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Lounge for The Chain Game: San Andreas


Ryan
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I’ve made 5 videos so far totaling about 1 hour and 14 minutes in length, and I’m in the process of trying to do the “Chain Game” Stunt Jumps.

Just north of Mulholland in the Badlands there’s a Stunt Jump labeled as “Jump 7” on the Chain Game map.

 

user posted image

 

I seem to remember that Jump 7 needs to be done from a boat on another vehicle, or maybe with a boat, is that right? I’d appreciate a little help on this one. Thanks.

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Jump 7 starts underwater and lands on the beach. USJs cannot be triggered or completed with boats, otherwise That Dam Jump would be unique. Phreak's underwater NRG and Infernus in the Panopticon undrowning zones were placed for this jump, but it's an awfully long drive. When I want to complete this jump I usually undrown a vehicle using the Hampton Barns or Hanky Panky undrowning zones. rubregg recorded a video of this jump as part of a CG birthday video (start about 5 minutes in).

 

 

 

Oh, uhh.... nevermind - too late.

Edited by OrionSR
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Cool, thanks both of you. It makes more sense now..... and I like the extra touch at the end of your newly uploaded video, Phreak.... focusing on your personal license plate...... it matches the techniques in the Orion's (rubregg's) video..... nice smile.gificon14.gif

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I've got a questions what has nothing to do with your videos, guys.

 

Can be the proofed vehicles from the girlfriends taken? If they are proofed, we can do 4-star stuff easier. Or, they need to stay in those garages?

Dead (Retired)

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biggrin.gif I'm happy to see Chain Game is still going on, i was first here when the 34th was going on. I'm back and might do a mission or two biggrin.gif Some of you might remember me but most won't. Just wanted to say hi!

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Errm, my video predates Rubregg's. But the original on Filefront has long gone so I had to re-upload it.

The original discussion is around here: http://www.gtaforums.com/index.php?showtopic=296147&st=233#

That's cool.... I just meant that your technique was great; I didn't mean which was done first. smile.gif

Thanks again.

Edited by zmoonchild
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About the Underwater NRG, I have watched the video on it, done the under water glitch in the area where it was supposed to be(it shows in the video it is off from the SF Airport), I successfully end up in the underwater glitch and walk all around under water, but cannot see the NRG anywhere? Is this a V1 only feature and I can't find this because I have V2? or what? Just curious.

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The underwater NRG is unlocked by completing bike school for gold. Check afinn's vehicle plan post if you are unsure about when certain vehicles are available.

 

 

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I've got a questions what has nothing to do with your videos, guys.

Can be the proofed vehicles from the girlfriends taken? If they are proofed, we can do 4-star stuff easier. Or, they need to stay in those garages?

I'm not sure what you are asking... The proofed vehicles taken from the girlfriends can be used for whatever you want. They are only put into those garages to save them. Take them out and play around with them, but try not to loose them. Some take a lot of tries to get. Remember they are all proof, but they will catch fire and explode if rolled onto their roof. A couple of them roll over very easy.

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Race Tournaments

If the Race Tournaments are enabled early, please do not complete "Lowrider Race", "Badlands A", or "Badlands B" before their associated missions ("High Stakes, Low-Rider", "Wu Zi Mu", "Farewell, My Love") have been passed.

Is this rule due to a technical problem that may result, or does it have to do with simply completing the story missions in the proper order?

 

I think it’ll cause a technical problem if they’re completed before their appropriate missions, but I couldn’t remember.

 

Thanks

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Race Tournaments

If the Race Tournaments are enabled early, please do not complete "Lowrider Race", "Badlands A", or "Badlands B" before their associated missions ("High Stakes, Low-Rider", "Wu Zi Mu", "Farewell, My Love") have been passed.

Is this rule due to a technical problem that may result, or does it have to do with simply completing the story missions in the proper order?

 

I think it’ll cause a technical problem if they’re completed before their appropriate missions, but I couldn’t remember.

 

Thanks

You're right, it is thought that it will cause a problem later in the game with flag removal or not having a flag remvoed. It's not been proven to the end of the game (100%).

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lil weasel,

 

In the last turn you didn't save with full armor. This is against the rules. But don't worry, you can find an armor in each wardrobe, and if you don't see it first time, exit, and re-enter. It should be there.

smile.gif

Dead (Retired)

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lil weasel,

 

In the last turn you didn't save with full armor. This is against the rules. But don't worry, you can find an armor in each wardrobe, and if you don't see it first time, exit, and re-enter. It should be there.

smile.gif

@miromiro, maybe you should have another look at the 'Rules' & the 'Suggestions'. The 'Suggestions' are not part of the 'Rules' therefore saving without full armor is NOT against the 'Rules'.

 

@lil weasel, Please don't pay any attention to the post by miromiro about the full armor, it is just a suggestion & not that big of a deal. As it was stated, armor is readily available in the wardrobes & throughout San Anderas & can be easly acquired.

 

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Why not pay attention? Everybody was noticed in the lounge who didn't save with full armor, even me.

Who cares if it a suggestion and not a rule.

Dead (Retired)

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Why not pay attention? Everybody was noticed in the lounge who didn't save with full armor, even me.

Who cares if it a suggestion and not a rule.

Since it's just a suggestion, we cannot force people to save with full armor. It's their choice and it's up to the player to decide whether or not he has enough time to grab armor before he saves and exits.

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Thank you for the information. I do normally save with full armour but, when I saved that game I didn't even notice the tiny bit of missing armour protection.

Looking back at it and considering that the body armour in this modded game is 100% more than the standard BA I wouldn't think that it's that important.

