for this save if no doors are destroyed before starting the mission?

 

Anyway, I think the best solution will be one that doesn't require editing, so I suggest smashing all doors before starting the mission on the original glitched save. See if that allows Denise out of the building.


khsh97
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#8

Posted 10 June 2014 - 09:51 AM Edited by khsh97, 10 June 2014 - 09:55 AM.

I tried your second save file, there were three doors before starting the mission

link to screenshot: http://i.imgur.com/PULVzaa.jpg

 

But there were two doors during the cutscene

link to screenshot of cut-scene: http://i.imgur.com/1BjVwyM.jpg

 

But what actually worked was original glitched save

I loaded original glitched save, and before starting the mission, i went there and smashed the door with the cop bike and the door got smashed

Link to screenshot: http://i.imgur.com/91vNUAx.jpg

  2nd screenshot: http://i.imgur.com/wjtS1zp.jpg

 

After smashing the door I started the mission and in the cut-scene the door got broken

Link to cut-scene screenshot: http://i.imgur.com/AjmzwOf.jpg

After cut-scene screenshot: http://i.imgur.com/fWiiyQO.jpg

 

after i rescued denise she went out of the building

link to screenshot: http://i.imgur.com/S8ok31c.jpg

  2nd screenshot: http://i.imgur.com/GLZ8Si0.jpg

 

And then i completed the mission

on the way screenshot: http://i.imgur.com/UVtu6w5.jpg

                                     http://i.imgur.com/FlrMbPh.jpg

Mission passed screenshot: http://i.imgur.com/SVhdTXa.jpg

 

So original glitched save file worked. Smash the door before starting the mission and the door will be broken in cut-scene during the mission and denise will come out of the building.

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#9

Posted 10 June 2014 - 06:54 PM Edited by OrionSR, 10 June 2014 - 06:59 PM.

Well... crap. It looks like I forgot to move one of the doors. But the door I thought should disappear during the mission did, so I think most of my calculations are working out correctly. I'm a bit out of practice, and terribly frustrated that I can't run any of my own tests. So thanks for the help.

 

Progress so far:

 

Why is the glitch happening? There are extra doors in the save.

What is the easiest solution? Break all doors with a bike before starting the mission (or entering the building).

 

How are extra door objects getting added to the save? This is a pretty serious concern. Breaking the doors may get CJ through the mission but they don't disappear from memory. In my experience, adding extra objects to a save frequently led to stability problems in my custom starter saves. If other missions are adding objects too things can get rather cluttered.

 

Can you find or craft a perfectly normal  pre-Burning Desire save that mobile players on either system can download and play around with? Something with the firefighter mission completed would be helpful. I'm looking for something with only the original door placed by the intro mission.

 

It might be worth the trouble to play around with this mission on Android to see if you can possibly recreate the glitch on that system. I'm highly suspicious of slot 9 and 10 saves, quick-saves, or save-state saves, or however that works. It doesn't seem likely that normal saves would cause this problem or we would have seen it long ago.

9F 0D 13 45 DA 60 92 C4 7D AB D7 41

Above is a unique hex-value (the coordinates) that can be used to search for each instance of the Burning Desire door in a save file using a hex editor, like HxD. If you can find this hex-value more than once then there is a problem. But then again, if CJ runs around the house after the cut-scene and sees a door in the doorway you already know there's a problem. (If you are up to it then try the hex search, otherwise I need this for future reference.)


khsh97
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#10

Posted 11 June 2014 - 05:22 AM Edited by khsh97, 11 June 2014 - 05:24 AM.

Can you find or craft a perfectly normal  pre-Burning Desire save that mobile players on either system can download and play around with? Something with the firefighter mission completed would be helpful. I'm looking for something with only the original door placed by the intro mission.

 

I have a very sipmle starter save in which firefighter, paramedic,taxi,pimping,roboi's corier mission ang burglary mission has been completed. If you want pre-burning desire save then I can play till there. Also I have another half master save which is 10.70% completed including vigilante mission in it.

 

 

I am also suspicious with slot 9 and slot 10 saves and never used these slots to load my game.

 

If you can give me some tips about recreating this glitch then I will try to recreate this glitch in normal save.

 

I do not have any knowledge of hex editing but I will look into it if I can find this value more than once but don't expect anything from me regarding hed editing.


