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Lounge for The Chain Game: San Andreas


Ryan

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Found another warp, - Sub Urban: Creek <-> Jefferson (bikes allowed)

 

How many warps left ?

Congrats. Have a cookie cookie.gifcookie.gif

 

I'm not quite 100% sure but I think all of them are found now.

Edited by ryan92
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That's the last of the warps; well-done. Someone had previously mentioned it early in the round but that lazy panda hasn't updated the list yet.... wink.gif

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Since the last warp has been discovered, here's a freebie on a warp feature. I suppose someone might find this out be accident someday, but the doors are in really lousy positions for this trick anyway.

 

In addition to teleporting CJ and bikes between the different areas of the map, the warps should also teleport cars, but only in the direction leading away from Los Santos. So it should be possible to bring a favored vehicle into restricted territory, but not to return with a rare vehicle.

 

Unfortunately, the doors are too close to the wall, and often blocked by obstructions that make it impossible to get CJ close enough to the door to trigger the warp. Even under the best of circumstances, the standard doors work best with cars if CJ rubs the driver-side door against the wall, and short cars work better than tall cars.

 

And here's a hint on the unused interior: I set it up for early weapon skill rampages.

 

BTW, I've got the Pirate Booty jacked up to it's maximum rate, but if CJ isn't close enough, it doesn't build. The dock is close enough, but the ranch house is not. It's a little disappointing, but now we know. I'm surprised no one has discovered the other new asset. Perhaps I should move it someplace more obvious.

Edited by OrionSR
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Found another warp, - Sub Urban: Creek <-> Jefferson (bikes allowed)

 

How many warps left ?

I already found that one.

 

Here is is a link

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Yeah, we noticed, but didn't get the map updated until after it was rediscovered. I remember you posted the discovery during a non-turn. Were you looking for secrets or did you stumble upon it? Is there a story associated with this discovery?

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Yeah, we noticed, but didn't get the map updated until after it was rediscovered. I remember you posted the discovery during a non-turn. Were you looking for secrets or did you stumble upon it? Is there a story associated with this discovery?

I was seaching for secrets. I could not found big ear armory during last round even if you provided very obvious clue. So I was desperately finding some hidden features. Since most (or all)of teleports were at the entrance of the shops, I was entering all shops to find one. It did not take too long to find sub urban teleport.

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Yeah, we noticed, but didn't get the map updated until after it was rediscovered. I remember you posted the discovery during a non-turn. Were you looking for secrets or did you stumble upon it? Is there a story associated with this discovery?

I was seaching for secrets. I could not found big ear armory during last round even if you provided very obvious clue. So I was desperately finding some hidden features. Since most (or all)of teleports were at the entrance of the shops, I was entering all shops to find one. It did not take too long to find sub urban teleport.

Very good reasoning. I tried to provide subtle clues such as this, I'm glad they didn't go completely unnoticed. The current warps were not my 1st choice, but technical issues forced a quick change shortly before round 20 started. If I had my choice the pattern would have been a little more obvious, but there aren't that many doors that meet the requirements for remapping.

 

A similar strategy might help you discover the location of the missing armory. Most of the clues I provided appear too late to be useful, so in this case you need to notice that something is missing.

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continueing discussion from round 22 thread....

 

I was a little confusion. I'm really very sorry about that. Here is a link to radicell's post. Two races were actually stadium events. But the title 'SF Street Races' and then names of four races confused to me. There was another guy who actually restarted after doing two races with story mission.

 

So, all things are clear now and again I'm really very sorry!

 

@OrionSR/pd : After mission 'Against all odds' when I entered LS, progress with denise suddenly got increased for no reason. Then I did taxi mission in LS. Dropped 37 fares. Progress with denise never got reduced during that period. Is that normal? As far as I know, if you stay in LS for long without having date with Denise, progress with her must get reduced and only way to increase it, is a having date. Here is link to Dxk's save.

Edited by hmvartak
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Version 2 Tester Needed for Barrier Glitch Testing - All you need to do is go look at things and report your observations on specific details. Send me a PM and I'll send you the links. The version 2 executable is required, version 2 scripts won't work by themselves or I could test this myself. It doesn't seem to matter if a downgrade patch has been applied.