Possibly when the next revision is made to the game the automatic resetting of the BA level should be considered when saving, much like feeding CJ.

 

An interesting side matter for the techies. After finishing this mission I went back to my own save game (V2 unmodded) to do the Wu Zi race. I was doing very well when I approached the leg next to the Barn on the Farm. I saw a semi-truck cab ahead of me, which as players know is most unusual. It disappeared as if going over a hill. The next thing I knew was CJ’s car falling through the earth. And it then appeared in the air and CJ fell with the car visible below him, again repeatedly (looping). Finally the “Mission Failed—car destroyed.” appeared and CJ was left standing on the road East of the Farm. Then after looking about I could see the whole area of the Farm was destabilized. I had to exit the game and restart to gain solid ground. I had tried other saves before quitting. All the saves had the same lack of solid ground in that area.

No need to reply to this anomaly. monocle.gif

Edited by lil weasel
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Thank you for reporting this error. I doubt there is a problem but if you or other players encounter similar difficulties I'll take a closer look.

 

Occasional holes or soft spots in the planet do not indicate any kind of a problem with your installation or the game save. Restarting should clear up any problem. Soft spots in the planet can also be cured by re-enabling IPL streams using the same opcodes that control the barriers, but this method is a bit awkward and isn't very useful for anything other than confirming the nature of the error. I've got no idea why you would suffer from this error; it's probably just a random glitch.

 

pdescobar, rubregg, and I were baffled by frequent soft spots in the planet when we were developing the custom saves. We eventually traced the problem to our attempts to remove v2 barriers or objects using v1 installations. rubregg and I altered the coding for how we control the barrier versions and the problem all but completely disappeared. It should not be possible for this type of soft spot to persist after a game restart or to propagate to other players.

 

 

 

 

 

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The caller may purchase items (weapons, etc.), mod vehicles, date, eat, workout, dress, get a tattoo & get a haircut for CJ. Please let us know about any of this stuff in the Notes section of your post.

 

I never purchase weapons... But, Things like the mini-gun/flame thrower/etc. take a bit of time to collect ammo. So it seems nasty to change the mini-gun with 2000+ ammo to a HEAT missle launcher with 30 and back and forth?

So... How do you players determine which weapons CJ will carry? Whim?

I just looked and the ones he's got now aren't exactly what I would consider as optimal. Sawed shotgun? too slow. Silenced Pistol? too many shots to kill. Ak47? small capacity and short range. The Katan? Too many slashes.

 

The Desert Eagle is just up the street. The M4 is on the coast. The chainsaw is more effective in melee)

Edited by lil weasel
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Usually Sawn-Off Shotgun, Minigun, Silenced Pistol, M4, grenades, night glasses.

We usually use the good guns, and we collect the ones we find.

Usually the first one who collects ammo decides which guns to take, the other just fill up the bullets.

Dead (Retired)

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@lil weasal, Actually, on the Chain Game saves you don't have to worry about ammo counts, as all the Armories(the LS one is in the 7-11 store in the Hollywood (Muhulland) area. All the armories contain High ammo counts for pretty much all guns in the game-ie. the Minigun has 1500 rounds per pick up and the Rocket Launchers have like 500 rounds per pick-up. Best of all, most of the weapons are fast re-spawn-just go to one side of the armory and back. So, you can replace weapons whenever you like, and not lose much to little ammo. Just a heads up. smile.gif

 

Also, I would like to send a big Welcome to all the new players.... smile.gif

 

Also, Thank you Orion for posting the Vehicle unlock plan. smile.gif

Edited by radioman
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Armory Hideouts
  • Bayside House (the house farthest west and south in Bayside; this is unrestricted territory)

     

I’m having problems locating the Bayside House. I’ve looked at every house in Bayside, and especially the one that’s farthest west and south. Is there something that I overlooked?

 

Thanks.

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The Bayside Armory has about a 25% chance of getting disabled by the engine when the game is started. You'll need to restart the game to roll the dice again, reloading won't help, but once active it will stay active during that session. If you really want to have this armory available every time you can remove the "unknown" burglary flag in the ipl file.

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Thanks lil weasel, and thanks Orion; the armory in Bayside was not there. I’ve already uploaded 24 videos for The Chain Game, all showing the same saved-game, so unfortunately I can’t start over again. When I started the game it must have fallen within the 25% category where it got disabled. I’m trying to show the features of The Chain Game in the videos, but the armory in Bayside will have to be left out; there’s no starting over. Thanks again.

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I guess I didn't make myself clear. The disabled armory is not related to the game save; it's a game start up issue. Close down the game program and start again and that enex might be available. If not, shut it down and start again. Once the armory is active it will continue to be active for that session. If it is important for your recording that that armory is always available I can look up how to modify the text IPL file and change the flag.

 

The problem is that the Bayside burglary doors have an unusual flag that is usually only seen on the temporary burglary doors found all over the map. Most burglary doors are temporary; the only fixed burglary doors are a handful in San Fierro and the 4 in Bayside. I suspect the Bayside burglary locations, and all of Bayside for that matter, were added very late in the game's development. For some reason one of the 4 Bayside burglary doors is always disabled - I've got no idea why. We didn't find this out until late in the custom save development process because this unusual flag is only read from the text file, is ignored in the save, and we were testing using the same modified IPL files we used to make the save. The development team decided to leave this armory in the custom save despite this glitch. Sorry about the confusion.

Edited by OrionSR
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Thanks for that clarification, Orion. I went back and restarted the game about five times until the entrance marker for the armory in Bayside finally appeared; it did take a while.

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