OrionSR
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#11

Posted 11 June 2014 - 06:19 PM Edited by OrionSR, 12 June 2014 - 03:55 AM.

Any save with firefighter completed should do, but something crafted from a decent LS master should be even better. I just want to have a known sample to offer to anyone willing to run a few tests. I can't see how anything done before Burning Desire can possibly have any effect, and so far I haven' been able to detect any important differences between Android and iOS saves, so it should be a valid test save to start with.

 

Recreating the Glitch Tips: To be honest, I'm not sure what to suggest other than, please run lots of tests using slot 9 and 10 saves. And if you could, please explain the differences in how these saves are made. I'm not all that sure what save options are available on mobile devices - I'm assuming quick-save in slot 9 and save-state in slot 10. All I know for sure is that slot 10 saves are much larger than the other, and slot 9 saves look almost identical to normal saves. I'm guessing that quick-saves can't be made during missions (can't save vehicles? CJ always spawns facing north?).

 

Slot 9 and Slot 10 saves include their save names hidden within the Save Name string at the beginning of the file. I suspect that if a slot 10 save is loaded and then saved to a normal slot the hidden filename will remain unaltered. This is the case for the one known glitch save we have. I suspect it has been a slot 10 save more recently than a slot 9 save, but it's really hard to tell with so few examples. If I could just run a few tests of my own I could clear up a lot of confusion on this issue, sorry. If you get HxD working this is really easy to check for; the string is easily read in plain text near the top of the file.

 

Eventually I may want to see examples saves for the following scenarios, but for now I'm mostly brainstorming testing ideas. Try anything you can think of to make that mission run again and again. You're first clue that you are on to something will probably be the extra door after the cut-scene. Send me that save and while you are fidgeting for confirmation try that hex search.

 

Baseline pre-Burning Desire save.

Mission completed normally without fail and saved on a standard slot.

Mission failure and retry, normal saves only - before and after the cut-scene where the temp door explodes.

If possible, save and quit in the middle of the mission, resume and don't fail.

Save during the mission while making incremental progress, failing, and reloading to make more progress.

 

Expect to be completely baffled by the information displayed by a hex editor. It's showing you raw data and it can take a long time to get used to it. PS2 players work this this type of data all the time with Cheat Device codes; it's not super high level stuff. A simple search is a great place to start. You don't need to understand the data; just count how many times it is found.

 

And with that in mind, I'm going to try to figure out why the object properties are different for all three doors. As far as I can tell, the original and replacement doors always have consistent properties (if they don't get broken). That's the door that disappeared on it's own during the mission in the test save. So I figure that the other two doors might be temp doors. Unfortunately, the object structure in the save file has only minimal documentation. It make take a while to figure out if I can't find comparable documentation for objects in memory.

 

Update: Very strange. One of the glitched doors is destructible, a flag only applied to the temp door, but it also has the explosion proof flag - only. None of the scripts I have show only this property being applied to this object, or any object for that matter - it's either all 5 or none at all.

 

_______________________________________________

 

Update 2: So I got to thinking, why would this door be so prone to duplication? The header of the save's object structure includes an item count, 120 in this glitched save. A normal beginning save only has 71 objects, but this total changes a little as the game progresses. I'm not exactly sure of the details, but it certainly shouldn't be adding nearly 50 objects just during the early LS missions. I'm surprised that this isn't causing serious stability issues. I only added 14 new objects to my custom saves and I worry that's too many.

 

It's a struggle to figure out what a where these new objects are. The structure is far too different to cut and paste into a PC save where it's easier to see what's going on with an editor. I suspect however, that I'm going to find objects from missions long before Burning Desire.

 

Scavenger Hunt

 

Ryder's Cigar out front of Reece's barber shop. From the mission Ryder.

Security Keypad from Robbing Uncle Sam - main warehouse with boxes, maybe others.

 

Okay, maybe not so interesting of a hunt. It looks like most of the warehouse doors might still be at the location of the Robbing Uncle Sam mission, otherwise most of the extra objects are associated with the Burning Desire mission. Denise's window, and a lot of smashwall stuff and crates that are inside the interior where it's hard to look at.


khsh97
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#12

Posted 12 June 2014 - 05:18 PM

Here is the Link to the save:

http://gtasnp.com/download/42604

This is the simple los santos starter save in which firefighter has been completed.