 

Never mind, Ryan is up and running again, and we have the results we were looking for.

 

hmvartak, don't worry about the race thing. I had to re-read a few of those posts several times to make sure everything was within the rules, including one of mine. deathhunterex very defty accomplished a few mega-turns that all fell neatly within the requirements; much of which was done in restricted territory. Anyway, I still find myself rereading the rules once in a while to see what I can get away with on a turn.

 

As far as the dating thing, the girlfriends definitely appear a little scrabbled on that turn. I had done a little experimenting with the Oyster Bonus and intentionally failed several dates with Katie and Michelle to bring them down to 0%, but when pdescobar picked them up after the oysters were collected, they jump up to 55% or so, just as expected. So I was worried I had messed something up even though everything seemed perfectly normal on my end.

 

But the glitches I'm seeing happened way before my experiment, and everything was normal when I ran it so the glitches must have cleared themselves up. Anyway, this is what I saw when I loaded the link.

 

Denise was at 15% on the trainer stat, but completely missing from the stats menu. When you/I/CJ entered LA Denise was unhappy and dropped 2% but since she was missing it looked like she jumped up to 13%. This isn't exactly normal, but happens all the time so... pardon me if I contradict myself. This 2% penalty would have provided a little protection from more hits to Denise's affection, but you were running a mission, the Taxi mission, and the girlfriends don't seem to mind if CJ doesn't call when he's in town for business. When I was worried about a potential hit to a stat I would often trigger a vigilante mission or something to hold them off for a while. These days I'm more likely to ignore them until they get close to 90% again and stop by for another visit.

 

The strange part about this save however, was that Katie was listed at 9% on my trainer stats, but at 13% on my stat menu. When I dated her down I remember I had to do 3 failed dates, so her stat was stable at the time of my experiment - I wasn't running my trainer at the time, obviously, so I didn't notice anything else amiss.

 

So I decided to take out Katie for a quick snack to see how the stats would adjust, and after we left the diner Michelle showed up for a Jealousy date and didn't provide room for escape. So Michelle dropped to 13% as expected, but Katie dropped to 0% on the trainer and disappeared from the stat menu. This was a very effetive way to kill her progress, I hope I can repeat this effect, but it was very surprising, so... I'm not sure what's going on, but I think it'll all work out.

 

BTW, has anyone gone to meet Helena since we got the Oysters? She starts out at 0% and should have received the bonus to 45%, but I think she has different meeting coding so I'm not sure if it stuck.

Edited by OrionSR
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It's strange to know that, green progress bar was actually decreasing stats. Certainenly there is something weird with girlfriends. Few days ago on my v1 save denise was stucked at 99.0%. Even after successfull dates with her, it wasn't being 100%. Then I allowed it to drop to some lower value, and tried again. It then became 100%.

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After continous hinting, - I eventually found it:

 

 

 

For players not familiar with the underwater glitch: Notice the change in lighting, it marks the "Dry Spot".

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Sweet! Nice vid, Phreak. Forget all the crap I put in the PM, this will do nicely. Another hint to people attempting the underwater glitches - Turn ON your frame limiter, or CJ is likely to drown before you hit the undrowning zone. I'm so happy this vehicle has been discovered; bikes don't sink, so usually can't be undrowned, so I put an NRG where I found what I think is a new glitch zone - new to me anyway, but I haven't been at this long. Anyway, since Phreak's Infernus is visiting rubregg at the SF Hospital, this vehicle can be used for the lone underwater jump.

 

Jumps by rubregg - Has anyone considered taking on rubregg's new Unique Stunt Jumps. They are marked on the map posted on the 1st page - jump12 thru jump17.

Warning: jump17 and especially jump14, are very challenging.

 

Barrier Glitch Resolved - Well, sort of. I can turn on barriers for the v1 exe, v2 exe, both, or none. Version 1 and 2 are using different flags in the same area of memory. However, this only expands our options a little. As it is, only people with the v1 exe see the current barriers, so the v1 exe must be used to lower them. Now I can swap those flags so the v1 exe won't see any barriers, and the v2 exe will need to be used to complete Green Sabre and Yay Ka-Boom Boom to lower the barriers for v2 players - for a change.