 

I do not know how slot 9 and slot 10 saves are made because if I load multiple saves and quit the game and when again I launch the game and click on resume button, It always gives me different results and I get confused that which save has created this slot 10 save. When we enter the crane or a stadium event, a checkpoint save message appears at the screen and I don't know in which slot this save is created.

 

 

You ask why there are 5o more objects in this Glitched save. I looked at the stats and found that 1 or 3 horshoes has been collected. The gyms in all the 3 islands are opened at the beginning of the game in mobile version. So maybe it has something to do with the objects in las venturas.


OrionSR
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#13

Posted 12 June 2014 - 06:41 PM Edited by OrionSR, 12 June 2014 - 06:44 PM.

Thanks for the Beginning Save. I was able to confirm that the Android version starts with 71 objects in the save, just like PC. I was able to trace the coordinates and models of most of the extra objects (everything at the end of the list) to three missions; Ryder, Robbing Uncle Sam, and Burning Desire. All of these objects were created during missions. They should not remain in memory in a form that should be saved after the mission. They should be on the mission cleanup list and get taken care of by the garbage collection routine that runs at the end of each mission. My hypothesis is that the mission cleanup list isn't maintained properly when a save created during a mission is resumed, or when these objects are returned to memory after resuming they no longer have the information that would include them on the list.

 

Are you getting frustrated? I feel like I'm overwhelming you with technical information and placing a lot of demands on you. We're making good progress, but I'm afraid I'm going to have to turn the technical issues over to the mobile modders group.  I think for now we should concentrate on figuring out how to recreate the glitch, if you are still up for it. I'll brainstorm some ideas and you can run any test you find interesting.

 

The Burning Desire mission may not be the easiest way to test for the glitch; there's normally a door there anyway. Robbing Uncle Sam might be easier to work with. Please visit the mission location at the docks on the glitched save. Are the warehouse (x3) main and side doors visible? Is there a main gate? The keypads might be there too, but are probably broken. Maybe check on a normal save for comparison.

 

If the warehouse doors or other objects are visible then consider progressing your starter save until Robbing Uncle Sam is available. It would probably be best to avoid resume saves up to that point. See if you can get the doors to appear off-mission by... quitting in the middle of the mission and resuming the mission later, or however that works.

 

If you can't get doors to appear off mission then post your pre-RUS save and we'll see if we can get an iOS player to run a few tests.

 

The Burning Desire mission is pretty far into the early story. If we can't recruit an iOS player to run a few tests then it's probably not worth the trouble to progress a save to this point.

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#14

Posted 12 June 2014 - 07:01 PM Edited by khsh97, 12 June 2014 - 08:13 PM.

I am not getting frustarted and I like to co-operate with you. I feel like I will learn many technical thing from you.

I will load the glitched save and if I find anything then I will update you about it.

 

Update: I checked out the glitched save and went there.

 

There was no main gate

screenshot: http://i.imgur.com/fFcf2de.jpg

 

The keypad was there but not broken

screenshot: http://i.imgur.com/zBXMFlo

 

There were 3 warehouses

screenshots: http://i.imgur.com/UvF31uR.jpg

 

There were no crates inside warehouses

screenshot: http://i.imgur.com/djNeZ7u.jpg

 

There were bundles of crates but I think they are already there before mission. You will get idea what I am trying to say after you see the screenshot

Screenshot link: http://i.imgur.com/71pqnkn.jpg

 

There were no main door of the warehouses but I am not sure what you mean by side doors

screenshot: http://i.imgur.com/EBMjZf6.jpg

 

There was also a keypad to the first warehouse where the crates are present during the mission

screenshot: http://i.imgur.com/Bxjou6f

 

Note: I have doberman save file which is normal save file. I will go to the docks in this save and will compare it with the glitched save. If I found something different then I will post it.

 

Now I want your advice. Should I progress beginning save till robbing uncle sam mission?

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#15

Posted 12 June 2014 - 07:52 PM Edited by OrionSR, 12 June 2014 - 09:30 PM.

Here's a little context for objects. Don't get objects confused with other items like pickups, vehicles, or actors. These are handled separately.

 

San Andreas has an object pool with room for thousands of objects, but it can't remember each of the hundreds of thousands (my numbers might be off a bit but you should get the general idea) of objects at the same time. Most objects are streamed in from data files when CJ is near, and discarded as he leaves the area. The objects might end up in any random location in memory so game scripts have a hard time controlling them directly.

 

Some objects need to be found in the same spot all the time so the game scripts can control or destroy them. Several dozen of these "scm objects" are stored in the save file unless destroyed by the scripts. These are usually objects that block access to places CJ isn't supposed to go (area 51 doors), or something that moves when CJ get near (airport gates, other doors). Sometimes objects fill the hole that will be created during the mission (End of the Line) or after the mission (Yay Ka-Boom Boom).

 

Mission object are usually decorative or meant as a utility during the mission - all the bells and whistles. These hardly ever remain after the mission unless a hole needs to be plugged.

 

 

I'm wondering if there are any interesting object the could be added to the save on purpose. The jump ramps from boat school?

 

Updated for above update.

 

Okay... I'm not sure where the doors are hiding. They move during the mission but I'm not sure where. Each warehouse has two small doors on either side near the back. These are usually open but blocked during the mission. But if the large front doors are not visible I suspect the small doors would be the same.

 

But Keypads... We might be able to work with those. Yes. It might be worth the trouble to progress one of your saves to this point and run a few tests - if the keypads aren't there on your Doberman save.

 

I've been reviewing the mission help topic looking for Android saves with glitched objects. I found a Grove 4 Life save with an Android header in the topic with 121 objects in the save. I doubt that's normal, but can't be completely sure of the source of the save. Still, it hints that you might have some success from your tests.

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#16

Posted 12 June 2014 - 09:45 PM Edited by khsh97, 12 June 2014 - 09:45 PM.

Yes I have checked doberman save file and I found two differences:

 

There was no keypad on main gate wall

screenshot: http://i.imgur.com/Q5eXxzx.jpg

 

There was not keypad at the wall of the warehouse where crates are stored during mission

screenshot: http://i.imgur.com/VTwKzlK

 

So there are no keypads in normal doberman save

 

Update: Sorry but can you post some pictures of the doors.

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#17

Posted 12 June 2014 - 10:03 PM Edited by OrionSR, 12 June 2014 - 10:06 PM.

Sorry, I don't know why my screenshots are all so dark. All six doors are lined up in this shot.

 

http://imgur.com/OUv9t3q

 

I just found a slot 9 Robbing Uncle Sam save for Android, reportedly, with 257 objects in it. I'm not sure what they all are.

 

http://gtasnp.com/download/42606

 

BTW, if you run a test on a fresh Robbing Uncle Sam save, try a resume save before the warehouse doors are opened. It might be best to wait until the front gate is open or Ryder might get stuck outside. Well, I guess it doesn't matter. You won't be able to load crates if there is an extra warehouse door, unless it can be smashed.

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#18

Posted 13 June 2014 - 07:51 AM Edited by khsh97, 13 June 2014 - 03:50 PM.

Thanks for the screenshot! I found another differences between glitched saves and normal saves

 

There were six side doors of the warehouses in the glitched save of the OP of http://gtaforums.com...litch-stuck-ios

screenshot: http://i.imgur.com/KHqLx5X.jpg

 

There were also keypads in robbing uncle sam save which you provided above

screenshot of keypad on main gate wall: http://i.imgur.com/xZGWNvb.jpg

screenshot of keypad on warehouse wall: http://i.imgur.com/oFy1YCm.jpg

 

There were also six side doors of the ware houses in robbing uncle sam save which you provided above

screenshot: http://i.imgur.com/5sh51Hb.jpg

 

There were no side doors of the warehouses in normal doberman save

screenshot:http://i.imgur.com/SCRH2Jj.jpg

 

Notes about robbing uncle sam save which you provided above: The burning desire mission in this save has been completed and door of the house was indestructible.

 

Note about glitched save of robbing uncle sam of The OP of that topic: There is always armor spawning near the house of burning desire mission. I have taken this armor 3 times in less than a minute during burning desire mission

screenshot: http://i.imgur.com/sltO0yO.jpg

Also in the mission or before starting the mission when goes near the windows of that house he always lift that windows just like he is doing burglary mission.

 

There is no armor spawning neat the burning desire house in the save which you provided above while there is always armor spawning near the burning desire house in the glitched save of the OP of that topic.

 

Update: The door of the house is smashable in your robbing uncle sam save also.

 

I found difference between the glitched burning desire save and mine doberman, beginning, and your robbing uncle sam save.