 

However, since I can enable the floor of Smoke's Crack Palace early for both versions, it shouldn't matter which executable is used on the final mission. The 100% save should not have a big hole into blue hell for either version; the wall may still be in the way, but we can deal with that at the time.

 

Version 2 Player Survey - Since Ryan did a great deal of work providing saves and running tests, I'll probably set this up at least once in the near future, but it would help to know how many people using the version 2 executable would like a shot at the map changing missions, The Green Sabre, and Yay Ka-Boom Boom. My conversations with v1 players indicates a great deal of support for making this modification every few rounds, but I don't know how many version 2 players are playing in the current rounds. So...

 

Version 2 Players: Who are you? and are you interested in including this feature maybe every few (3, 4, 5?, depending on how many of you there are) rounds?

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BTW, has anyone gone to meet Helena since we got the Oysters? She starts out at 0% and should have received the bonus to 45%, but I think she has different meeting coding so I'm not sure if it stuck.
I messed around with my N.O.E. save a little last night. When I met Helena the % went to 15% & after one successful date with no gifts it went to 25%, I quit after that.

 

Thanks to GTAPhreak for the video on how to get to the 'undrowned' area, I've been trying to figure out how that's done. And congrats for finding the underwater NRG-500!

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Version 2 Players: Who are you? and are you interested in including this feature maybe every few (3, 4, 5?, depending on how many of you there are) rounds?

It would seem I am the only version V2 player sigh.gif , I'll amke a post about it in the CG.

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Version 2 Players: Who are you? and are you interested in including this feature maybe every few (3, 4, 5?, depending on how many of you there are) rounds?

It would seem I am the only version V2 player sigh.gif , I'll amke a post about it in the CG.

V2 Estimator

  • ryan92 - CGv2 Tester
  • jaj's brother - CGv2 Tester

     

  • radicell - I suspect is v2
  • Necromancer - can't tell, probably v2

     

  • GTA Phreak - SnP says v2, I remember v1
  • ZoomZoom - SnP says v2, I've read Zoom has both versions

     

  • girishb - SnP reports v2, but the CG vet still manually converts
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Version 2 Players: Who are you? and are you interested in including this feature maybe every few (3, 4, 5?, depending on how many of you there are) rounds?

It would seem I am the only version V2 player sigh.gif , I'll amke a post about it in the CG.

V2 Estimator

  • ryan92 - CGv2 Tester
  • jaj's brother - CGv2 Tester

     

  • radicell - I suspect is v2
  • Necromancer - can't tell, probably v2 - v1

     

  • GTA Phreak - SnP says v2, I remember v1
  • ZoomZoom - SnP says v2, I've read Zoom has both versions

     

  • girishb - SnP reports v2, but the CG vet still manually converts
Edited by OrionSR
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• girishb - SnP reports v2, but the CG vet still manually converts

As I already told Orion, old habits die hard. tounge.gif

Actually, it's just to be on the safer side if at all Samutz's online converter malfunctions.

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•Necromancer - can't tell, probably v2

Naw...I am a version 1 player.The estimator has got it wrong.. tounge2.gif

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OrionSR put in some special unique jumps created by Rubregg in this round.

For those who missed them, here's a video of most of them:

 

 

 

Those who want to try them out for themselves and score the bonus should load a save prior to my turns, like this: http://gtasnp.com/6027

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Cool, really cool. And for once I was really laughing out loud at the interesting outtakes for the back breaker jump. Well done. Oh, nice work on Speed or Splash, I managed to make the crossing without a fall, but have yet to make a dry landing.

 

BTW, the jumps I had planned to replace the back breaker, and virtually impossible Foster Freeway jump (not shown) didn't work out as expected, so it looks like those jumps will be around for one more round. Sorry, they are interesting jumps, but as Phreak likes to put it, they are not chain game friendly.

Edited by OrionSR
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Nice video. I can now see that rubregg really put effort into making those jumps difficult.

 

Just one question: Are the ramps used on some of the jumps in the video in the original game? I understand that they won't activate the scene jump cutscene, but are they actually possible to try in the game, without it? Some of those jumps are quite interesting. icon14.gif

 

The one in the Badlands (the one where you died 5 times), might I ask, where is that? I have a feeling it's near the Whetstone safehouse.