 

In my beginning save and mine doberman save in which burning save has been completed, there were no windows of the house of burning desire mission and there also there were no windows of this house in your robbing uncle sam save. While there are all the 5 windows of this house in glitched burning desire save.

Screenshot of beginning save in which there are no windows of the house+ no armor: http://i.imgur.com/dsdWpNU.jpg

Screenshot of glitched BD save in which there are windows before starting mission+ armor: http://i.imgur.com/lmEPDcM.jpg

 

 

The windows of that house are always present before starting the burning desire mission.

But why the game add windows before burning desire mission, the game can't add those windows without running the mission script.

So from this, I have an observation that that guy have failed the burning desire mission at least one time thats why there are windows before starting the burning desire mission.

 

2 keypads+6 doors+ 5 windows= 13 objects in glitched burning desire save.

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#19

Posted 13 June 2014 - 05:11 PM Edited by OrionSR, 13 June 2014 - 05:41 PM.

Excellent. You are definitely honing in on the relevant objects. Yeah, I was just cluing into the windows while I was testing that strange burglary lift thing you keep mentioning. Does he do that when not on the mission or on a normal save? I can't get this to work on PC but I do have a vague memory of running into this before.

 

I don't think the extra armor has anything to do with the glitch. "Type 2" pickups respawn within 45 seconds and as I recall, is the default/only setting if a pickup is added with text IPL files - usually a fairly easy modification. I don't remember armor being an option but it's been years since I've messed with adding pickups with IPL. However, this mod, any identifiable mod, reduces the credibility of this save as evidence that Android can also glitch extra objects. Any luck with your tests?

 

Yes, I think you are correct. I suspect Burning Desire mission has been attempted at least twice on that first glitched save we were testing. I haven't poked around inside of the other save other than to extract the object count.

 

Objects of Interest - found in scripts, haven't checked any saves

 

Target bottles from Nines and AKs

Pool balls

Casket from Los Sepulcros

Barrels, ramps, door, unknown from Gray Imports

Gun Crates from Catalyst

Doors, gates in Robbing Uncle Sam

Windows, doors in Burning Desire

Road Barriers galore in Management Issues

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#20

Posted 13 June 2014 - 05:30 PM Edited by khsh97, 13 June 2014 - 05:36 PM.

On the first glitched save, cj always lifts windows in both situations whether he is on the mission or he is not on the mission.

This strange burglary like behaviour is only on the first glitched save. This behaviour is not present in your robbing uncle sam save and also mine beginning and doberman save file.

 

 

Any luck with your tests?

Which tests you are talking about?


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#21

Posted 13 June 2014 - 06:35 PM

I was hoping that you would try to add extra objects on the Android version. That slot 9 "Android" save suggests that it might be possible. I suggested Robbing Uncle Sam as an early mission with identifiable objects that might be added. It might be worth the trouble to try some resume saves on Nines and AKs to see if you can get extra bottles to appear outside of the mission, since that's really early in the story.

 

Or perhaps a resume save during a game of pool will leave balls on the table. Saving near a pool player is liable to prevent him from ever respawning again (it's just like the basketball glitch), but it might provide an easy object test that doesn't require completing any missions. Ten Green Bottles has an always available pool table.

 

Does CJ only try to lift when he is near a window, or possibly by the wall between windows but still next to the building? I'm not sure what would make him lift unless he is near an object that can be lifted. Perhaps "lift-able" is a setting of objects and the window object have this flag. I've seen at least one example (EP only door) of an object property that can't be explained by the scripts.  Is it possible that CJ could be lifting an invisible object that can be put down and picked up again?

 

BTW, there are a few top floor windows as well, one of which Denise breaks during the cut-scene. I don't think counting each item will help as far as comparing what is actually in the save. Some things probably won't be visible.  Identifying which missions tend to leave behind which objects should make testing a lot easier though.

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#22

Posted 13 June 2014 - 06:50 PM Edited by khsh97, 13 June 2014 - 06:55 PM.

How to save near a pool player?

 

 

CJ only try to lift window when he is near a window.

 

Update: Resume saves are made in slot 10. The name of slot 9 is autosave:Mission name. I will first resume the game to see where the resume save was made. And then I will load slot 9 autosave slot to where cj spawns. This might help us to differentiate between slot 10 and slot 9 save files.

 

 

I am upto it and will try to add extra objects!


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#23

Posted 13 June 2014 - 07:08 PM Edited by OrionSR, 13 June 2014 - 09:01 PM.

Okay, I'm going to examine the properties of the window and see if I can recreate it on PC. I found what looks like the relevant opcode associated with the 7 liftable crates in the Home Invasion mission.

08E9: set_object 125@(42@,7i) liftable 1

I don't know how the extra saves work on mobile devices. I would suggest stopping (just shut off the phone, what other options are available?) in the middle of a pool game or mission (you have reached your bus stop, work/class is starting, dinner time, etc) and try to resume where you left off. And while you are at it, move any slot 9 or 10 saves to another folder and see if you can use the file date and time to figure out which type of save ends up in slots 9 and 10.
 
You may be getting inconsistent load slots because the game simply wants to resume the most recent save. Perhaps something like:
 
Manual quicksave (to slot 9?) before the mission - resume and it will load. Save-state to slot 10, might be on a mission - resume and it will load. Finish mission and save using a disc in slot 1 - resume and slot 1 loads. Delete/rename/move slot 1 and the Save-state will load. Remove the save-state and the quicksave will load. Remove that and the most recent save in slots 2-8 will load. Um... I guess this wouldn't make sense unless there was a way to manually load the quicksave.
 
Do slot 9 saves load properly if renamed to slots 1 thru 8?
 
Well, that worked. I can even move them around and save the new location. The windows are invisible from CJ's side of the glass. Oops, you found this already. I didn't notice the 2nd screenshot.
 
http://i.imgur.com/UO923hsl.jpg

 

Anyway, this is another example of how the object properties are not as expected. Nothing should change the windows to liftable.

 

You know, liftable objects that can be repositioned and saved might provide some interesting save modification ideas. I'll have to give this some thought.

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#24

Posted 14 June 2014 - 06:53 AM

I runned a test during Nine and Aks mission.
When I started and went their with smoke and then quit the game and then resume and complete the mission the bottle is not there.
So I thought to fail the mission. When I went there with smoke and killed smoke the mission got failed but the bottle was there. I went to safe house and saved the game in slot 6 which is normal slot. Then I loaded slot 6 and went their to Emmet the bottle was still there
screenshot: https://i.imgur.com/olF6BRZ.jpg
But when I completed the mission in resume save and slot 6 save the bottle got disappeared.
From this I got the answer to why there are extra doors and windows in first glitched save. That guy have failed the mission, but the mission have executed "adding objects" script. As he haven't passed the mission so the mission hasn't executed "cleanup objects" script. I runned a test. I completed burning desire mission and went there, there were no glass windows present
screenshot: https://i.imgur.com/34lBpd2.jpg
But there is very strange thing about this save. Now there are no visible windows but if I go near them CJ still lifts them and when I see from different camera angle Cj was lifting that same glass windows.
Also there are two more windows above the three windows which have not broken during the mission. After I completed the mission, I went there and I destroyed those windows and those two windows were destructible.
Screenshot: https://i.imgur.com/34lBpd2.jpg

So conlusion is that if you fail a mission and save, the objects added by mission will still be there.


Now about slot 9 & 10:
I runned a test and found a few difference between them.
In Mobile version there is a checkpoint save created during mission. From this checkpoint save you can retry the mission if you fail it without starting mission again. This checkpoint save is stored in slot 10. But outside mission it can store anywhere. Understanding slot 10 is a little difficult if you are using mutiple saves.
Slot 9: whenever you complete a mission a save is created in slot 9 and is called autosave:xxxx
Slot 9 save is only created when you complete a mission that creates a checkpoint save( simply the mission that changes save name).In this slot 9 save CJ only spawns in the location where mission was passed( in my case it was near smoke house after completing drive-thru).

In my test I notice that when you pass a mission whether you load slot 10 or slot 9 cj will spawn in mission passed location. So slot 10 save is created both during the mission and after passing the mission while slot 9 save is only created when you pass a mission that changes save name.
This slot 10 and slot 9 similarty is not true when you are using multiple saves which are in different islands (e.g one save in los santos while other save spawn location is in san feirro).
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#25

Posted 14 June 2014 - 08:44 AM Edited by OrionSR, 14 June 2014 - 08:45 AM.

Interesting. I'll have to review this more carefully in the morning, but I have a few thoughts. 

 

These Nines and AKs tests have been run purely on your device and you can confirm seeing glitched objects that have been added to the save using Android - so the glitch is not limited to iOS?