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All new Unique Stunt Jumps, not just rubregg's, are using standard game elements. This often makes the jumps a little finicky about working as we had hoped, but we are continuing to develop our skills in this area. With the exception of the Foster Freeway jump, I don't think the rubregg jumps were intended to be hard, but instead to show some of the tricks in the game. Accessing the roof of the LS airport can be pretty handy in the chain game, and ways to access SF early is alway something the 4 star team likes to emphasize. The jump into the fuel depot is a standard early horseshoe trick, but pretty difficult to pull off without an NRG, so another USJ shows how to get one into LV on a standard game.

 

You can use SAMA to locate the jumps that remain on the map, but that back breaker jump, officially called Foster Valley jump, starts at the top of the hill above the SF airport and the Body Harvest farm. If Phreak hit look-behind just before heading down the hill you would have seen a Cropduster.

Edited by OrionSR
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Oh, I see. I thought it would be like that, but I wasn't so sure. Would it actually be possible to make a jump linking Red County and Las Venturas? I think it would be difficult; the gap between land is just to big to even think about. As for getting into the airport early, couldn't you just jump onto the roof at the entrance gate?

 

Sorry I'm bombarding you with questions, but is there a jump to get you into San Fierro airport early on?

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Oh, I see. I thought it would be like that, but I wasn't so sure. Would it actually be possible to make a jump linking Red County and Las Venturas? I think it would be difficult; the gap between land is just to big to even think about. As for getting into the airport early, couldn't you just jump onto the roof at the entrance gate?

 

Sorry I'm bombarding you with questions, but is there a jump to get you into San Fierro airport early on?

I think can help with some of your questions.

You can see a video of rubregg jumping into LV from west of Palamino Creek

Once you're at Youtube, you can do a search on 'rubregg' & see his other videos or you can see some of them in his Early Side-Missions In Locked-Off Areas topic

 

Yes you can get in the airports by jumping on the roof of the guard shack & then in.

 

You can jump into the SF airport using a NRG-500 from the high ground east/south east/south of the airport; there are a few spots.

 

BTW you would be better off if you called your next turn in the chain game in a new reply, that way you'll have the full 3 hours for your turn.

Regarding your crashing problems; I hope you don't mind my asking how much RAM memory does you system have. I recently added more to my system & haven't had a crash since. The design team has also cut a lot of stuff & done some other things to help prevent the freezing/crashes.

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The Early LV Jump is really tricky. I've practiced it quite a lot when I was working on the USJ setup, and only now feel fairly confident I'll clear the gap. It helps to take a slightly more western angle than shown in rubregg's video. The slope is a bit lower and landing isn't so difficult. Also, I think it really helps to lean into the bump at the edge of the road. This trick often provides additional height on jumps but may not provide as much distance - however, on this jump the height is the critical factor.

 

BTW, by now I thought you would be reading my clues more carefully. There are many ways into the LS airport, including a nice bike jump over the fence by the M4. However, access to the airport was not why I thought rubregg's jump was particularly useful.

 

 

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The one in the Badlands (the one where you died 5 times), might I ask, where is that? I have a feeling it's near the Whetstone safehouse.

The jumps are all marked on the chaingame map: http://pdescobar.home.comcast.net/tmp/cg22_map_start.png

The Rubregg jumps is jump 12 - 17 ( $1500 bonus ), #14 isn't in the video (I can't complete it)

 

Jump #12 is useful for accessing the LS airport helipad, - where there is a special vehicle in the chaingame wink.gif

 

 

Oh, I see. I thought it would be like that, but I wasn't so sure. Would it actually be possible to make a jump linking Red County and Las Venturas? I think it would be difficult; the gap between land is just to big to even think about. As for getting into the airport early, couldn't you just jump onto the roof at the entrance gate?

 

Sorry I'm bombarding you with questions, but is there a jump to get you into San Fierro airport early on?

 

The LV jump actually is a unique jump in the chaingame (#10 on the map).

Scoring the bonus is however a bit tricky. Since I did do videoclips of that jump too, I might as well upload it:

 

 

 

Unfortunately there isn't any clear features marking the "Ramp", so you need to use the trees to line it up properly.

 

There's another chaingame jump (#4 on the map) along with the (much harder) regular game jump leading into the SF airport.

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