 

I suspect CJ was carrying a broken window, which leads me to believe that you may have added bottles during Nines and AKs but broke them while completing the mission. I should be able to detect broken bottles in the save even if you can't see them. I'd really like to see your before and after saves - after being both failed and then completed.

 

The mission cleanup routines should always run at the end of the mission - pass or fail.

 

Checkpoint and auto-saves huh? I might be able to find those commands in the scripts now that I know what I'm looking for. Thanks. I'm still a little confused about how the save slots interact but for now I think we can work with it.

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#26

Posted 14 June 2014 - 06:55 PM

Here is the save in which I have failed the mission
Link: http://gtasnp.com/download/42638

Here is the save in which I have passed the mission
Link: http://gtasnp.com/download/42639

About slot 9: This is also normal save but the difference between slot 9 save and normal slot save is that the slot 9 save is created by the game itself when you pass a mission while normal slot save are created only when you save a game. Apart from this difference the normal slot save and slot 9 save are same.
Both normal and slot 9 save are 253.91kb in size.

About slot 10: Slot 10 save is not limited to checkpoint save only. Sometime when my game freeze and I quit the game and then resume the game, the game starts from the place where the game was frozen. Sometime when I resume the game I find CJ in safe house or some random location.
We need to work on slot 10.

One more thing, If you want to understand slot 9 and slot 10 then you need to understand the game main data.
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#27

Posted 14 June 2014 - 08:39 PM

Ah ha!

 

I can confirm one bottle in both saves. Their properties are slightly different so I suspect one is destroyed, but I have yet to make much sense of the data. However, and this is the "ah ha" discovery, it looks like the objects have a slightly different structure between iOS and Android. Most of it is the same, but the last few bytes seem to be mixed around. This leads me to believe that the liftable windows and other odd flags might be due to loading a save from an iOS version on Android. I'm not sure what to expect with Android saves loading on iOS.  I'm curious of other standard objects can be lifted on an iOS save, but I'm not sure what to suggest as a test since it's hard for you to tell the difference between streamed objects and those included in the save.

 

Doors for properties for sale, girlfriend doors.

Area 51 vent cover and blast doors.

Breakable cabins in Doherty, destroyed during Deconstruction

Smash wall of Smoke's Crack Palace in East LS

Crane parts

Aircraft carrier lift and rear door

Airport gates, but these are moved by scripts so there might be trouble.

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#28

Posted 15 June 2014 - 07:11 AM Edited by khsh97, 15 June 2014 - 07:15 AM.

http://gtasnp.com/download/42642
This is the same failed save but this time I have destroyed the bottle in it.
Compare this with passed save for the property of the bottle as now in both saves the bottle is destroyed.


I tried door of property for sale and airport gate in first glitched save but CJ was not lifting them.

The iOS version is 1.61Gb and the Android version is 2.38Gb. Is the size of the game make any difference?

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#29

Posted 15 June 2014 - 08:08 AM Edited by OrionSR, 15 June 2014 - 08:12 AM.

Yeah, that bottle looks destroyed. With enough examples I can probably start piecing together a crude idea of what's going on with the objects, but I'm not all that familiar with object properties. I started another topic in the modding forums in the hope that most of this information has already been documented in a form that's similar enough to adapt.

 

Thanks for the save. I like the way you are thinking about this puzzle. I think you've got a knack for this sort of thing. We could run a lot of tests and decode some of the mystery information but I'm not sure how that will help. It's also the sort of process that takes a very long time. At this point I'm leaning away from the technical stuff about the root cause of this glitch (no, I don't think game size would make a difference) and considering anything else we can do on the gameplay side. Something like,

 

How many objects can be added with Burning Desire until the game starts crashing? If enough objects are added then eventually there won't be any room in the save for entrance markers (yellow arrow at the airports), radio data (wrong news briefs?) and eventually enexes (yellow markers) that provide access to interiors.

 

Is there something fun we can glitch into a save on purpose?

 

Are there any liftable, moveable, saveable, objects that could be added to the save by editing just for fun? Jump ramps? Barricades? Building blocks?

 

It's late (I get the impression that we have opposite schedules). I'm going to think on this some more. Thanks again.


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#30

Posted 15 June 2014 - 09:04 AM Edited by khsh97, 28 June 2014 - 08:13 PM.

You are welcome!




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